A Perspective on a New Digital Art Game: The Approach of Research
and Knowledge Transfer
Ieva Gintere
Institute of Social, Economic and Humanities Research,
Vidzeme University of Applied Sciences, Cēsu Street 4, Valmiera LV4201, Latvia
Keywords: Contemporary Aesthetics, Digital Art Game, Kitsch/Camp Style, Methodology of Art Games.
Abstract: This study proposes a new methodological approach for digital art game creation focused on research and
knowledge transfer. The author is carrying out research into the aesthetics of contemporary games in order to
transfer the results of the research to the game’s players. The trend of kitsch/camp is presented as an example
of the contemporary aesthetics of art games. The author reveals the absence of knowledge transfer and
educational focus in the area of art games. There are many examples of a research-based game creation, but
the capacity for knowledge transfer in the art game area is underestimated at present. This article explores the
project related to the new game Art Space which is based on the respective methodological approach. The
new game is a research-based educational game of contemporary audio-visual aesthetics that serves as a
knowledge bearer. It will teach the player to recognize the current trends in digital art, as well as the
antecedents of aesthetics in art games. Art Space will be a new creative and educational platform for the
general public which hopes to increase acceptance of art games as educational games.
1 INTRODUCTION
The paper discusses the current situation in game
discourse regarding research and knowledge transfer.
Art game has not been well exploited as a method of
knowledge transfer so far. It could be a suitable media
for informing the players about the latest findings in
the modern theory of art, but the knowledge transfer
aspect is not topical in art games at the moment. The
author intends to encourage art game creation that
would incorporate the research results in
contemporary arts and thus transfer those results to
the general public of players. This study supports
knowledge transfer, research and educational focus in
the area of contemporary art games by creating a
prototype of a game.
There have been some attempts to popularize
contemporary art in gaming, but the new tendencies,
intertextual links and other aspects of the current
situation in the art world have not been well
presented. Art games undoubtedly have the potential
to raise the intellectual capital of gaming by reflecting
the research results in art, yet the knowledge aspect is
not presently topical in art games. Some of the games
of the first decades of the 21
st
century tend to be
intellectually charged as they represent cultural
activism and critical thought. For instance, Undertale
(2015) reflects upon the mainstream games and reacts
against their violence. The player is invited to choose
whether to destroy or to talk to an enemy. The authors
of Undertale have created a very mother-like
character that is missing in the mainstream games:
Toriel, the mother, genuinely cares about the players’
actions. Braid (2008) is a critique of the common
game mechanism: the player is capable of reversing
time and returning the game to situations repeatedly
to solve puzzles he/she has missed.
Undertale and Braid exemplify active, evaluative
choices by players and a will to change the existing
principles in gaming. Velvet-Strike (2002), Every
Day The Same Dream (2009), and Passage (2007)
also belong to this type of games. They refer to Mary
Flanagan’s humanist approach stating that games
have to emerge out of intellectual traditions.
Flanagan’s concept of “critical play” challenges the
traditional but limited rules of the game, defying the
dominant game modes and environments, interfering
with alternative ideas, and working on new, flexible
game models with a culturally saturated mission
(Flanagan, 2009: 256). Her concept is close to the
idea presented in this paper that intellectual capital
should be transferred to the player.
Gintere, I.
A Perspective on a New Digital Art Game: The Approach of Research and Knowledge Transfer.
DOI: 10.5220/0008920603110318
In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020) - Volume 1, pages 311-318
ISBN: 978-989-758-417-6
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
311
The paper is built on a basis of literature analysis
(discourse of the game theory) and art game analysis.
The article references the game theorists Mary
Flanagan, Igor Mayer, and others. Mayer points out
the knowledge gap in the discourse of contemporary
gaming, and Flanagan states that games have to
emerge out of intellectual traditions.
Around 200 art games were analyzed in the course
of this research so far, and the research project is still
in progress (the new art game is intended to be ready
in 2021). These games are being treated as
educational artefacts for learning the history of new
media art.
The art game discourse is a quite narrow field that
rests upon the general gaming theory, but art game is
a specific field and its analysis requires a particular
approach. This article seeks to develop the existing
digital art game methodology. There are a lot of art
games that express the ideas of artists and the spirit of
our century. The games were created by Pippin Barr,
Jason Rohrer, and many other digital artists, however,
the field of art game lacks the aspect of knowledge
transfer. Art game mainly embodies aesthetical
features, although it could show the full picture of
modern art, and the results of the contemporary art
research. Art game should inform the player about
how the art of today is related to art history, and what
are the links of contemporary art to the previous art
paradigms. There should be a category of art games
that connect modern art trends to the context of their
past. Next to the artistic and entertaining aspect art
game should bear an educational dimension. Art
game could be an effective tool for disseminating the
results of contemporary art research.
2 DISCUSSION
2.1 The Situation in Art Games
Regarding Research Results in
Modern Art
In order to enrich the theoretical framework of the
digital art game as serious gaming, this study
proposes to emphasize the aspect of research in this
area. Thus, it would help to solve the problem some
colleagues have underlined: that the existing models
of game-based learning give “few research designs”
(Mayer et al., 2014: 509) and “very few
methodological proposals for educational video game
development have been published in scientific
literature” (Lope, et al., 2015: 90). There are a few
studies that touch upon the aspect of aesthetics, but
modern art seems to be a marginal territory in game
studies so far. Robin Hunicke and his colleagues
propose to examine aesthetics as one of the important
aspects of the game analysis, but art games have not
been mentioned (Hunicke, LeBlanc, Zubek, 2004: 2).
Espen Aarseth has outlined a games research
perspective called game-world that includes art,
aesthetics, history, and cultural/media studies
(Aarseth, 2003: 3), however, again the art games have
not been named. An article by Lars Konzack clarifies
the socio-cultural perspective in digital game
analysis. He proposes to analyze “culture around
computer games”, and notes that in the existing game
discourse, there are quite a few studies of games as
cultural artifacts including their aesthetic qualities
(Konzack, 2002: 98).
It is true, as the game theorists Jo Bryce and Jason
Rutter have pointed out, that “the growth in papers
about digital games across the sciences, social
sciences, and the arts and humanities serves to
highlight the rich diversity of interest in digital
games” (Bryce and Rutter, 2006: 3), yet one must
agree that the research of modern art games in
particular has been neglected. In the game discourse,
the aspect of contemporary art is less well represented
than, for instance, anthropology (Burgos, 2015) or
feminism (Flanagan, 2005).
Furthermore, there are few games that
demonstrate attempts to represent modern art theory
and works of artists. One should mention Patrick
LeMieux’ Art Games (2008-2009). LeMieux’ project
is a series of art games designed to be projected and
played on top of original paintings by Yves Klein and
four other prominent monochromatic artists. The five
games “explore aesthetic traditions” of games and
show that moments of contemplation are more
“useful” than the fictions of the mainstream gaming
(LeMieux, 2016).
Re-enacting artistic performances in a game
environment is a standard practice in game art (a field
of art that is made of or related to digital games). In
2007, Mark Beasley created a trilogy of artistic video
games Vito Acconci, in which the player can re-enact
the famous performance of “Following Piece” (1969)
by Acconci. In the original “Following Piece”, the
artist followed a randomly chosen stranger through
the streets of New York. In Beasley’s game, the goal
is “to stalk a person on the street but when the
distance between the stalker and the followed
becomes too large, the game is over” (Jansson, 2012).
Thus, art games are aimed at illustrating the art
situation of today. Nevertheless, as far as the author
of the current study has found, there are no art games
that would convincingly exemplify the research
CSEDU 2020 - 12th International Conference on Computer Supported Education
312
results in contemporary aesthetics, even if research
has been a common practice between game designers
while creating a game. Digital game designers are
simultaneously researchers today, as the game is
often bound to research. Andrew J. Stapleton has
defined this circular process of game creation:
research and theory are contextualized into game
design, and afterwards the results of game design are
again transformed into research and theory
(Stapleton, 2005).
The new game project Art Space is based on
research into modern aesthetics: it will be an art game
that is focused on the historical heritage of
contemporary digital art. Thus, it follows the
contemporary tendency to build games on the basis of
investigation. It also follows the common practice in
contemporary art to constantly widen the horizon of
possibilities by means of research. The tradition
emerged in Europe around the 1960s as an artistic
practice that unites researchers and artists. Centers of
art and science, groups of artists and scientists,
complex events i. e. festivals, exhibitions and
conferences have been based in this tradition: OuLiPo
(Ouvroir de Littérature Potentielle), SIGGRAPH
(Special Interest Group on Computer GRAPHics and
Interactive Techniques), ZKM (Zentrum für Kunst
und Medientechnologie), to mention just a few of
them.
2.2 The Situation of the Game Theory
Regarding Knowledge Transfer
In this research project, the concept of knowledge
transfer means that knowledge gathered during the
research phase is being transferred to society by the
media of game as defined by Tobias Mettler and
Roberto Pinto. They use the existing framework of
knowledge transfer (Lavis et al., 2003: 221) and
demonstrate it graphically (Mettler and Pinto, 2015:
259).
However, within the context of digital games this
concept has been granted little attention. In search of
an advanced game methodology, Igor Mayer and his
colleagues suggest a methodological approach that
would include “a critical and reflective discourse on
a dynamic body of knowledge” identifying
“knowledge gaps” (Mayer et al., 2014: 504). They
state that serious game-based learning needs to be
transferred “to the real world” (Mayer et al., 2014:
502). However, Mayer does not explain the concept
of transfer in detail. Katrin Becker and Jim Parker
present a gaming methodology model that involves
research, but no knowledge transfer (Becker and
Parker, 2014: 181, 189). Marcos S. O. Almeida and
Flávio S. C. da Silva show an overview model of
game design (Almeida and da Silva, 2013: 20), but,
do not discover a tendency of knowledge transfer.
In a strong relation to the knowledge transfer
framework updated by Mettler and Pinto in 2015, the
aim of the new digital game Art Space is to connect
the research results with the player so that the
knowledge acquired in the research process would be
transferred to the general public. As a result of
learning the player would be eventually able to
orientate better in the aesthetics of contemporary art
and the gained knowledge would spark his/her
interest in modern art. This is necessary because the
existing theoretical principles offered by the game
researchers are not shaped for art games in particular
and there is no focus on knowledge transfer.
To effectively realize this transfer, the author is
using strategies defined in the discourse of gaming.
For instance, key components that determine the
effectiveness of an educational game are; the
selection of texts, audio materials and pictures to be
learned, and their organization into appropriate audio-
visual and verbal representations (Mayer,
1997). According to Wong (1996), a good
educational game should create an environment for
continuous improvement, and present an unlimited
ceiling on the player’s performance levels.
2.3 Concept of Art Space and Its
Contribution to the Art Game
Studies
The new game’s content is creative and educative.
The player of this game will be able to create his/her
own visual and acoustic artifacts using the current
trends of digital art inherited mostly from modernism,
such as, glitch, pixel aesthetics, hacking, vaporwave,
generative art elements, noise, vaporwave. They have
been analyzed by the author elsewhere, but lie outside
the scope of this article (Gintere, 2019a; 2019b). Art
Space will familiarize the player with its historical
context and encourage him/her to create individual
objects. Art Space mechanics allow the user to act
creatively with the provided tools. The player will see
the world from a first-person perspective using the
standard first person shooter controls with additional
editing options.
Art Space is intended to be a
building/constructing game like The Sims (2000),
Minecraft (2011) and Fortnite (2017). Work on the
new game is being carried out in collaboration
between the researcher, Dr.art. Ieva Gintere
(Vidzeme University of Applied Sciences, Latvia)
and the game artist, Mag.art. Kristaps Biters (Latvia).
The game is being created in the framework of a post-
doctoral project led by Ieva Gintere during 2018-2021
A Perspective on a New Digital Art Game: The Approach of Research and Knowledge Transfer
313
with the financial support of the European Regional
Development Fund (see Acknowledgments).
2.3.1 Relation to Serious Games
The Art Space hopes to refine the artistic skills of
players, to stimulate their creative forces, and intends
to correct the existing deficiency in serious gaming
related to art education. Serious games are made, for
instance, to inform about and to teach first-aid skills,
like Pulse!! (2007), while Lure of the Labyrinth
(2009) teaches mathematical concepts. Stop
Disasters! (2007) tells about the areas exposed to
natural disasters – floods, fires, earthquakes – and
how to deal with them. One must mention also the
famous Minecraft (2009), Trauma Center: Under the
Knife (2005), Balance of the Planet (1990), Spore
(2008), CodinGame (2012), and many other games
that teach about various disciplines (Djaouti, Alvarez,
Jessel, 2011: 3, 11, 15). The number of serious games
is remarkably large, but, to be clear there is “a focus
on the game-based learning of children”, but
comparatively little attention to adult learning outside
formal education (Mayer et al., 2014: 509).
In the discourse concerning art games, the
educational aspect of art games has not been well
described to date. Michela Mortara and some other
researchers have documented the situation in serious
gaming around cultural heritage, but they never
mention the subfield of contemporary art. Mortara
only describes a large number of serious games
focused on cultural awareness and “intangible
cultural assets like tribal beliefs, customs, and
ceremonies”. That author has named serious games
devoted to ancient Rome, Jewish culture, Japanese
etiquette and many others (Mortara et al., 2014: 319).
However, there are no games that would exemplify
education related to contemporary art. Likewise,
Boyan Bontchev only reviews the situation of serious
games concerning cultural heritage (Bontchev, 2016);
Eike Falk Anderson et al. have sketched the area of
serious games for cultural heritage by mainly
focusing on the technological aspects (Anderson et
al., 2009). Nevertheless, not a single game from the
niche of modern art is named specifically.
2.3.2 Profile of Art Space
The new game encompasses the research results
carried out by the author of this project about existing
art games in the light of their historical heritage. It is
built on the basis of an aesthetical analysis of the art
games produced between 1999 and 2019. References
to the newest games created by artists in the first
decades of the 21
st
century will serve as educational
items for the player of the new game. While activating
the respective trends in the palette of effects, the
player will learn about their historical antecedents.
He/she will be invited to create an individual artistic
space using the effects and elements from the palette
of the game, and each of those means of expression
will be accompanied by their historical antecedents.
For instance, by using the effect of digital audio-
visual glitch, the player will be introduced to works
like the Untitled Game (1996) by Jodi that represents
the tendency of glitch in the modern art game area.
Or, by using the effect of noise, the player could be
introduced to an artwork such as Shrine Maidens of
the Unseelie Court (2017) by Tabitha Nikolai who
exploits the effect of noise in her game art pieces.
As well as citations from the world of digital
games, references to visual art would be incorporated
into the game. For example, by entering the pixel
room, the player could discover its precursors in the
modernism era such as cubism and constructivism
(figure 1). By entering the generative art room, he/she
will meet the Marilyn Monroe series by Andy Warhol
and other generative art antecedents (figure 2). Thus,
the new game will encompass the historical
background of art gaming aesthetics today.
The game will only show some current trends of
the contemporary game aesthetics, their historical
antecedents and examples of the games of the last
decades. Art Space cannot encompass all the art game
tendencies, therefore some of them will be left out of
the game and only presented in the published articles
in order to illustrate the historical background of the
contemporary game world. This article will briefly
demonstrate an example of the kitsch/camp style that
could be included in the art game.
Art Space follows the game theorists who argue
that in order to raise curiosity towards cultural
heritage in games, one should invite the player to
individually form artifacts or “customized
characters”. This approach might effectively attract
people to the educational games. Creation is “a
powerful key to elicit emotions” according to Antonio
Origlia and his colleague’s conclusions. A game
where the player creates his own world, evokes his
intrinsic motivation and is played to have fun.
Customized characters are an important component
of pleasure and consequently of a successful game
(Origlia, Chiacchio, Di Mauro, Cutugno, 2016: 19-
22). The antecedents, in their turn, would form a story
line in Art Space assuming that “humans find story
elements profoundly meaningful and are at a loss
when they cannot see the world in terms of such
elements” as the game theorist James Paul Gee has
outlined. In a game we should try, he says, “to
CSEDU 2020 - 12th International Conference on Computer Supported Education
314
interpret everything that happens as if it were part of
some story” (Gee, 2006: 59). Thus, objects that the
player of Art Game will individually form, will be
linked to a pop-up window with their antecedents and
the game would be designed as a story that tells about
the historical background of the particular styles and
effects chosen by the player.
2.3.3 Example
Art Space invites the player into a virtual art academy
with nine rooms dedicated to glitch, noise and other
trends of art gaming where he/she can learn and create
individual artefacts. The style of kitsch/camp could
be studied by player as one of the topical trends of
digital art today. Led by a voice behind the scenes, the
player will be familiarized with the style, its
antecedents and its contemporary examples, and
invited to form objects. Next to other trends,
kitsch/camp would show the historical background of
the modern game aesthetics. In the framework of
virtual studies, Art Space would demonstrate the
antecedents of kitsch, such as Alexandre Cabanel’s
The Birth of Venus (1863), Giacomo Grosso’s Nude
(1896), William Adolphe Bouguereau’s Love on the
Look Out (1890), and others. In the art history, these
works belong to a style of the late 19
th
century called
l’art pompier. They would appear in the pop-up
window of the game demonstrating the historical
past. A more recent antecedent of kitsch is the period
of modernism where it was represented, for instance,
by the sophisticated irony of Otto Dix (figure 3), the
subtle decorative pictures of Henry Matisse, even
more directly by the postmodern and pop art works of
Andy Warhol, and others. In Art Space, some pieces
by those artists would be used as the examples of the
historical kitsch.
Kitsch and camp belong to popular rather than
high art. They review the concept of beauty in the
most intellectual cases. They are said to be fake art,
although they may have an ironic value and play a
critical role. Stylistically, they are close but not
identical. Kitsch is characteristic of cheap
representation, it embodies cliché and excessive
garishness. Garden gnomes are usually mentioned as
an example of kitschy, bad taste in its worst manner.
The purpose of a kitschy object or design can be
utilitarian, solely ornamental or decorative, yet it may
belong to the academic art and represent a humorous
concept that belongs to a serious art expression. Thus,
it can be enjoyed also by connoisseurs of art in the
well-known Balloon Dogs (1994-2000) by Jeff
Koons.
Camp is related to kitsch since it also represents
poor taste and irony, but it can be more vulgar,
bizarre, and showy. It is less naïve than kitsch may
be. Camp is defined by Susan Sontag as exaggerated,
flashy and frivolous. In the meantime, Sontag writes
that camp is playful, its’ goal is “to dethrone the
serious”, and it is good because it is “awful” (Sontag,
2018[1964]: 10, 13).
Kitsch/camp is one of the current trends of game
art. In works such as Pin Pon (Triantafyllidis, 2015),
Bananoculus (Triantafyllidis, 2015) or How To Get
An Education (Howlett, 2016-2019), one can see the
ensemble of the mentioned traits of kitsch/camp: the
style is gaudy and unserious. In the best cases such as
Theo Triantafyllidis’ Painting (2018), the approach is
also critical: in a satirical way, the work questions the
concept of art. The central creature of the Painting is
a mixture of male and female, as well as of demon
(figure 4). He is a poorly dressed, muscular person
who confesses in the beginning not to “get painting”.
To me, “it does not make much sense”, the person
says. But then he starts to paint and in the end, he is
“so much into it”, and “fully understands it”
(Gamescenes, 2019).
The aesthetics of this work is stylistically
deliberately cheap but meanwhile it has an artistic
value since it is conceptually loaded. Even if its’
means of expression are excessive (the huge creature
sounds and looks quite freaky), the work represents a
light, humorous mood. Besides, it has a reflective
mission, it refers to the universal problem of art’s
identity, and attempts to engage one in a creative
activity in order to understand art.
A kitschy object can be too directly emotionally
charged, melodramatic and sentimental. In that case,
it oversteps the red line of classical aesthetics that
determines good art as something reflexive. On the
other hand, Triantafyllidis’ Painting exemplifies the
idea of good artwork rooted in the Critique of
Judgment (1790) by Immanuel Kant who has
declared that there must be a certain critical distance
between the aesthetical object and its observer (Kant,
2006: 49). If the work offers emotional gratification
without intellectual effort and without the
requirement of distance, the object cannot be
considered as aesthetical according to Kant.
Triantafyllidis has managed to marry kitschy
lightness with a capacity for reflection. His work
stimulates the players’ intellect and entertains them at
the same time, thus it meets the classical idea of good
taste.
A Perspective on a New Digital Art Game: The Approach of Research and Knowledge Transfer
315
4 CONCLUSIONS
The framework of the Art Space project is determined
by the post-doctoral program that requires a
potentially marketable product coupled with
theoretical study. Art Space is created as a possibly
marketable game and could function as a startup in
future just like, for instance, Musemio, a virtual
reality game that aims to bring culture knowledge
closer to children through playing (Musemio, 2019).
In general, the mission of Art Space is much like this,
with the difference that it has been created not for
children, but for youth and grownups. Art Space will
be a suitable media for education at universities and
colleges, nevertheless, its highest goal will be to reach
the enthusiasts of art outside formal education.
The post-doctoral project led by Ieva Gintere
encompasses a body of articles published during the
time period of 2019-2021 and the game Art Space. In
the papers devoted to Art Space, the author has
analyzed the aesthetical tendencies of modern digital
games in the light of their historical heritage mainly
rooted in the era of modernism in art. Since the
project is still in progress, this article only describes
the general concept and design of Art Space and the
articles describing its details will follow.
This paper shows the big picture of the project
focused on the heritage of modernism in digital
games. The mission of the project is to encourage the
manifestation of knowledge of this heritage in the
future art games and to promote the discussion of art
research in the art game discourse. The project
intends to explain the specific means of expression
governing the contemporary game language such as
kitschy expression as a continuation of modern and
postmodern styles and to show the gaming trends in
the context of their cultural backgrounds.
This paper is devoted to the aesthetical heritage,
but the suggested methodological approach is
certainly not limited to the area of aesthetics: it
encompasses all subjects of modern art research. The
author shows the situation in the game discourse,
analyzes the role of research and the aspect of
knowledge transfer in the art game theory. Since not
much has been written on the subject of knowledge
transfer so far, the study presents an innovative aspect
of art game where the research results into
contemporary art are transferred to players using the
modern media of digital game.
A part of gaming has already been culturally
sophisticated for about 20 years now and games
surely could also take on the function of knowledge
transfer in the field of modern art, however, this
emphasis is missing. The article speaks to art game
designers and theorists, and suggests creating a niche
of art games that would envisage the research results
in contemporary arts and transfer those results to the
general public of players. The new game Art Space is
presented as an example of this approach, and the
kitsch/camp style illustrates the strategy by which the
research results could be manifested in the new game.
Art Space belongs to the large number of games with
a goal of supporting knowledge of culture yet it hopes
to open a new page in the edugames field devoted to
research into contemporary art. The research results,
in the form of articles published within the framework
of this post-doctoral study, are an integral part of the
project and serve as a background for the new game’s
prototype. The project hopes to raise the interest of
the wider public in contemporary art and music, point
out the newest creative tendencies and describe the
modern audio-visual aesthetics.
ACKNOWLEDGEMENTS
This research has been supported by a grant from the
European Regional Development Fund project
“Leveraging ICT product innovations by enhancing
codes of modern art” No. 1.1.1.2/VIAA/1/16/106
within the Activity 1.1.1.2 “Post-doctoral Research
Aid”.
Many thanks to Wayne Chislett for his kind
support and proofreading.
REFERENCES
Aarseth, E., 2003. Playing Research: Methodological
approaches to game analysis. In Digital Arts & Culture
Conference 2003, Melbourne. Retrieved from
http://www.bendevane.com/VTA2012/wp-
content/uploads/2012/01/02.GameApproaches2.pdf).
Almeida, M. S. O., da Silva, F. C. S, 2013. A Systematic
Review of Game Design Methods and Tools. In 12
th
International Conference on Entertainment
Computing, São Paulo, Brazil. Retrieved from
https://www.researchgate.net/publication/283654063_
A_Systematic_Review_of_Game_Design_Methods_a
nd_Tools. DOI: 10.1007/978-3-642-41106-9_3.
Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters,
Ch., Petridis, P., de Freitas, S., 2009. Developing
Serious Games for Cultural Heritage: A State-of-the-
Art Review. In VAST 2009: 10
th
International
Symposium on Virtual Reality, Archaeology and
Cultural Heritage, Valletta, Malta, pp. 29-48.
Becker, K., Parker, J., 2014. Methods of Design: An
Overview of Game Design Techniques. In J. Schrier
(ed.). Learning, Education and Games. Pittsburgh:
ETC Press, pp. 179-198.
CSEDU 2020 - 12th International Conference on Computer Supported Education
316
Bibliokept, 2014. Salon – Otto Dix. Retrieved from
https://biblioklept.org/2014/12/16/salon-otto-dix/.
Bontchev, B., 2016. Serious Games for and as Cultural
Heritage. In Digital Presentation and Preservation of
Cultural and Scientific Heritage. UNESCO, No. 5, pp.
43-58.
Bryce, J., Rutter, J., 2006. An Introduction to
Understanding Digital Games. In J. Rutter, J. Bryce
(eds.). Understanding Digital Games, pp. 1-17.
London: Sage Publications.
Burgos, D., 2015. Digital Anthropology and Educational
eGames: Learning Through Behavioural Patterns in
Digital, Game-based Contexts. PhD thesis, University
of Westminster. Retrieved from https://pdfs.
semanticscholar.org/2172/0e3a608f721579eb15828fb
5aed06702704d.pdf.
Eladhari, M. P., Ollila, E. M. I., 2012. Design for Research
Results: Experimental Prototyping and Play Testing. In
Simulation and Gaming, 43(3), Sage Journals.
Retrieved from https://journals.sagepub.com/doi/
abs/10.1177/1046878111434255.
Flanagan, M., 2009. Critical Play: Radical Game Design,
Cambridge etc.: The MIT Press.
Flanagan, M., 2005. Playculture: Developing a Feminist
Game Design. PhD thesis, University of the Arts,
London.
Gamescenes, 2019. Game Art: Theo Triantafyllidis,
Painting. In Gamescenes: Art in the Age of Videogames.
Retrieved from https://www.gamescenes.org/
2019/03/game-art-theo-triantafyllidis-painting-
2018.html.
Gee, J. P., 2006. Why Game Studies Now? Video Games:
A New Artform. In Games and Culture 1(1). Sage
Publications. Retrieved from http://citeseerx.ist.
psu.edu/viewdoc/download?doi=10.1.1.552.2437&rep
=rep1&type=pdf.
Gintere, I., 2019a. A New Digital Art Game: The Art of the
Future. In International Scientific Conference “Society,
Integration, Education”, Proceedings of the
International Scientific Conference, May 24th-25th
(SIE-2019), 4, pp. 346-360. Rezekne Academy of
Technologies. DOI: http://dx.doi.org/10.17770/
sie2019vol4.3674.
Gintere, I., 2019b. Towards a New Digital Game of
Contemporary Aesthetics: Research and Knowledge
Transfer. In Proceedings of the International Scientific
Conference “Society. Technology. Solutions”.
Valmiera: Vidzeme University of Applied Sciences.
April 25th-26th, 2019 [accepted to publish].
Howlett, C., 2016. How to get an education. Retrieved from
https://www.gamescenes.org/2019/07/game-art-chris-
howletts-how-to-get-an-education-2016-2019.html.
Hunicke, R., LeBlanc, M., Zubek, R., 2004. MDA: A
Formal Approach to Game Design and Game Research.
In Proceedings of the AAAI-04 Workshop on
Challenges in Game, pp. 1-5. Retrieved from
https://www.cs.northwestern.edu/~hunicke/pubs/MDA
.pdf.
Jansson, M., 2012. Interview: Mark Beasley’s Meta-
Referential Art Games. Gamescenes: Art in the Age of
Videogames. Retrieved from https://
www.gamescenes.org/2012/05/gamescenesis-
conducting-a-series-of-interviews-with-artists-critics-
curators-and-gallery-owners-operating-in-the-field-
of.html.
Kant, I., 2006[1790]. Kritik der Urteilskraft, Felix Meiner
Verlag. Hamburg.
Konzack, L., 2002. Computer Game Criticism: A Method
for Computer Game Analysis. In Proceedings of
Computer Games and Digital Cultures Conference.
Tampere: Tampere University Press, pp. 89-100.
Retrieved from http://www.digra.org/wp-content/
uploads/digital-library/05164.32231.pdf.
Lavis, J. N., Robertson, D., Woodside, J. M., McLeod, C.
B., and Abelson, J., 2003. How can research
organizations more effectively transfer research
knowledge to decision makers? The Milbank Quarterly,
81, pp. 221-248.
LeMieux, P., 2016. Art Games: Project Description.
Retrieved from http://patrick-lemieux.com/artwork/
Art_Games/.
Lope, R. P. de, Medina-Medina, N., Paderewski, P.,
Gutiérrez-Vela, F. L. (2015). Design methodology for
educational games based on interactive screenplays. In
CEUR Workshop Proceedings, 1394. CoSECiVi,
Barcelona, pp. 90-101.
Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H.,
Zhou, Q., van Ruijven, Th. Lo, J., Kortmann, R.,
Wenzler, I., 2014. The Research and Evaluation of
Serious Games: Toward a Comprehensive
Methodology. In British Journal of Educational
Technology, 45(3), pp. 502-527. DOI: 10.1111/
bjet.12067.
Mayer, R. E., 1997. Multimedia learning: are we asking the
right question? Educational Psychologist, 32, pp. 1-19.
Mettler, T., Pinto, R., 2015. Serious Games as a Means for
Scientific Knowledge Transfer - A Case From
Engineering Management Education. IEEE
Transactions on Engineering Management, 62(2). pp.
256-265. DOI: 10.1109/TEM.2015.2413494.
Mortara, M., Catalano, Ch. E., Bellotti, F., Fiucci, G.,
Houry-Panchetti, M., Petridis, P., 2014. Learning
Cultural Heritage by Serious Games. In Journal of
Cultural Heritage, 15(3), pp. 318-325.
DOI:10.1016/j.culher.2013.04.004.
Musemio, 2019. About. Retrieved from https://
www.musemio.com/about.
Origlia, A., Chiacchio, M. L., Di Mauro, D., Cutugno, F.,
2016. Why So Serious? Raising Curiosity towards
Cultural Heritage with Playful Games. In Bordoni, L.,
Mele, F., Sorgente, A. (eds.). In Proceedings of the 10
th
Annual Workshop on Artificial Intelligence for Cultural
Heritage, Genoa, pp. 18-25.
Sontag, S., 2018[1964]. Notes on “Camp”, Penguin
Random House.
Stapleton, A. J., 2005. Research as Design – Design as
Research. In Changing Views: Worlds in Play.
Vancouver, British Columbia, Canada, Digital Games
Research Conference. Retrieved from
http://citeseerx.ist.psu.edu/viewdoc/download;jsession
A Perspective on a New Digital Art Game: The Approach of Research and Knowledge Transfer
317
id=6165E22E937918D5D245EB94645A6EB1?doi=1
0.1.1.85.5508&rep=rep1&type=pdf.
Triantafyllidis, T., 2015. Pin Pon. Retrieved from
https://vimeo.com/132390734.
Triantafyllidis, T., 2015. Bananoculus. Retrieved from
https://vimeo.com/132476743.
Wong, K. K., 1996. Video game effect on computer-based
learning design. British Journal of Educational
Technology, 27, pp. 211-232.
Zimmerman, E., 2003. Play as Research: The Iterative
Design Process. In B. Laurel (ed.). Design
Research, Methods and Perspectives. Cambridge MA:
MIT Press, pp. 176-184.
APPENDIX
Figure 1: Art Space. Pixel room with the antecedent,
Tatlin’s Tower, era of constructivism (screenshot, 2020).
Figure 2: Art Space. Generative art room with the
antecedent, Marilyn Monroe series by Andy Warhol
(screenshot, 2020).
Figure 3: Otto Dix, Salon 1 (1927) (Bibliokept, 2014).
Figure 4: Theo Triantafyllidis. Painting (Gamescenes,
2019).
CSEDU 2020 - 12th International Conference on Computer Supported Education
318