DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up
, 2003
Volume: 2
ISBN / ISNN: ISSN 2342-9666
This paper offers insight into the brief history of those artists whose work utilizes, incorporates or subverts the aesthetics and/or technology of video games. It questions why artwork that subverts consoles is seen less frequently than other emerging forms such as sampling, modifications (mods) and machine cinema (machinima). The paper concludes by offering an examination of obstacles which face artists creating console based subversion and points to these as the reasons why this emerging form is seen with less frequency than the others.