History as database: bioshock and the new design source

Date
2021
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Journal ISSN
Volume Title
Publisher
University of Delaware
Abstract
Artists working to develop today’s popular games reference images of historic objects and architecture when constructing in-game vistas and digital objects. Scholars have often labeled their creations as quasi-historical pastiche, mere explorations of fantasy, retrofuturism, and science fiction. While these terms are useful for describing genre and style, they fail to address the complexity and significance of historically inspired works. This master’s thesis confronts this gap in scholarship, arguing that the making of historically themed digital works should be described in more complete terms, that object centered analysis is critical to the study of videogames, and that their very existence is indicative of broader post-modern trends in creation and consumption. It applies Hiroki Azuma’s theory of database consumption to digital works in 2007’s art deco inspired Bioshock. In doing so, this thesis contends that the game’s artists used history as a database from which they gathered visual elements to create composite digital works that not only supported a cohesive visual aesthetic, but additionally reinforced the game’s themes. In support of this claim, this thesis looks closely at in-game objects, including posters, props, and virtualized public works to draw connections between historic and digital material culture. ☐ This research adds to a growing list of methodologies in the emerging field of Archaeogaming while expanding the field of material culture studies into the digital realm. It likewise encourages museums and academics to make their resources more available to contemporary makers and works to illustrate how artists themselves can better connect and engage with historic materials.
Description
Keywords
Archaeogaming, Composite objects, Craft, Digital material culture, Simulacra, Video games, Historical architecture, Historical materials
Citation