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Papers by Theresa Devine

Research paper thumbnail of Integrating Games Into the Artworld

Games and Culture, 2015

The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into... more The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into a critique process that, according to James Elkins, dates back to the Romantic period in which artists are evaluated by peers on an individualized basis according to the ideals and creative direction they produce in the form of written and verbal artifacts. Arthur Danto calls these artifacts “artistic identification” in his essay, “The Artworld,” written in 1964. The study applies this critique method to Rohrer’s work in the game medium and asks how it fares when subjected to what Howard Becker calls, “a continuous process of selection” through critique. It asks, finally, how can knowing this methodology help to elucidate the path for the eventual full-fledged integration of games into the Artworld.

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Research paper thumbnail of Games as a New Predicate for Art: What can Arthur Danto's Theory Reveal about the Role of Games in Art?

The idea of a "predicate" is a way of understanding creative innovation introduced by A... more The idea of a "predicate" is a way of understanding creative innovation introduced by Arthur Danto in his 1964 essay "The Artworld." This article is derived from a line of inquiry extending from this essay that explores this question: are games a new predicate for Art? This study is interested in articulating his theory and using it to elucidate how games might influence Art. It discovers and proves that games enrich the Artworld by introducing the predicate of intermingled reality.

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Research paper thumbnail of Art as an Innovation for Games: A Closer Look at Role of Art in Games

This article presents a methodology to decipher and explore this question: is Art a new predicate... more This article presents a methodology to decipher and explore this question: is Art a new predicate, a new way to introduce creative innovation, for games? Examining Art as a new way to innovate for Games introduces the idea that there are low and high games, signified thusly: games and Games. The process exposes, through an examination of Games that are Art, there are currently six (6) Art predicates for Games. This study also reveals that these newly found predicates are, indeed, defining traits of Games that are works of Art. In discovering these traits this article identifies the boundaries of an already existing "Gameworld" as Arthur Danto might have seen it, if he had been inclined to conduct such a study.

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Research paper thumbnail of Game Worlds: A Howard Becker Influenced Institutional Theory of Games

Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designe... more Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designed by developers and enjoyed by players. In this article, I am not using the term in that way. I am interested in situating the makers, supporters, and critics of the game world in relationship to one another, using the template set forth in Art Worlds written by Howard S. Becker in 1982. His institutional theory of art serves as an exemplar to comprehend the game world from a sociological viewpoint. Currently, no one has taken the time to sort out the sociological structure of the construction, delivery and reception of games. This article fills that gap.

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Research paper thumbnail of Games as a New Predicate for Art: What can Arthur Danto's Theory Reveal about the Role of Games in Art?

The game designer Jason Rohrer has self-­-identified as an artist. By doing so enters his work in... more The game designer Jason Rohrer has self-­-identified as an artist. By doing so enters his work into a critique process that, according to James Elkins, dates back to the Romantic period in which artists are evaluated by peers on an individualized basis according to the ideals and creative direction they produce in the form of written and verbal artifacts. Arthur Danto calls these artifacts ‘‘artistic identification’’ in his essay, ‘‘The Artworld,’’ written in 1964. The study applies this critique method to Rohrer’s work in the game medium and asks how it fares when subjected to what Howard Becker calls, ‘‘a continuous process of selection’’ through critique. It asks, finally, how can knowing this methodology help to elucidate the path for the eventual full-­-fledged integration of games into the Artworld.

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Research paper thumbnail of Integrating Games Into the Artworld: A Methodology and Case Study Exploring the Work of Jason Rohrer

The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into... more The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into a critique process that, according to James Elkins, dates back to the Romantic period in which artists are evaluated by peers on an individualized basis according to the ideals and creative direction they produce in the form of written and verbal artifacts. Arthur Danto calls these artifacts “artistic identification” in his essay, “The Artworld,” written in 1964. The study applies this critique method to Rohrer’s work in the game medium and asks how it fares when subjected to what Howard Becker calls, “a continuous process of selection” through critique. It asks, finally, how can knowing this methodology help to elucidate the path for the eventual full-fledged integration of games into the Artworld.

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Research paper thumbnail of Games as Art and Kant’s Moral Dilemma What Can Ethical Theory Reveal About the Role of the Game Designer as Artist?

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Feature Articles by Theresa Devine

Research paper thumbnail of Gaming the System: Theresa Devine teaches the art of games

An article about the career of Theresa Devine. Written by Keegan Kelly. LivAbility, Edition 14,... more An article about the career of Theresa Devine. Written by Keegan Kelly.
LivAbility, Edition 14, Fall 2018. Print. P 21-22

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Research paper thumbnail of Theresa Devine, Art Reveal Magazine, No. 18, July 2016

An interview conducted by Anne Grahm.

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Research paper thumbnail of Theresa Devine, ART Habens Magazine, 5th Edition Special Issue, December 2015

This article features the body of work "Ce n'est pas un jouet: This is not a toy." by Theresa Dev... more This article features the body of work "Ce n'est pas un jouet: This is not a toy." by Theresa Devine.

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Research paper thumbnail of The Enemy Within: Theresa Devine, Agave Magazine, Vol.3 Issue 1 {Summer 2015}

Conceptually, these pieces depict the experience that I have had becoming disabled, due to an ill... more Conceptually, these pieces depict the experience that I have had becoming disabled, due to an illness. The process was slow from 1998-2013 when I finally became a wheelchair user, or “wheeler” as I and others like myself in the community like to refer to ourselves. I have made these games abstract so that they are in dialogue with abstract painting. I have done this because I want them to join painting in the discourse that it has with spirituality. It is the world within that is perhaps more real than the physical world.

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Research paper thumbnail of Faculty Profile, Interactive Art and Media, Columbia College Chicago, Fall 2008

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Exhibition Catalogs by Theresa Devine

Research paper thumbnail of Spot Games and Log Cabins: an exhibition featuring the work of Theresa Devine and Luke Haynes

IAP faculty member Theresa Devine and guest artist Luke Haynes create a unique installation of tw... more IAP faculty member Theresa Devine and guest artist Luke Haynes create a unique installation of two exhibits: “The Spot Games,” featuring PC video games about the mental and physical space of healing created by pain medication, and “The Log Cabins of Donald Judd,” a series of textiles with each piece an iteration of the log cabin pattern found in quilting. These two create an interesting dialogue with each other about the relationship of the digital with traditional media and to the history of art, but also because they both work in media that would be considered outside that of the mainstream art community.

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Research paper thumbnail of Proceedings of the Games+Learning+Society Conference: Vol. 3

His and Hers, strategy: board game: on page 572

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Research paper thumbnail of Disaster/Resilience Exhibition

Refereed Exhibition Catalog for show October 2013; edited by Julia Mandeville, Lita Sandoval; Th... more Refereed Exhibition Catalog for show October 2013; edited by Julia Mandeville, Lita Sandoval; Theresa Devine PP 2 & 14

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Research paper thumbnail of Sexism: A Touchy Subject Exhibition

Refereed catalog for the exhibition held June 2015.; essays written by Susan Kraft and Catharine ... more Refereed catalog for the exhibition held June 2015.; essays written by Susan Kraft and Catharine Clark; Theresa Devine p. 22,

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Books by Theresa Devine

Research paper thumbnail of Calculated Leap

Why are artists starving? In this book, Ms Devine examines the current economic structure of the ... more Why are artists starving? In this book, Ms Devine examines the current economic structure of the art world and proposes a new approach in which artists create their own access to the marketplace. Artistic conceptual thinking combined with innovation can be used to create value and relevance for artistic endeavors.

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Working Papers by Theresa Devine

Research paper thumbnail of LEVELING UP: A STUDY OF PREMISE AND PRODUCT IN CONSIDERING GAMES AS ART

At long last, t he game industry is beginning to take itself seriously as an art for... more At long last, t he game industry is beginning to take itself seriously as an art form or , if you will, it is leveling up . Such is increasingly evident in the writing and work of game designers like Tracy Fullerton, Jonathan Blow, an d Jason Rohrer. In this article I consider art as defined by various great visual artists and show how their works express their artistic premises. I will use the ir examples as template s for the evaluation of alignment of premise and product in the game medium. I skip over the current popular debate as to the ontological status of games as art and take it as given that games are an artistic medium . When using the same methodology and standard of excellence as found in the art community, how well do games fare ?

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Research paper thumbnail of AfterTime: Teaching Wellness Skills Through Game Play

AfterTime is an educational game that is being developed as an elaborative learning tool for the ... more AfterTime is an educational game that is being developed as an elaborative learning tool for the Child and Wellness Adolescent Scale (CAWS). Rooted in resilience research of positive psychology, the CAWS is a self-report instrument that provides psychologists a tool for evaluating the well-being competencies of children and adolescents. The game provides educators an engaging means for teaching wellness skills across ten domains that increase social competency. The CAWS and the AfterTime game allow psychologists and educators to collaborate in the teaching of pro-social behavior. In this paper, I focus on three table top prototypes that have informed the development of a computer game design.

This paper was published in the proceedings of the Fun and Games Conference 2012 in Toulouse France.

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Videos by Theresa Devine

Research paper thumbnail of Considering Games as Art

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Research paper thumbnail of Integrating Games Into the Artworld

Games and Culture, 2015

The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into... more The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into a critique process that, according to James Elkins, dates back to the Romantic period in which artists are evaluated by peers on an individualized basis according to the ideals and creative direction they produce in the form of written and verbal artifacts. Arthur Danto calls these artifacts “artistic identification” in his essay, “The Artworld,” written in 1964. The study applies this critique method to Rohrer’s work in the game medium and asks how it fares when subjected to what Howard Becker calls, “a continuous process of selection” through critique. It asks, finally, how can knowing this methodology help to elucidate the path for the eventual full-fledged integration of games into the Artworld.

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Research paper thumbnail of Games as a New Predicate for Art: What can Arthur Danto's Theory Reveal about the Role of Games in Art?

The idea of a "predicate" is a way of understanding creative innovation introduced by A... more The idea of a "predicate" is a way of understanding creative innovation introduced by Arthur Danto in his 1964 essay "The Artworld." This article is derived from a line of inquiry extending from this essay that explores this question: are games a new predicate for Art? This study is interested in articulating his theory and using it to elucidate how games might influence Art. It discovers and proves that games enrich the Artworld by introducing the predicate of intermingled reality.

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Art as an Innovation for Games: A Closer Look at Role of Art in Games

This article presents a methodology to decipher and explore this question: is Art a new predicate... more This article presents a methodology to decipher and explore this question: is Art a new predicate, a new way to introduce creative innovation, for games? Examining Art as a new way to innovate for Games introduces the idea that there are low and high games, signified thusly: games and Games. The process exposes, through an examination of Games that are Art, there are currently six (6) Art predicates for Games. This study also reveals that these newly found predicates are, indeed, defining traits of Games that are works of Art. In discovering these traits this article identifies the boundaries of an already existing "Gameworld" as Arthur Danto might have seen it, if he had been inclined to conduct such a study.

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Game Worlds: A Howard Becker Influenced Institutional Theory of Games

Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designe... more Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designed by developers and enjoyed by players. In this article, I am not using the term in that way. I am interested in situating the makers, supporters, and critics of the game world in relationship to one another, using the template set forth in Art Worlds written by Howard S. Becker in 1982. His institutional theory of art serves as an exemplar to comprehend the game world from a sociological viewpoint. Currently, no one has taken the time to sort out the sociological structure of the construction, delivery and reception of games. This article fills that gap.

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Research paper thumbnail of Games as a New Predicate for Art: What can Arthur Danto's Theory Reveal about the Role of Games in Art?

The game designer Jason Rohrer has self-­-identified as an artist. By doing so enters his work in... more The game designer Jason Rohrer has self-­-identified as an artist. By doing so enters his work into a critique process that, according to James Elkins, dates back to the Romantic period in which artists are evaluated by peers on an individualized basis according to the ideals and creative direction they produce in the form of written and verbal artifacts. Arthur Danto calls these artifacts ‘‘artistic identification’’ in his essay, ‘‘The Artworld,’’ written in 1964. The study applies this critique method to Rohrer’s work in the game medium and asks how it fares when subjected to what Howard Becker calls, ‘‘a continuous process of selection’’ through critique. It asks, finally, how can knowing this methodology help to elucidate the path for the eventual full-­-fledged integration of games into the Artworld.

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Integrating Games Into the Artworld: A Methodology and Case Study Exploring the Work of Jason Rohrer

The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into... more The game designer Jason Rohrer has self-identified as an artist. By doing so enters his work into a critique process that, according to James Elkins, dates back to the Romantic period in which artists are evaluated by peers on an individualized basis according to the ideals and creative direction they produce in the form of written and verbal artifacts. Arthur Danto calls these artifacts “artistic identification” in his essay, “The Artworld,” written in 1964. The study applies this critique method to Rohrer’s work in the game medium and asks how it fares when subjected to what Howard Becker calls, “a continuous process of selection” through critique. It asks, finally, how can knowing this methodology help to elucidate the path for the eventual full-fledged integration of games into the Artworld.

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Research paper thumbnail of Games as Art and Kant’s Moral Dilemma What Can Ethical Theory Reveal About the Role of the Game Designer as Artist?

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Research paper thumbnail of Gaming the System: Theresa Devine teaches the art of games

An article about the career of Theresa Devine. Written by Keegan Kelly. LivAbility, Edition 14,... more An article about the career of Theresa Devine. Written by Keegan Kelly.
LivAbility, Edition 14, Fall 2018. Print. P 21-22

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Research paper thumbnail of Theresa Devine, Art Reveal Magazine, No. 18, July 2016

An interview conducted by Anne Grahm.

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Research paper thumbnail of Theresa Devine, ART Habens Magazine, 5th Edition Special Issue, December 2015

This article features the body of work "Ce n'est pas un jouet: This is not a toy." by Theresa Dev... more This article features the body of work "Ce n'est pas un jouet: This is not a toy." by Theresa Devine.

Bookmarks Related papers MentionsView impact

Research paper thumbnail of The Enemy Within: Theresa Devine, Agave Magazine, Vol.3 Issue 1 {Summer 2015}

Conceptually, these pieces depict the experience that I have had becoming disabled, due to an ill... more Conceptually, these pieces depict the experience that I have had becoming disabled, due to an illness. The process was slow from 1998-2013 when I finally became a wheelchair user, or “wheeler” as I and others like myself in the community like to refer to ourselves. I have made these games abstract so that they are in dialogue with abstract painting. I have done this because I want them to join painting in the discourse that it has with spirituality. It is the world within that is perhaps more real than the physical world.

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Faculty Profile, Interactive Art and Media, Columbia College Chicago, Fall 2008

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Spot Games and Log Cabins: an exhibition featuring the work of Theresa Devine and Luke Haynes

IAP faculty member Theresa Devine and guest artist Luke Haynes create a unique installation of tw... more IAP faculty member Theresa Devine and guest artist Luke Haynes create a unique installation of two exhibits: “The Spot Games,” featuring PC video games about the mental and physical space of healing created by pain medication, and “The Log Cabins of Donald Judd,” a series of textiles with each piece an iteration of the log cabin pattern found in quilting. These two create an interesting dialogue with each other about the relationship of the digital with traditional media and to the history of art, but also because they both work in media that would be considered outside that of the mainstream art community.

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Proceedings of the Games+Learning+Society Conference: Vol. 3

His and Hers, strategy: board game: on page 572

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Disaster/Resilience Exhibition

Refereed Exhibition Catalog for show October 2013; edited by Julia Mandeville, Lita Sandoval; Th... more Refereed Exhibition Catalog for show October 2013; edited by Julia Mandeville, Lita Sandoval; Theresa Devine PP 2 & 14

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Research paper thumbnail of Sexism: A Touchy Subject Exhibition

Refereed catalog for the exhibition held June 2015.; essays written by Susan Kraft and Catharine ... more Refereed catalog for the exhibition held June 2015.; essays written by Susan Kraft and Catharine Clark; Theresa Devine p. 22,

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Research paper thumbnail of Calculated Leap

Why are artists starving? In this book, Ms Devine examines the current economic structure of the ... more Why are artists starving? In this book, Ms Devine examines the current economic structure of the art world and proposes a new approach in which artists create their own access to the marketplace. Artistic conceptual thinking combined with innovation can be used to create value and relevance for artistic endeavors.

Bookmarks Related papers MentionsView impact

Research paper thumbnail of LEVELING UP: A STUDY OF PREMISE AND PRODUCT IN CONSIDERING GAMES AS ART

At long last, t he game industry is beginning to take itself seriously as an art for... more At long last, t he game industry is beginning to take itself seriously as an art form or , if you will, it is leveling up . Such is increasingly evident in the writing and work of game designers like Tracy Fullerton, Jonathan Blow, an d Jason Rohrer. In this article I consider art as defined by various great visual artists and show how their works express their artistic premises. I will use the ir examples as template s for the evaluation of alignment of premise and product in the game medium. I skip over the current popular debate as to the ontological status of games as art and take it as given that games are an artistic medium . When using the same methodology and standard of excellence as found in the art community, how well do games fare ?

Bookmarks Related papers MentionsView impact

Research paper thumbnail of AfterTime: Teaching Wellness Skills Through Game Play

AfterTime is an educational game that is being developed as an elaborative learning tool for the ... more AfterTime is an educational game that is being developed as an elaborative learning tool for the Child and Wellness Adolescent Scale (CAWS). Rooted in resilience research of positive psychology, the CAWS is a self-report instrument that provides psychologists a tool for evaluating the well-being competencies of children and adolescents. The game provides educators an engaging means for teaching wellness skills across ten domains that increase social competency. The CAWS and the AfterTime game allow psychologists and educators to collaborate in the teaching of pro-social behavior. In this paper, I focus on three table top prototypes that have informed the development of a computer game design.

This paper was published in the proceedings of the Fun and Games Conference 2012 in Toulouse France.

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Research paper thumbnail of Considering Games as Art

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