Video games and contemporary art: Polygonal painting and environmental storytelling in art installation

Authors

DOI:

https://doi.org/10.7494/human.2025.24.2.7835

Keywords:

PPC (Pay-Per-Click), algorithmic opacity, black box, epistemic practice, algorithmic accountability, tacit knowledge, digital labor, community of practice

Abstract

This article describes two kinds of relations between contemporary art and video games. The first part of the article is about contemporary painting, which draws inspiration from the style of polygon graphics. In the second part the author describes similarities between the methods of transmitting narrations in contemporary art installation and videogames, which use environmental storytelling.

Downloads

Download data is not yet available.

References

1. Ananny M., Crawford K., „Seeing without knowing: Limitations of the transparency ideal and its application to algorithmic accountability”. New Media & Society 20, 3 (2018), s. 973–989. doi: 10.1177/1461444816676645, Źródło: https://doi.org/10.1177/1461444816676645, dostęp: 05.12.2025

2. Beck U., Giddens A., Scott Lash. Modernizacja refleksyjna. Warszawa: 2009.

3. Beck U., Społeczeństwo ryzyka. Warszawa: 2002.

4. Beck U., Społeczeństwo światowego ryzyka. Warszawa: 2012.

5. Beck U., Władza i przeciwwładza w epoce globalnej. Warszawa: 2005.

6. Burrell J., „How the machine ‘thinks’: Understanding opacity in machine learning algorithms”. Big Data & Society 3, 1 (2016), s. 1–12. doi: 10.1177/2053951715622512, Źródło: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2660674, dostęp: 05.12.2025

7. Knorr-Cetina K., Epistemic Cultures: How the Sciences Make Knowledge. Cambridge: Harvard University Press, 1999. Źródło: https://revistaredes.unq.edu.ar/index.php/redes/article/view/721, dostęp: 05.12.2025

8. Latour B., Science in Action: How to Follow Scientists and Engineers through Society. Cambridge: Harvard University Press, 1987. Źródło: https://www.academia.edu/5409673/SCIENCE_IN_ACTION_How_to_follow_scientists_and_engineers_through_society, dostęp: 05.12.2025

9. Markham A., Buchanan B., AoIR Guidelines for Ethical Internet Research. 2012. Źródło: https://pure.au.dk/ws/files/55543125/UN%20Declaration%20of%20Human%20Rights, dostęp: 05.12.2025

10. Pasquale F., The Black Box Society. The Secret Algorithms That Control Money and Information. Cambridge: Harvard University Press, 2015.

11. Polanyi M., The Tacit Dimension. London: Routledge, 1966.

12. Seaver N „Algorithms as Culture: Some Tactics for the Ethnography of Algorithmic Systems”. Big Data & Society 4, 2 (2017)., doi: 10.1177/2053951717738104. Źródło: https://doi.org/10.1177/2053951717738104, dostęp: 05.12.2025.

13. Strauss A., Negotiations: Varieties, Contexts, Processes, and Social Order. San Francisco: Jossey-Bass Publishers, 1978.

14. Suchman L., Human–Machine Reconfigurations: Plans and Situated Actions. Cambridge: Cambridge University Press, 2007. Źródło: https://seeingcollaborations.wordpress.com/wp-content/uploads/2014/08/suchman_humanmachinereconfigurations.pdf, dostęp: 05.12.2025

Additional Files

Published

2026-02-03

Issue

Section

Articles

How to Cite

Chrobak, N. (2026). Video games and contemporary art: Polygonal painting and environmental storytelling in art installation. Studia Humanistyczne AGH, 24(2). https://doi.org/10.7494/human.2025.24.2.7835