Screenshots from Gekibo Gekisha Boy, 1992 © Tomcat System; Afrika, 2008 © Rhino Studios; Dead Rising, 2006 © Capcom; Need For Speed, 2015 © Ghost Games
SITUATION #36: Video Games and Photography, A Brief History, 1992–2016
8 April – 22 May 2016
Photo and camera modes have started to appear in more and more video games, allowing players to capture an instant of the game world. Often mimicking some aspect of the camera interface and the act of photographing, games have been attempting to simulate photography, sometimes incorporating it into the mechanics of gameplay. So quite often we find ourselves in front of a screen, looking through a virtual viewfinder, interacting with simulated aperture settings and controlling the amount of depth of field of our in-game image. Playing games we also encounter fictional clients and digital photography teachers rating our safari pictures, telling us how to frame an image, to get closer, or giving us a disappointing C+ because our subject is not facing the camera. In short: there seem to be all sorts of strange simulations, remediations and mutations of photography appearing within games, questioning what it means to photograph and to play and how the two are interconnected. “Video Games and Photography, a Brief History” is a visual collection attempting to showcase the complex relationship and diverse interplay between photography and video games.