context of a new philosophical and artistic
current of metamodernism was carried out in
three successive stages.
During the first phase of research, the author of
this article had collected and conducted a
thorough analysis of literary sources, which
helped in the formation of the main issues of the
study of the digital evolution of art through the
prism of the formation of a new current of
metamodernism in the works of authors of
literary, audiovisual, visual and other genres.
Performing the second stage of work on the
scientific work, a thorough analysis of the
information was carried out, according to which
the main accents of the study of the phenomenon
of metamodernism in the modern world were
established. Also, at this stage of the work the
features and characteristic features of Ukrainian
art of different genres, in particular, literature,
which was created under the influence of the
philosophy of metamodernism, were highlighted.
In the course of this stage, the studies were
considered, which helped to form the nearest
tendencies and perspectives of formation and
development of the art of metamodernism on the
territory of Ukraine.
At the last stage of the scientific work were
carried out summaries and results, which were
formed during the work on the topic of research
of the digital evolution of art, which helped in
summarizing the overall results of this study.
The results of this research work can be used for
further development of the research topic of the
digital evolution of art.
Results and Discussion
Man of the XXI century lives in a time dominated
by digital technologies, which continue to rapidly
develop and become involved in everyday and
creative life. This integration of civilization has
led to the phenomenon of digital art. It is also
important to note that “digital art” as a term was
introduced by G. Cohen in the 1980s in
connection with the digitization of artistic
creativity, primarily the beginning of artists'
work in the graphic editor “Aaron”. Creators of
pop art (R. Hamilton), photographers
(A. Gursky, J. Wall), artists (M. Wilson, J.
Gemskern, D. Pearmans, C. Bruno) actively
implemented digital technology in creative
activities, which opened new opportunities and
horizons for creativity (Farting, 2019). In the
modern world digital art has become almost the
leading form of creativity of artists.
The digitization of historical artifacts and data,
the recovery of literature, and historical images,
all of which form large digital repositories, are of
great importance for the evolution of art. The
whole movement of classical and traditional art
in different countries and cultures is leading to a
new era of digital art (Cardinali, 2019).
Beginning in the 1960s, art museums began to
engage in the digitization of their collections,
using digital technology, in particular computers,
to organize this digitization process, creating
special online catalogs and coordinating online
visitors. It is important to note that this early
involvement of computer technology in the
museum field and the digitization of collections
is one of the important and driving steps in the
digital evolution of art (Dahlgren &
Wasielewski, 2020). Art history itself is being
rebuilt and digitized, even catalogs of scholarly
collections are being moved from conventional
archives to the digital space, where materials are
conveniently and more accessible to art history
researchers. For example, the Art Institute of
Chicago and other museums have created an
online platform for cataloging museum
collections since 2009, making the Chicago
Institute a leader in digitizing historical artifacts
and works (Westerby & Keegan, 2019).
The evolution of digital technology and its
introduction into people's daily lives is the basis
of the digitalization of the world. However, an
important point, in addition to the use of
computers and gadgets in everyday life, is
gamification, which is occupying an increasingly
important place in human life. Since the play has
been the leading activity since childhood, the
transfer of gaming elements into the realm of art
for children and later adults is not such an acute
issue. The gamification of digital art, based on
the perfection of a variety of technologies and
tools by promoting speculative design and
interactive experiences of users and visitors to
online museums and art archival collections, is
the product of designers and digital masters (Li,
2022). With this in mind, popular contemporary
games that adhere to the philosophy of the
metamodern are in insane demand. One such
game is Deathloop, which professes a philosophy
of metamodern art that continues the idea of
modernist, postmodernist aesthetics while also
being a reaction to them (Backe, 2022).
In addition to the digitization of museum
collections, the tradition of online art exhibitions
is also spreading widely. For example, in 2017
the work of artist W. Dyson was digitized and
exhibited on an online platform in the context of
the Australian War Memorial “Art of the Nation: