The Mexican Standoff - Medialab Prado Madrid workshop part 2 from onurson on Vimeo.
Link: Onur SonmezLink: Previous post
The Mexican Standoff - Medialab Prado Madrid workshop part 2 from onurson on Vimeo.
Link: Onur SonmezLink: Previous post
Posted at 03:22 PM in Art Game | Permalink | Comments (0) | TrackBack (0)
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"Per leggere questo libro - si precisa nell'introduzione - occorre un iPod ben imbottito. La playlist da spararsi in cuffia chiama all'appello qualsiasi cosa di DJ Krush, del primo DJ Shadow, di Coldcut o Underworld. La raccomandazione non è un vezzo, ma stretta necessità: serve per comprendere più a fondo il concetto di dispositivo sinestetico in riferimento a Rez e la poetica tutta di Tezuya Mizuguchi. Per leggere questo libro, inoltre, non bisogna neppure possedere il gioco di UGA (United Game Artists) o dichiarare di averci giocato almeno una volta nella vita. "Posto di fronte a un videogame particolarmente avvincente, un giocatore viene colto da una voglia irrefrenabile, da un'urgenza insopprimibile, da una desiderio animale: strappare il controller dalle mani del malcapitato utente pehttp://www.typepad.com/site/blogs/6a00d83451ba1e69e2011570ffbafd970b/post/composer interagire in prima persona. […] Per un gamer, giocare in prima persona è una esigenza, non un'opzione. Giocare vuol dire porsi delle domande, pretendere delle risposte, leggere il testo che si sta dipanando sullo schermo. […] Rez è uno dei rari casi in cui ci può ritrovare a fissare uno schermo senza un controller tra le dita e senza porsi domande. A me è capitato". Il gameplay, in un videogioco come Rez, non conta proprio un beneamato: è sufficiente anche solo vederlo giocare da altri. È puramente una questione di spazio e cyberspazio, di tempo e di groove, di trance e neuroni, di arte visiva, di Kandisky (secondo i comunicati ufficiali di Sega – Il progetto originario portava il nome di Project K) e di spiritualità digitale applicata al viaggio più onirico possa esserci al mondo. Rez, in buona sostanza, come potentissima droga sintetica, mirabolante e innocua." (Lorenzo Antonelli, NetxGame.it)
Leggi: "Art is Rez-sistance" di Lorenzo Antonelli
Acquista: Rez di Cristiano Poian
Posted at 06:41 PM in Art Game, Books, Game Art | Permalink | Comments (0) | TrackBack (0)
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Gaming culture takes over Tate Britain. From low-tech parlour games Charades and Werewolf, to performance and interactive media art with Blast Theory's Can You See Me Now? Plus talks from presenters of Resonance FM’s One Life Left Ste Curran and Simon Byron, and experimental music from David Toop and Unknown Devices: The Laptop Orchestra - it's all to play for.
A few highlights:
Game Play: Can You See me Now? (Friday 5 March 2010, 18.30–21.30)Artists' company Blast Theory has created a game happening simultaneously online and in the streets surrounding Tate Britain and Chelsea College of Art and Design. Players online and on the Manton Foyer computer terminals are chased by the Blast Theory runners, tracked by satellites on a virtual map. The audio stream from their walkie talkies allows you to eavesdrop on your pursuers: getting lost, cold and out of breath on the city streets.
Link: Can You See Me Now? @ Tate
Can You See Me Now? Tokyo from Blast Theory on Vimeo.
Video Games: design, narrative, gameplay (Friday 5 March 2010, 19.30–20.30)
How do game design, narrative and gameplay interact to make a successful video game? Ste Curran, game designer and Creative Director at Zoe Mode chairs a panel including, creator, writer and artist Charles Cecil, game critic Kieron Gillen and co-creator of Watchmen, Dave Gibbons
Link: Video Games: design, narrative, gameplay @ Tate
David Toop and Unknown Devices: The Laptop Orchestra (Friday 5 March 2010, 19.30–20.00; Friday 5 March 2010, 20.45–21.15)
David Toop and Unknown Devices: The Laptop Orchestra (London College of Communication) explore the dynamics, technical and interpersonal demands of group collaborations using digital audio tools and ‘unknown devices’, creating an improvisation using an unusual variety of instruments, noisemakers and gaming equipment.
Link: David Toop and Unknown Devices: The Laptop Orchestra @ Tate
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"Make your own exhibitions. Examine it, rip it apart and learn from it and do copy it. Don´t forget that stealing is everything." from the Museum Meltdown arken.map README by Palle Torsson and Tobias Bernstrup (1996)
Tobias Bernstrup and Palle Torsson collaboratively created a series of Art Games in the form of Art Mods called Museum Meltdown from 1996 to 1999. these Art Mods are among the first of their kind, New Media Art interventions into the site of their own exhibition which utilize the possibilities presented by the First Person Shooter as a genre of games. i interviewed Bernstrup and Torsson in 2007 to discuss these Media Art Histories for an essay of mine called Running and Gunning in the Gallery: Art Mods, Art Institutions and the Artists that Destroy Them, which will appear in From Diversion to Subversion: Games, Play, and Twentieth-Century Art, edited by David Getsy. our discussion is both technical and conceptual, involving questions of Institutional Critique, site specificity and personal reflections of the often self-relfexive process of making museums meltdown...
jonCates
Chicago
2010
Q: how did you arrive @ the idea of developing the first instance of MUSEUM MELTDOWN in 1996 @ Arken Museum of Modern Art?
were there any previous works (artworks, levels, mods, etc) that particularly inspired or influenced you then in making the first MUSEUM MELTDOWN?
A: "At that time I was collaborating a lot with artist Palle Torsson. We met in art college and shared an interested for video computers performance and Internet. We did an early web based project 'Join Hands' in 1995. We both played a lot of computer games and was fascinated by the revolutionary game Doom and the possibilities of modifying the actual game. The initial idea of MM came while planning a new piece for a show at Arken MoMA, we went to see the museum space and were struck by similarities between the museum and a 3D shooter game. The museum interior had a lot of game like texture details such as fake metal panels and big sliding metal doors. So we came up with the idea of designing a game map based on the plan drawings and textures of the space. The in game artworks were to be reduced to low res pixelated images, working as recognizable symbols. The game engine we used was Duke Nukem 3D. Museum Meltdown 1 was followed by two more museum project until 1999 when Palle we did the a version of the Modern Museum in Stockholm based on the Half-Life graphical engine." - /tobias" (Jon Cates)
From "Running and Gunning in the Gallery: Art Mods, Art Institutions and the Artists that Destroy Them", included in From Diversion to Subversion: Games, Play, and Twentieth-Century Art, edited by David Getsy, in 2011.
Read the full text here
Related
Posted at 11:56 PM in Art Game, Game Art | Permalink | Comments (0) | TrackBack (0)
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The installation also raises questions about the blurring between virtual and real violence. How far would users go on the internet? If they had stood face to face with Bilal in the gallery, would have they behaved in the same way? Domestic Tension was described by the author as a peculiar First-Person Shooter where virtual actions have real life consequences. The performance centered on suffering not through the display of emotions, but engaged people via a playful interactive video game.
The other piece in the “Agent Intellect” exhibition is “The Night of Bush Capturing: A Virtual Jihadi” (2008), based on the videogame “Quest for Saddam” (2004), which first was hacked by Al Qaeda supporters. Here, Saddam Hussein's virtual face was replaced President George W. Bush, but in Bilal’s third modification the artist himself played the role of a suicide bomber in the game.
His goal was to address the...
“...Vulnerability of Iraqi civilians to the travesties of the current war and racist generalizations and stereotypes as exhibited in games such as Quest for Saddam, along with vulnerability to recruitment by violent groups like Al Qaeda because of the U.S.'s failed strategy in securing Iraq. The work also aims to shed light on groups that traffic in crass and hateful stereotypes of Arab culture with games like Quest for Saddam and other media.” (Wafaa Bilal).
Link: Wafaa Bilal
Link: The Helen Day Art Center
Text by Mathias Jansson
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Todd Deutsch, a.k.a. KillerJ00, 2005, C-print, 45,7 x 30,5 cm, edition of 15
As a part of Transmediale.10, DAM Gallery in Berlin has organized an exhibition titled “GaMe!” featuring six international artists working with videogames and electronic toys, The line-up includes France Cadet (France), Todd Deutsch (USA), Mark Essen, (USA), Joan Leandre (Spain), Jason Rohrer (USA), and Tale of Tales (Belgium). Todd Deutsch is known for his photos from LAN-parties, Tales and Tales for their existential art games and Joan Leandre for his videos of deconstructed videogames.
Text by Mathias Jansson.
Link: GaMe! (in German)
Related: GameFaces
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Posted at 09:13 PM in Art Game, Events, Game Art | Permalink | Comments (0) | TrackBack (0)
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Link: "The Mexican Standoff"
Link: Additional information
Update: March 09 2010 - Thanks to Onur Sonmez for the updated information.
Posted at 11:37 AM in Art Game, Game Art | Permalink | Comments (0) | TrackBack (0)
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PlayLab aims to explore the context of games and video games as a space for creativity, experimentation, learning and reflection. It also aims to create an environment that leads to collaborative work in which different disciplines come together.
PlayLab's activities are proposed as an open and participatory research process from which one can approach video games, a phenomenon that is becoming more extensive and influent in Contemporary Society, and explore its critical potential, its learning possibilities and its capacity to create social spaces that go beyond the purely commercial and standardized.
PlayLab is also interested in the history of Games and video games as it examines its possible genealogies and studies its social, cognitive and psychological effects characteristic of video games today.
Link: PLAYLAB (list of selected games)
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In 2007, seven students from the Academy of Fine Arts in Umeå, Sweden - Olof Broström, Carl-Erik Engqvist, John Huntington, Anders Johansson, Eskil Liepa, Ida Rödén and Per-Arne Sträng - created a collective known as "Dataspelsgruppen” (literally, the “Videogame group”). Their ambition was to investigate and use videogames as artistic tools to collective explore the artistic process in the liminal spaces between art and game design. In the same year, they designed their first game project, “Yod Burrow and the mix-up of Chaste City”, which was presented at Bildmuseet, Umeå. The videogame was never completed, so they exhibited screenshots and sketches of the game.
After graduating, some of them have continued to work with videogames and art. Among them is Ida Rödén. Collaborating with Jens Andersson (former lead designer at the Swedish company Starbreeze Studios, the team behind such games as The Chronicles of Riddick: Escape from Butcher Bay and The Darkness), Ida developed the experimental videogame “Rorschach,” a detective story taking place in a madhouse where a murder has been committed. The graphics - created by Röden - evoke the ink-stain look of the famous Rorschach-test. The game has been exhibited at Bildmuseet in Umeå, Sweden an d at the festival FILE 2008, in Sao Paolo, Brazil.
In the past few years, Ida Rödén’s interest has turned to drawing. In an exhibition held in Östersund, Sweden and organized by the Swedish collective Upgrade! node, she showed a new project called “Composition Grid”, build on the concept of Tetris. The concept behind this piece of interactive art is that the player should be able to design, in a Tetris-like way, a unique drawing on the screen that later could be printed with the artist signature on it. The picture on the screen are created with help of 216 different creatures (built with six squares) falling from the sky. The next development step consists in transfering the program to a flash application available on the net.
On her homepage, Ida describes her view on video games and art, a description I think many artist working with Game Art recognize:
“Video games have the potential of becoming one of the most advanced art forms. I don’t have interest in defining whether a video game is art or not. An art piece that intrigues me has an interesting idea expressed through a well-done and personal handcraft. If a video game has that, then it has every potential of being an art piece.” (Ida Rödén)Text by Mathias Jansson.
Link: Ida Rödén
Posted at 03:28 PM in Art Game | Permalink | Comments (0) | TrackBack (0)
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