Festival international des Arts multimédia GAMERZ 14ème édition
AIX-EN-PROVENCE | MARSEILLE, FRANCE
NOVEMBER 8 – DECEMBER 2018
Festival international des Arts multimédia GAMERZ 14ème édition
AIX-EN-PROVENCE | MARSEILLE, FRANCE
NOVEMBER 8 – DECEMBER 2018
Vertigo is an interactive art installation that invites users to discover a surrealist and futuristic journey in virtual reality. It is an immersive 3D environment that uses the principles and techniques of video games to offer an atypical physical and aesthetic experience to the public.
The "spect-actor" equipped with a virtual reality headset, the HTC Vive, and its hand controllers, will be able to move in the virtual space by defying the laws of gravity, and will be able to interact with different objects that populate this surreal and High Tech "cadavre exquis" to reveal hidden properties. (Pascal and Klara Silondi)
Pascal Silondi was born in Paris in 1973, and he lives in Prague since 2000. He's developing as artist various interdisciplinary projects where meet virtual and real environments. He founded the association LIBAT (Hybrid lab for Arts and new technologies) in 2002, producing various artistic and cultural projects with a focus on Arts, Sciences and new Technologies of information. He's experimental practice involves structures and architecture of systems with a particular interest in interactive multimedia storytelling and artificial life in 3D/VR environments using Game engines. His artistic and technological culture evolved as an interdisciplinary voyage exploring various contemporary art languages and fields like cinema, video, augmented stages and objects, sound creation, robotic and data processing, artificial life, Game art., etc. He's using a wi(l)de variety of sensors to connect performers, like dancers, actors, musicians or audience within sensitive 3D digital spaces.
JUNE 20, 2018/20 GIUGNO 2018
Università IULM (IULM 1)
Via Carlo Bo, 1
Filming: Lorenzo Mosna
In this talk, members of the collective AAA (Merle Leufgen, Gabriel Helfenstein, Troy Duguid, Chloe Langford, Jessica Palmer) will present their work and reflect on their collaborative practices which intent to propose an alternative to the often accepted thinking that the way we live and organize society is the only possible way. The aim of the talk will be to show how games and collaborative exchange in game development can help break the inertia resulting from the perceived lack of possibles disrupting the current status quo - in our everyday lives as well as in the production of art.
Active in Berlin, the AAA Collective comprises artists, designers, and creators from all over the world. Its founding members are Merle Leufgen, a software artist, curator and independent researcher, Gabriel Helfenstein, a French transmedia artist, curator, and writer, Troy Duguid, and Australian artist working with game engines, and Jessica Palmer, a Canadian multimedia artist interested in neuroscience.
LINK: AAA Collective
June 23 - September 16, 2018
Institute of Contemporary Art (ICA)
560 South First Street
San Jose, CA 95113 > MAP
"ICA’S NEXTNEW SERIES IS A BIANNUAL EXHIBITION PROGRAM THAT PRESENTS THE WORK OF EMERGING ARTISTS AND/OR EMERGING ART PRACTICES.
When playing a board game or video game, one might experience a range of emotions, from elation when advancing towards a finish line, to a sense of gratification from beating a competitor, to a feeling of anger when your strategy goes awry. Immersing wholeheartedly into the rules and experiences of play is what Dutch historian and play theorist Johan Huizinga refers to as the “magic circle,” a zone where players temporarily suspend disbelief and adopt the qualities of the game space, disconnecting from the realities of the everyday world. Games often provide a moment of respite from the “real world” and allow the player to escape into a fantasy.
The eight artists in NextNewGames create work within this alternative space. The set of board games, video pieces, and new media works consider our current social, political, and cultural climate, creating a porous relationship between the imaginary land of the game space and that of the real world.
Characterizing the art world with an air of parody are works by Sioux City-based artist Charles Bass who developed a series of free, participatory games, which comment on the quirks of the opaque art world. COLL.EO (San Francisco- and Milan-based collaborative Colleen Flaherty and Matteo Bittanti) re-enact seminal 1960-70s contemporary art performances and interventions in “Liberty City,“ through the action and adventure game Grand Theft Auto.
NextNewGames artists also invite players to embody different perspectives through single- and multi-player games. Lark VCR and Porpentine Charity Heartscape’s elaborate online game invites players to treat their trauma as if it were a virtual pet. Colorado-based artist Rafael Fajardo presents two contrasting games that simulate the realities of crossing the US-Mexico border at El Paso-Ciudad Juarez. Sam Vernon engages local community members in a game of hangman and creates a visually cacophonous installation with the resulting documentation from this age-old game. Considering the relationship of communities today and in the future, Berkeley-based artist Asma Kazmi constructs a hypnotic, sensorial experience of the religious site of Makkah and documents the rapid changes to the sacred site. San Francisco-based artist Scott Kildall questions what it might mean for the moon to colonize the earth in his site-specific scavenger hunt at the ICA.
These artists move away from the dichotomy of winning or losing. They collectively subvert and interrupt the modes of operating within a game while reflecting on how these game spheres serve as mirrors to our current society: how do we think about cooperation and negotiation? What does it mean to lose or win? Where are points of resolution and conflict? What is your next move?"
A journey of discovery into how a Canadian craftsman (David Bull) and an American designer (Jed Henry) with a father and son generation gap team up to revive the ancient art of Japanese woodblock prints by juxtaposing traditional art with pop culture icons: video game heroes such as Super Mario and Pokémon. Ukiyo-e: The traditional art form known worldwide as the “Face of Japan” has over several hundred years inspired Van Gogh, Monet and Picasso to create their masterpieces. Today, there are less than 10 remaining craftsmen in Japan.
LINK: Art of the Game
Yuliya Kozhemyako and Margarita Skomorokh are currently working on Overseas Digital, collection of short art games. "Each game is a completely independent world with its own rules and its own kind of weirdness. Nevertheless, all worlds are joined together by a common interface — a mysterious place resembling a spaceship." The games are inspired by avant-garde aesthetics, including Max Ernst’s art and fiction, like Borges’s narratives. As Yuliya writes,
The episodes of Overseas are like digital poems. There are no goals and no story in the usual sense, but at some deep level all worlds are interconnected and express the same idea. The point of playing Overseas is to feel and understand this connection.
The collection will be released sometime in 2018.
LINK: Overseas Digital
The Mythic Being in Liberty City, the fourth in a series by CONCRETE PRESS dedicated to COLL.EO's Grand Theft Auto IV interventions, is now available in a limited edition of 99 copies. The book features 144 pages of text, illustrations in B&W and color, many of which have not been shared before. It also features a critical essay by critic and curator Dorothy R. Santos.
Below is the full synopsis:
The Mythic Being in Liberty City is a replay of Adrian Piper’s 1973 performance The Mythic Being entirely produced and (re)enacted within the virtual spaces of Grand Theft Auto IV’s digital replica of New York City. In 2016, COLL.EO replayed Piper’s performance within Liberty City. The original game, Grand Theft Auto IV, was modded and the main character, Niko Bellic, was replaced by a customized avatar of Adrian Piper/The Mythic Being. This limited edition book is a documentation of the performance, featuring a critical essay by Dorothy R. Santos and never seen before images.
COLL.EO is a collaboration between Colleen Flaherty and Matteo Bittanti established in 2012.
An exhibition curated by Matteo Bittanti
Part of the 2017 UCLA GAME FESTIVAL
November 14, 2017
Hammer Museum, The Lab
This exhibition focuses on the practice of reenacting, restaging, and replaying seminal artistic performances in/with video games by contemporary artist. The show features six international artists whose projects suggest new ways of understanding the past while simultaneously creating an alternative history of art. Situated at the intersection of gaming, art, and new media, their practice exemplifies the appropriative tactics of practitioners who use digital games to perform fraudulent acts of identity theft and playful impersonations.
Videogame re-enactments foreground and question issues of originality, authorship, identity, history, documentation, temporality, agency, intentionality, interpretation, and performativity. Since most of these performances are developed through a careful examination of existing documentation of direct, lived experiences, i.e. photographs, texts, videos, and other media artifacts, they can be considered a scrutinization of art history itself, a playful investigation of archives, and of collective memory. Rather than replacing the existing documentation of artistic practices, they add an extra layer of (mis)information.
The exhibition raises a series of questions: Are game re-enactments meant as homages or parodies? Who are the intended players, i.e. audiences, of such practices? Are video game re-enactments emphasizing the performative aspect of gaming, thus suggesting that game playing is akin to performance art?
Pippin Barr plays Ziv Schneider
Alan Butler plays Ed Ruscha
COLL.EO plays William Pope.L
Roc Herms plays Ai Weiwei
Clint Enns plays Chris Burden
Angela Washko plays Chantal Akerman
Photos by Jonathan B. at Thing To Do in L.A.
Call for proposals ART GAMES DEMOS #3 Theme: The city
21 October 2017 at Cargo de Nuit in Arles
Art Games Demos is an evening imagined by Isabelle Arvers and Chloé Desmoineaux, dedicated to the exhibition of video artworks and video games demonstration.
We wish to present, during this evening, works of emerging or confirmed artists, local or international, between projections, live performances, demonstrations of games, prototypes or installations.
We are launching a new call for proposals ART GAMES DEMOS, for an evening organized as part of ON-Octobre Numérique at the Cargo de Nuit in Arles on Saturday 21 October 2017 (19h-02h) on the theme of the city: world city, city of utopia, generative city, town planning … This call for projects is open to students, artists, developers, game designers and any other person wishing to share their creations in the following areas:
Hacks, Alternative Controllers, Independent/Experimental/In development (PC, Mac, Android, IOS, Console, Paper), video/web, 2D, 3D, 4D, VR, installations, prototypes, music, UFOs, unclassifiable …
For more information consult the Facebook page
ART GAMES DEMOS # 3 is organized in the framework of ON_October Digital – Encounters of creation, innovation and the digital economy 05/10> 19/11/2017 www.octobre-numerique.fr in partnership with Databit .me, MOPA School, PxL-Lan and the VR Festival.
Appel à projet SOIREE ART GAMES DEMOS Thème: La ville
21 OCTOBRE 2017 AU CARGO DE NUIT ARLES
ART GAMES DEMOS est une soirée imaginée par Isabelle Arvers et Chloé Desmoineaux, dédiée à l’exposition d’œuvres vidéo et à la démonstration de jeux vidéo ;
Nous souhaitons présenter durant cette soirée, des œuvres d’artistes émergents ou confirmés, locaux ou internationaux, entre projections, performances live, démonstrations de jeux, prototypes ou d’installations.
Nous lançons un nouvel appel à projetART GAMES DEMOS, pour une soirée organisée dans le cadre d’ON – Octobre Numérique au Cargo de Nuit à Arles le samedi 21 octobre 2017 (19h-02h) sur la thématique de la ville : ville monde, ville utopique, ville générative, urbanisme… Cet appel à projet est ouvert aux étudiants, artistes, développeurs, game designers et à toute autre personne souhaitant partager ses créations dans les domaines suivants :
Création vidéo/web, 2D, 3D, 4D, VR, Machinimas, Glitch, Hacks, contrôleurs alternatifs, jeux vidéos indépendants/expérimentaux/en développement (PC, Mac, Android, IOS, console, papier), installations, prototypes, performances, musiques, OVNI, inclassifiables…
Pour plus d’information :
Art Games Demos #3 est organisé dans le cadre d’ON_octobre numérique – Rencontres de la création, de l’innovation et de l’économie numérique 05/10 > 19/11/2017 www.octobre-numerique.fr en partenariat avec Databit.me, l’école MOPA, PxL-Lan et le VR Festival.
LINK: Isabelle Arvers
LINK: ART GAME DEMOS
The Ghost Arcade is a collaborative exhibition project between Skot Deeming, a Canadian interdisciplinary artist, curator and scholar, whose work spans the spectrum of new media practice from broadcast media to computational art, experimental videogames, and game art; Dominique Pelletier, a multidisciplinary translation and media scholar, and the Museo del Juguete Antiguo Mexicano (The Museum of Ancient Toys). Over the latter portion of the summer, eight artists - Arturo Cruz Pinon (Artuur), Frida Escobar ( Pasto Pasto), Daniel Buchsbaum, Fher Val, Michael Brandon Aguilar Teran, Gabriel Galacia (Mr. Lemonade), Bili Bala and Aline Herrera will be exploring the halls and alleyways of Mexico City’s markets and plazas - drawing from its street art and game cultures as inspiration to build custom arcade cabinets using found materials. The full exhibition will open on August 24th.
You can follow the developing project by clicking here.
LINK: La Galeria De Fantasmas/Ghost Arcade (Photo by The Ghost Arcade team)