How to Win at Photography - Image-Making as Play
June 5 - October 10 2021
Fotomuseum Winterthur, Switzerland
Curated by Marco de Mutiis and Matteo Bittanti
How to Win at Photography – Image-Making as Play explores the relationship between photography and play. It investigates the notion of image play, creating unexpected connections between the history of photography, the gamification of the visible as well as practices of image making with and within computer games.
With works by: Cory Arcangel, Aram Bartholl, Dorothée Elisa Baumann, Justin Berry, Julius Brauckmann, Alan Butler, Claude Cahun, Cibelle Cavalli Bastos, Dries Depoorter & Max Pinckers, Philipp Dorl, Constant Dullaart, Harun Farocki, Christopher Graves, Aneta Grzeszykowska, Beate Gütschow, Jon Haddock, Emily Hadrich, Florence Henri, Roc Herms, John Hilliard, Yuyi John, Rindon Johnson, Andy Kassier, Sherrie Levine, Gloria López Cleries & Sive Hamilton Helle, René Mächler, Taiyo Onorato & Nico Krebs, Joan Pamboukes, Steven Pippin, Michael Reisch, Tabor Robak, Ria Patricia Röder, Lorna Ruth Galloway, Ed Ruscha, Emma Agnes Sheffer, Cindy Sherman, Guido Segni, Andrew Stine, Petra Szemán, Akihiko Taniguchi, Danielle Udogaranya, Coralie Vogelaar, Tamás Waliczky and Ai Weiwei.
In collaboration with the Lucerne University of Applied Sciences and Arts and the Centre for the Study of the Networked Image at London South Bank University.
There will be several events planned between now and October, some in situ, some online, so stay tuned for more.
Curated by Enrique Salmoiraghi, Juega bajo tu propio riesgo. Videojuegos en clave pandémica (Play at your own risk. Pandemic video games) is an international exhibition bringing together the work of artists who use the language of the video game to address emerging issues in contexts of isolation, distancing,and uncertainty. An invitation to play and, in turn, to reflect on the impact of sudden changes in society due to the Covid-19 pandemic.
The exhibition is organized by Espacio Byte, an online museum dedicated to digital art established in 2012. A natural environment for the exhibition of artistic works that, created through the use of digital technology, propose new languages, poetics, and aesthetic values. Open 24/7, the museum offers a space for reflection, a source of information to delve into the dimension of digital art and learn about its first manifestations, movements and specific problems. All games featured in the exhibition are free to play. Juega bajo tu propio riesgo. Videojuegos en clave pandémica is only one several exhibitions curated by the Argentinian institution and currently accessible online.
Alvaro Cresping, Regreso a casa, 2020
Moshe Linke, Neo-brutalismo del mañana, 2019
"More than a year since the Covid-19 pandemic broke out, we have experienced changes in the ways of interacting with others and with the environment. Confinement and distancing social, extreme disinfection, online study and remote work became part of the everyday scene. These modalities have generated new habits and caused psychological effects that affect directly in all areas of our life, including the way we relate with art. Anguished at the confinement and loneliness, concerned about the economic crisis, wondering about the experimental vaccines; we find ourselves in a labyrinth of uncertainty whose exit has not yet we have found, but when that happens, what will we have learned? This exhibition brings together the work of artists who use video game languages to address these problematic. Works that involve the player directly to recreate these circumstances and be able to observe them from other perspectives. Play at your own risk, it is not only an invitation to play, but also to reflect on the consequences of these sudden behavioral changes in contemporary society"
ARTISTS' LINE UP
Yuliya Kozhemyako(alias Supr)
Margarita Skomorokh(alias RkkTKK)
The WORLD AT PLAY summer school is a part of a Voluptas research project into the intersection between game design, architecture and ludic pedagogy.
“And on the seventh day God ended His work which He had done, and He rested on the seventh day from all His work which He had done”
(Bible, Genesis 2:2-3, New King James Version)
This summer school proposes the makings of a new cosmogony: the creation of a playable world in one week. Then we rest.
A limited number of students from different backgrounds (architecture, game design, programming, art, philosophy) will come together to build the genesis of a playable digital world. The elemental ingredients of this world will be provided by the architecture projects produced by the Voluptas design studio: their spaces, mechanics, images and desires.
For one week, the team will evolve towards the common goal by drawing from their specific strengths and individual learning backgrounds, tutored by Pippin Barr, Andri Gerber and Francisco Moura Veiga.
Starting with a first day of theoretical input by the Voluptas chair, Tracy Fullerton, Bob Sumner, Emily Short, and Stefano Gualeni students will gain an overview of the week‘s processes and the end goal. the week will continue with a series of daily exercises and discussions with the tutors feeding into the creation of the world. On the last day, the playable world will be presented to a group of architects, game designers, and artists.
Send your applications (a short portfolio and letter of motivation of maximum 4 MB) to Francisco Moura Veiga at [email protected]
Voluptas is the euphoric daughter of its time—the intoxicating offspring of measure and spirit. Amending the millenary Vitruvian ordinances of firmitas, utilitas and venustas, Voluptas initiates a transversal investigation on contemporary issues and sets combinatory dynamics as the channel of proliferating singularities. Its looping trajectory toward a saturation of problem settings aims at the empirical emanation of an alternative view of the urban condition. Enforcing desire as its prevalent agent, Voluptas is the elegiac display of residual energy.
It is the Charbonnet/Heiz design chair at the D-ARCH of the ETH Zurich.
LINK: WORLD AT PLAY
digital video (1280 x 720), sound, color, 10’ 20”, 2013 (United Kingdom)
Created by Mateus Domingos
Introduced by Riccardo Retez
LAN Party was an installation originally created by Vanilla Galleries in collaboration with Arc-Vel and Dexter and Finbar Prior, at the Two Queens art gallery in Leicester, United Kingdom, in 2013. The work focuses on the concept of respawn which, in the context of video games, indicates the live creation of a character or item after its death or disappearance. Respawning creates and endless loop of (simulated) life and death. Vanilla Galleries’ work contextualizes such concept in a cultural re-generation perspective, where death and rebirth are visualized through a specific interface, the first-person shooter LAN party. A specially designed custom map has been created by the collective as a place for them to exist and work over a period of time. The installation comprises a number of computers inhabiting the main gallery space at Two Queens and visitors are invited to participate in the contest of the Cultural Deathmatch in order to perpetuate the ongoing cycle of life and death within the setting of the local area network.
Also known as ghostglyph, Mateus Domingos is an artist/writer based in Leicester, United Kingdom. He was a founding member and co-director of Leicester’s artist run gallery and studio space Two Queens. He is a member of Phoenix Interact Labs and manages the publishing project Bruise. He is interested in text, narrative and new digital spaces. His work has included games, 3D printing, fictional alphabets, maps and film making. In 2012 he represented the United Kingdom in Maribor, the European Capital of Culture and World Event Young Artist. Recent exhibitions include Two Queens, Leicester, Phoenix & De Montfort University, Leicester and Modern Painters, New Decorators, Loughborough. In parallel with his artistic practice, he is a producer for the digital arts program at Phoenix, Leicester. He works on artist development opportunities and hosts a series of meetups exploring digital arts practices. He collaborates with Sweden-based Nathan Bissette under the moniker Dead Hand to produce sound, music, and broadcasts. Recently they have released a book of scores and started producing an experimental podcast. He holds a BA in Fine Art from Loughborough University. He lives and works in Leicester.
Michael Samyn, Compassie, 2021 (screenshot)
Artist, designer, and professor Michaël Samyn has just released Compassie, an artistic software program for tethered VR. Compassie is a virtual reality diorama with the theme of pietà. The player takes the place of the holy virgin holding the lifeless body of Christ. And she contemplates his death staring into an abyss of endless darkness. According to Samyn, Compassie “is about loss. An opportunity to mourn for the things that have disappeared. Or are about to disappear. On a personal level. But also on a global level. I believe we are living through a time of transition. What will need to be sacrificed for our salvation? How will our new lives be in the new world? How will we cope with all the things that will disappear? How can we mourn the enormous loss that we are in the process of experiencing"?”
Auriea Harvey and Michael Samyn in front of the Duomo cathedral in Milan
Michaël Samyn is one half of Song of Songs, formerly Tale of Tales. Tale of Tales was the independent videogames studio of Auriea Harvey and Michael Samyn responsible for indie milestones such as The Endless Forest, The Graveyard, The Path and Luxuria Superbia. Compassie is the second release by Song of Songs, after Cricoterie in September 2018. Compassie is the first diorama published under the umbrella of the the ongoing Cathedral-in-the-Clouds project that was Kickstarted in November 2015 and for which the couple recently moved to Rome, Italy. Cathedral-in-the-Clouds aims to become a collection of contemplative pieces inspired by Christian iconography in art. Samyn teaches GAME ART alongside Auriea Harvey in the Master of Art in Game Design at IULM University.
Watch an extended trailer below:
LINK: Michaël Samyn's Compassie (all images and videos courtesy of the Artist)
/roʊˈdeɪoʊ/ Let's Play: HOLLYWOOD
"/roʊˈdeɪoʊ/ (pronounced like "Rodeo" in "Rodeo Drive") is a one of a kind Deep-Q machine learning super computing system which can play, and learn as it is plays, open ended RPG games. For the debut deployment — /roʊˈdeɪoʊ/ Let's Play: HOLLYWOOD — it will be playing Kim Kardashian: Hollywood, a casual free-to-play role-playing Android game where players aim to increase their reputation by gaining fans in order to become A-List celebrities. [...]
/roʊˈdeɪoʊ/ has been in development since 2017 by the R & D division of the Cory Arcangel fine arts studio in Brooklyn, New York, and Stavanger, Norway, and delivers significant computational performance with its AMD Ryzen 9 5950X 16-core 32-Thread processor & (x2) EVGA 24G-P5-3975-KR GeForce RTX 3090 XC3 Ultra GPU's connected together by a Rog Crosshair Viii Dark Hero motherboard. Running NVIDIA Compute Unified Device Architecture accelerated YOLO real-time object detection on a Darknet neural network framework with Dark Flow tensorflow interfacing with custom Deep-Q learning software, /roʊˈdeɪoʊ/ can "see" games, make choices, and evaluate those choices.
10th International Games and Playful Media Festival from July 21 – 24, 2021.
Award submissions are open now, until April 30, 2021.
HYPER Birthday, A MAZE. / Berlin!
One of the few things that are sure this year? A MAZE. / Berlin is celebrating its 10th birthday with a Hyper Hybrid edition from July 21 - 24, 2021. For this year’s edition, A MAZE. has booked Urban Spree as the festival studio location. The festival is planned in a completely digital version, but if smaller gatherings are allowed this summer, there will be a beautiful space for the 10 years birthday party of A MAZE. / Berlin:
Hyper Birthday. <3
As in the past years, A MAZE. / Berlin invites game designers and artists to submit their games or playful installations until April 30, 2021. People with expertise and interest can also register for the Selection Committee, which helps reviewing all entries. For all the details and the submission, click here
The award show will be streamed live from Berlin on July 23, 8pm. The winner is selected by an interdisciplinary, international and 100% independent jury. A MAZE. / Berlin extended and changed awards in the many years since, the categories are now: “Most Amazing Award”, “Human Human Machine Award”, “Long Feature Award”, “Digital Moment Award”, “Explorer Award” and “Audience Award”. Plus: This is going to be the 4th year of our Diversity Award, the “Humble New Talent Award” in collaboration with Humble Original.
"Since 10 years, A MAZE. is nominating artistic creations from around the globe. Works that underline the rise of interactive arthouse productions. All the A MAZE. Award winners create milestones in the history of independent games and playful media. We love to experience works based on meaning, experiments, story, expression, change, interdisciplinarity, social/cultural/political impact, aesthetics and fun,” says Thorsten S. Wiedemann, artistic director of A MAZE.
Matthias Löwe, head of the A MAZE. / Berlin Awards, adds: “Starting this year, we also want to provide a spotlight to creators who usually can't enter the contest with our new community- sponsored supporter tickets. In addition to better accessibility, we hope to showcase even more hidden gems this way.”
TIMELINE A MAZE. / BERLIN AWARD SUBMISSION
Mar 19: Start of Submissions and Jury-Registration Apr 15: Judging starts
Apr 30: Submission Deadline May 31: Judging ends
Jun 14: Announcement Nominees Jun 15: Final Judges starting reviews Jul 21: A MAZE. / Berlin starts
Jul 23: Award ceremony
Submit here: - Submission for the 10th edition of the A MAZE. Awards are open until April 30, 2021
A MAZE. / Berlin 2021 is funded by Medienboard Berlin-Brandenburg and part of gamesweekberlin. Thanks to our sponsors and partners Humble Original, Game - Verband der deutschen Game- Branche, Kickstarter, Leibniz Association.
A MAZE. is a unique and cultural investigating international platform for games and playful media that invites professionals and creatives from various fields to exchange their knowledge and visions, presenting their projects, playing, making contacts to collaborate on future projects. The festival A MAZE. / Berlin represents games beyond the mainstream and celebrates the art-form and the rise of arthouse.
LINK: A MAZE
On a Clear Day is the name of one of Agnes Martin’s works where she first introduced the concept of seriality. This series consists of 30 sheets on which strips and mesh are applied by means of screen printing. The proportions of one such sheet formed the basis of the three-dimensional grid in the game. The resulting structure can be rotated; the number of its segments, its color and so much more can also be changed. One may look at it from the inside, the outside and even move around in it. Thus, we get a series of countless frames that is individual for each player. This experiment is designed to see how Agnes Martin’s mesh exists in a new and different form of media, to look at the opportunities that a 3d mesh provides over a flat one, as well as to see the connections between Martin’s art and generative digital art. And, of course, we strived to convey the same state of serenity within the game that the series On a Clear Day brings about.
And it looks like this:
NOW PLAY THIS! A Festival of Experimental Game Design
"This year, Now Play This explores the relationship between play, games and the climate crisis. Due to the pandemic, we are once again running a fully online festival. Join us for a four-day programme of games, workshops and conversations, where each day shifts a different aspect of the festival’s theme into focus!"
A wonderful line-up for one of the best Festivals of Experimental Game Design on this very planet. The 2021 edition is curated by Sebastian Quack, Sophie Sampson, Nick Murray andJo Summers. It features, among other things, Chris Crawford's seminal 1990 simulation Balance of the Planet, Safe Place's Venice 2089, Elizabeth La Pensée's Honour Water, and SCRNPRNT's Garden of Earthly Delights.
LINK: NOW PLAY THIS!