Curated by Hugh Davies
October 17 to November 25th, 2018
Library at the Dock
Docklands, Melbourne Australia
Featuring artists from across the Asia-Pacific Region, the Longitude exhibition presents cultural, experimental, design and arts practices in the medium of games. Running alongside the exhibition is an event program featuring analog and digital gameplay, films, interactive objects, workshops and panel presentations.
The Longitude exhibition celebrates games and play as a broad and persistent aspect of culture with the capacity to connect diverse groups. The playful works highlight games as activities beyond escapist entertainment but as nuanced, challenging and inspiring forms of cultural expression that bring a broader understanding to the world and the people it.
The Longitude exhibition presents cultural, experimental and arts practices in the medium of games. Showcasing artists from across the Asia-Pacific Region working with games and play, the exhibition will also include workshops, film screenings, and presentations. Central to this project is the invigoration of games as activities inclusive of a broad range of audiences. This means absolutely everyone is welcome.
The title of the exhibition longitude refers to the timezone shared by Australia with the Asia Pacific region. These temporal rhythms see the entire Asia Pacific playing together at the same time. Our play is connected, not just through Internet cables, but via lines of longitude.
Curator Hugh Davies has organized a series of terrific events related to Longitude. Click here for the full list.
Yesterday is a 3D Puzzle Game that explores love and encounter from a girl’s perspective.
Appearing at the Kuso Game Jam in 2018, Sun Yu's The Hole is brutal in simplicity, gradual in difficulty and high in addition. It's creator, Sun Yu graduated is a graduate of Digital Media Design and works as a planner in a game company in Taiwan.
IP Yuk-Yui's To Call A Deer A Horse (指马为鹿) is an experimental videogame about hand-eye coordination, truth-bending and acts of complicity.
LINK: Longitude Exhibition
An exhibition of games and playthings exploring the aesthetics of computer errors and data corruption. In an increasingly digitized world happy accidents can contami̵n̵a̴t̷e anything: gli̵t̸ch music, glic̷h̸ ̶p̴a̸i̷n̶t̸ing, ̷g̵l̷i̷t̶c̸h̷ ̸k̸̛̰n̴͔̂i̶̭̿t̸̟͝t̵͍̐ḯ̶̳n̶̥̆g̷͉͂,̷̺̌ ̸̖͑g̴͔̒l̶̟̊í̸͜t̶̘̑c̸̨̀h̶̗̑ ̶̖̀ả̵̪̹̀̂͝r̵̳̹͓̟̓͊̄̕̕c̷̟̈́̐̕h̸͔̲͍͚͔͐͆͛̎̇i̴̲̊t̴̺̋͋͗e̷̺̒̐̓̉̆c̸̻͊̿̉͘ͅṫ̸̯̙̜̖̲ṵ̸̂̍̚r̸̡͈̪̫̐̓e̴͕̣̼͍̱̓́̍͒̕.D̵̼̬͎̞̍̒͝ò̸͔̫̬͔̜n̵̢̨̳͗̍̎’̴̲̒̔̏̚͝t̶̠̤̅̒̀́̚ ̵̠̆͆͌͠͠m̷̮͖̙̰̂͊̄̈́͠ị̶̻̱̱̪͂̅̅̇s̵̯̟̎͒̕̚ș̴̚ ̷̢̧̋ṱ̴̙̆h̶͔̃ẻ̵̞̪͒ ̵̹͉̜͍̯̔͂̈́̈̚l̸̛̰͎̮͚̝ȃ̷̜͒͋̚s̸̞̯͔̤͋͌̒̍͜t̵̢̛͐̒̿ ̵͎̝̜̠̺̄̇L̶̨̩͈̺̝̀̍Î̴͙́K̵̛̙̈̏Ė̸̟̭̃̽̈́ͅL̷̟̝͖͑͜Ḯ̷̦̳͆̔̃̚K̵͉̞͇̓͛͛͜͝E̶̺̮̤̊͜ṡ̷͙͉͍͓̟̳͓̥̱̿̈́̈́̑́̔͊͌̈́̆̏̆͋̃̿̃̈̓̒̆̇̏̈́̽́́̚ḩ̶̛̲͚͚͉̬̲̼̫̩̥̻̫͔̇̋̈̓̉͗͋̽́̈́͗͆̀̏͒̏͛̐̆͐͗̏̔̈́̏͆͠ơ̸̡͙͍͕̜̯̼̬̠͉̙̥͓͙̦̮͕̬͎̗̘͙͉̰̤̣̹̱̞̘̞̱͔̊͑͐̒̋̂̓͐̔̿̑́́̾͒͑̀̎̕̕͘̕͘͠ͅw̵̡̨̡̨̛̛̗͍͍̞̞̣̗͍̯̲͙̙͖͎͇̤̦͇̫͙̗̯͙̬̬̬̞̮̉̍̿̽͂̌̈́̎̓̆̌̈́̌͊̄̎̀̉̀̓̅̂̔͑͐͊́̀̽̀͋͂͝͠ͅͅ ̷̧̛̜̬̤̥͈̠͕̻͎̠̹̙̳̣̆̎̐̇̈́͑͗̍́͊͊͊͒̇̈̒̈́́͐̄̂̀́̚͘͠͠o̶̧̹͕̹̘͕͉̝̻̻̐f̵̢̨̡̢̛̟̠̙͚̬̟̹̭͍̺͙̳͚̟͚͖̖̥̲̼͓̠̺͕̻͈̜̜̳̗͈̀̉͆́̐̈́̾͑́͐̒̅̍̓̑̈͛̋̏͋̔̀̈́̐͊̕̚̕̕̕͝͝͝ ̴̡̢̧̡̛̛͚͓̠̤̠̣̹̝̘̺̻͈͈̠̦͚͍̥̲̜̙͉̪̻̭̬͖̦̀̉́̿̈̎̔̎̔͊̈͛̇̄́͊̎̑̊̃̄͐͂̔͘͘2̶̡͆͊͋͒ͅ0̸̧̧͍͈̦̰̝̤̺͚̭̣͎̹̘̞̳̯̰̞͈̞̰͎̘̞̙̿̾̋̋͑̀̅̓͝͝͝͝1̷̡̨̡̛̹͍̻̜͖̜̠͙̖̩͍͙̜̣͚̩̳͉̮͚̤̣̖͉̤͖͙̠̉͑͐̇̓̽͑̽̔̓͋͌̂̀̓̽̔̒̿̓͌́̂̔̓͌̄̀͘ͅ8̴̴̛̛̛̛̠̪̪̣̯͇͚̪͓̥̤̦̲͚̩̯̮͔̱͙̼̭̳̠͙̖̼̟̭͔͍̰̫͉͛̅̅͋͒̇̂̀͋̍́̈́̎̈́̂̋͛̍̐͊́͂̒̈̃̂̑̍̈́̔̌͒̒̇̋͐̔͗̇͛͘͜͝͠ͅ
Works by: Andi McClure /// Michael Brough /// XRA /// Farbs // Rachel Simone Weil /// Molleindustria + Infiknit Loop
Keita Takahashi: Zooming Out
Curated by Harry DeLorme, Senior Curator of Education
January 24 - July 14 2019
207 W. York St.
Savannah, GA 31401, USA
Telfairs Museum is hosting a major retrospective on Keita Takahashi between January 24 through July 14, 2019. Curated by Harry DeLorme and subtitled Zooming Out, this first-ever museum survey exhibition of the legendary Japanese video game designer’s work is organized in conjunction with the museum’s annual PULSE Art + Technology Festival. So far there have been a relatively scarce number of exhibitions focusing on single designers (Jason Rohrer comes to mind), which makes Zooming Out even more compelling.
Keita Takahashi, Wild Rumpus and Venus Patrol, Tenya Wanya Teens, 2013
Initially trained as an artist, Takahashi received a degree in Fine Art and Sculpture from Musashino Art University in Tokyo. At the beginning of his professional career, he was hired as a design artist at Namco, where he became the lead developer of Katamari Damacy, a now-iconic game that won awards, spawned sequels, influenced popular culture beyond the game world, and was one of the first video games acquired for the permanent collection of the Museum of Modern Art.
The exhibition highlights Takahashi’s outside-the-box approach to game development, game mechanics, aesthetics, and music. Included will be playable versions of all of Takahashi’s major games, such as the original Katamari Damacy and its newly remastered edition, KatamariDamacyREROLL, We Love Katamari, Noby Noby Boy, and the eagerly awaited Wattam (Developer: Funomena, Publisher: Annapurna Interactive). In addition to his major game releases, the exhibition includes several of his independent games and collaborative installations, including Tenya Wanya Teens, operated with two 16-button controllers, and a reimagined, immersive take on the classic game PAC-MAN (with Clement Shimizu and Babycastles). The artist’s early sculpture work, animations, and playground designs will also be on view.
Keita Takahashi and Adam Saltsman, Alphabet, 2013
Image: Wattam, 2018, Publisher: Annapurna Interactive, Developer: Funomena
Woorld, 2016, Augmented Reality Game, Developer: Funomena
LINK: Telfair Museums
Liveworks Festival of Experimental Art
Carriageworks, Sidney, Australia
Fifteen years ago, a group of Australians made Escape From Woomera: a politically explosive video game that put players in the shoes of a refugee held in immigration detention. Applespiel invite you to play Escape from Woomera in this specially-commissioned live gaming and performance experience. Each night, the artists create a live commentary to accompany the gameplay alongside human rights advocates, refugees and the creators of the original game, exploring the contemporary significance of this cultural intervention.
Sydney's Liveworks Festival of Experimental Art is a 10-day program, presented by Performance Space, packed with a mix of theatre, performance, contemporary dance, music and immersive parties featuring artists hailing from Australia and the Asia Pacific. Applespiel collective presents a live-gaming spectacle that invites audiences to play a 2004 video game that puts players in the shoes of a refugee held in immigration detention. The gaming experience will be accompanied by esports-inspired live commentary from the artists and human rights advocates. Guess what? We never left Woomera.
HMKV (Hartware MedienKunstVerein) at Dortmunder U, Level 3
Leonie-Reygers-Terrasse, 44137 Dortmund , Germany
27 October 2018 – 24 February 2019, HMKV at the Dortmunder U, Level 3
Curated by Dr. Inke Arns e Marie Lechner
The exhibition is dedicated to Nathalie Magnan (1956-2016).
The exhibition Computer Grrrls brings together more than 20 international artistic positions that negotiate the relationship between gender and technology in past and present. Computer Grlz deals with the complex link between women and technology – from the first human computers to the current revival of cyber-feminist movements. A comprehensive timeline covers these developments from the 18th century to the present. Invited are artists, hackers, makers and researchers who are working on how to think differently about technology: by questioning the gender bias in big data and Artificial Intelligence, promoting an open and diversified Internet, and designing utopian technologies.
Participating artists: Morehshin Allahyari, Manetta Berends, Zach Blas & Jemima Wyman, Nadja Buttendorf, Elisabeth Caravella, Jennifer Chan, Aleksandra Domanovic, Louise Drulhe, Darsha Hewitt, Lauren Huret, Hyphen-Labs, Dasha Ilina, Mary Maggic, Caroline Martel, Lauren Moffatt, Simone C. Niquille, Jenny Odell, Elisa Giardina Papa, Tabita Rezaire, Erica Scourti, Suzanne Treister, Lu Yang
The exhibition will be on view at HMKV until 24 February 2019, and will then travel further to Paris and Eindhoven in the Spring/Summer of 2019.
HMKV, Dortmund, DE (27 Oct 2018 - 24 Feb 2019)
La Gaité Lyrique, Paris, FR (13 March - 14 July 2019)
MU, Eindhoven, NL (August - September 2019)
An exhibition by HMKV (Hartware MedienKunstVerein), Dortmund (DE) in co-production with La Gaîté Lyrique, Paris (FR)
The exhibition is funded by the German Federal Cultural Foundation and the Ministry of Culture and Science of the State of North Rhine-Westphalia. Main funder HMKV: Dortmunder U – Center for Art and Creativity. Partner: MU Eindhoven (NL)
LINK: COMPUTER GRRRLS!
Friday October 5th, 2018
During the Unblurred gallery crawl
205 North Evaline St
Pittsburgh, Pennsylvania, USA
Leave your nostalgia at the door: the artists and gamemakers in this show mischievously appropriate, revive, and subvert decades of electronic entertainment for their own millennial goals. Get swept up by a whirlwind of forgotten games! Shoot a porno with Sonic! Explore a dreamscape of pixelated sprites! Struggle with a flaccid Mario! Warning: New Retro may corrupt your memory.
Works by: Cassie McQuater /// Bennett Foddy + AP Thomson /// Stefan Hedman /// Mega Cat Studios /// Arcane Kids /// Arvore
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.
Montana, Jane Veeder, Video, 1982. Courtesy of Jane Veeder and VGA Gallery
University of Illinois at Chicago
Art and Design Hall, First Floor
400 South Peoria Street (at Van Buren Street)
Chicago, IL 60607
Chicago is not often thought of as a center for new media art, technology, or industry, yet the city was home to some of the earliest and most important experiments in new media in the late 20th century. Chicago New Media 1973–1992 explores the rich exchange between industry and academics during this heady time, chronicling the under-recognized story of Chicago's contributions to new media art by artists at the University of Illinois at Chicago's (UIC) Electronic Visualization Laboratory (EVL), the School of the Art Institute of Chicago (SAIC), and at Midway and Bally games from 1973–92. Generations of now well-known and acclaimed artists, scholars, designers, developers, curators, and organizers have moved through UIC and SAIC, all of whom shaped the development of new media locally as well as on the burgeoning international stage. Chicago New Media 1973–1992 will exhibit a range of ephemera documenting this period of industry incubation and globalization and its connections to new media art.