Carina Erdmann, a researcher at LUCA, research unit 'Inter-Actions' in Brussels, is the catalyst behind this phenomenal series of online symposia:
"This is an invitation to conspire.
The series of online workshops conjures synergies between the fields of performance, LARP, game design and media theory. The common inquiry will be the phenomenon of 'bleed', wherein the boundaries between fiction and reality, the virtual and physical world dissolve.
The symposium is hosted by the Inter-Actions department of LUCA school of Arts and links to their research on the hybridization of online gaming and performance. What can games teach us about the ways we construct worlds collectively?
We invite you to partake in a series of playful experiments around digital presence, embodiment and relationality. Reflecting on the psychological, social and political implications of distance we will explore virtual commoning practices and 'conspiratorial bleed'."
Carina Erdmann, we have become used to magic, 2020.
The workshop Hotel Bardo by Omsk Social Club sends you on a journey to explore
reality-making systems and what we can do to control our own narratives. McKenzie Wark talks about Early Transition as LARPing, how being a trans woman can feel like role play through the gaze of others and metaphorical bleed sometimes avoids literal bleeding.
Magical Materialism: World Factory is a world-building workshop by Trakal that takes its cues from Psychoanalysis and a post-socialist perspective of Andrey Platonov's concept of the "literature factory“.
The Interactions Group transdisciplinary thought band invites you to The Wonder Machine, an experiment in emergence at the level of collective intuition. Reed Berkowitz gives a workshop on guided apophenia and how to create your own conspiracy theories.
In the workshop ‘The Dive’ by Nina Essendrop and Rozan van Klaveren we create a collective tale about the dying of nature and a path towards our inner worlds and wilds through LARP methods.
Francis Patrick Brady and Rilla Khaled let you explore possible futures through the card game DOHL and speculative play methods framed by the worlding of a fictional conference: The Congress of Future Love & Connection
In her workshop Erotic Sociability, Isabel Lewis shares ideas around sociality and embodiment through the metaphor of the "unambitious stripper". The performative lecture Vaporized, dispersed, made particulate by Dorota Gawęda and Eglė Kulbokaitė collages folkloric narratives, landscape -natural or constructed- and molecular entanglements.
Theatre as Laboratory: Experimentation with Non-Human Partners in Expanding Dramaturgies is a three part workshop developed by Rebecca Rouse and Carl von Winckelmann letting you experiment with technologies and other non-human entities through the frameworks of partnership and play.
In And what about those who prefer not to appear? Simon Asencio and Martina Leeker explore different modes of presence to reflect on publicness and anonymity as well as hyper-affirmative performing on topics of digital culture as a critique.
Susan Ploetz and Ju Row-Farr share experiences in building speculative worlds, letting you explore somatic telepathy within the fictional institute PSY-SOMA-TEK and by discussing 2097: We Made Ourselves Over a project that worked with diverse communities to develop a journey into an imagined future.
In the Prediction Error workshop by Brody Condon we perform as a predictive coding model and simulate delusion formation in the brain introduced by neuroscientist Philip Corlett. With Hito Steyerl we move to predictive neural networks of machines and the hallucinations they create.
The LARP Accomplices bleed by Carina Erdmann and Nick Koppenhagen is based on the 1909 novella “The Machine Stops” and atmospheres found in cinematic fragments. It lets players view their own situation through the lens of historic visions of the future.
Sometimes we need fiction to show who we truly are.
All sessions are free and open for participation. Places are limited.
Essential piece on art, video games and photography by Gideon Jacobs on the February 2021 issue of ARTFORUM. A key passage:
But it’s possible that a better approach to the issue removes technology from the equation entirely. Instead of Hershel, we might refer to the pragmatic definition offered by legendary MoMA curator John Szarkowski: “One might compare the art of photography to the act of pointing.” In-game photography is certainly pointing, it’s just pointing that occurs in places that we don’t yet deem as weighty and consequential as our tangible reality.
An introduction to game photography with artist overview by Hart Fowler published on Digital Trends.
The July/August 2020 issue of Frieze features a series on articles on play and games, including but not limited to: Darran Anderson's reverie about escaping into the classic arcade game Street Fighter II (1991) during the Troubles in Northern Ireland; Orit Gat on sports writing as a visual experience not dissimilar to writing about art (click here to read the full article); Simon Denny and Joanna Pope update the world’s first socialist board game Class Struggle (1978); Jennifer Kabat takes a close look at Lynn Hershman Leeson’s use of avatars and antibodies; and Azby Brown asks: what went wrong for Tokyo’s 2020 Olympic Stadium?
Queer Representation in Digital Games with Dr. Bo Ruberg, University of California Department of Informatics
I'm delighted to announce the release of Giochi video. Performance, spettacolo, streaming, a new collection of essays on the rise of game videos edited by Enrico Gandolfi and I. Released in Italy, the book features contributions on machinima, videoart, live streaming, speedrunning, let's play videos and much more. It's the follow up to Machinima. Dal videogioco alla video arte and, once again, features a jacket design by Italian illustrator Marco Goran Romano.
Below is the synopsis in Italian:
Oggi, il game video è importante tanto quanto il video game.
Termine ombrello che indica le pratiche di produzione, distribuzione e consumo di audiovisivi inerenti al videogioco – dai live stream di Twitch alla videoarte del machinima, dai walkthrough ai Let’s Play, dagli speedrun ai tutorial – il game video oggi rappresenta un importante fenomeno culturale, artistico ed economico. Giochi video. Performance, spettacolo, streaming propone, per la prima volta, una mappatura di un territorio dai confini fluidi grazie ai contributi di studiosi internazionali. Applicando un approccio innovativo alle metodologie di ricerca e di analisi, gli autori esaminano numerosi nodi teorici, con una forte attenzione all’evoluzione del medium. Tra i temi portanti spiccano le trasformazioni delle modalità spettatoriali, le influenze crossmediali e le contaminazioni estetiche, a conferma che oggi il videogioco si configura innanzitutto in chiave performativa e spettacolare. Il libro si rivolge agli appassionati di nuovi media e a quelli di cinema, televisione e arte contemporanea. L’orientamento pluridisciplinare e il prisma dei punti di osservazione applicati ai fenomeni considerati offrono spazi di riflessione originali all’interno dei game studies contemporanei.
Titolo: Giochi video. Performance, spettacolo, streaming
Curatori: Matteo Bittanti e Enrico Gandolfi
Data di pubblicazione: 15 febbraio 2018
Pagine: 220, con illustrazioni in bianco e nero
Prezzo: 18 euro
LINK: Giochi video