Video Games

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PublisherSerpentine2021
What we know today as ‘the internet’ has historically been accompanied by a particular class of high-definition visions for its future. In this luminous world, a boundless 3D space, digital beings would interact through new forms of collectivity and partake in new modes of making, sharing, learning and trading. The idea of the metaverse—broadly defined as an always-online and persistent spatial virtual world—is being resurrected through a fundamental shift in digital infrastructure. This development includes the relatively recent advent of consumer-level technologies such as video game engines and immersive hardware, and is accelerated by a bearing within the games industry towards ...
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PublishersSerpentineMetis Suns2016
Bad Corgi is a little mindfulness app about refusing to eradicate stress and anxiety, and instead learning to exercise those bad feeling feelings. You are Bad Corgi, a dwarfish demon pup sometimes possessed by You. – Undertake impossible herding exercises – Wreck local biomes – Lose control of Bad Corgi and learn to love this feeling – Contemplate both the vulgar and the joyful dimensions of corgi herding life with equanimity – New exercises added every sometimes Features: – 3 one-minute exercises to amplify your distressed mood, and more coming – amazing dynamic herd simulation – simple touch controls – dynamic loss of control – secret characters to herd – secret behaviors to ...
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PublisherGauss PDF2012
BONES QUEST “QUEST FOR BONES: CHAPTER ONE” V. 0.1 AUGUST 2012 –A NEW GAME ANXIOUSLY AWAITED– EVERYTHING (C) KIDS 2 ADULTS Published by GAUSS-PDF.COM Thanks for downloading this game. ITS NOT A VIRUS 🙂 . ITS FOR ALL AGES ( KIDS TO ADULTS / E FOR EVERYONE ) BUT THERE IS MINOR NUDITY AND A SEXUAL SUGGESTION JUST LIKE EVERYTHING ELSE THESE DAYS SO DON’T SAY YOU WEREN’T AWARE OF THAT ALSO JUST SO YOU ARE AWARE OF THIS BONES ARE NOT SEXUAL SUGGESTIVE OR EVEN HOMOSEXUAL SUGGESTIVE IN THE CONTEXT OF THIS GAME. IF YOU THINK THAT, THEN YOU ARE WRONG. THEY ARE BONES LIKE REGULAR BONES ...
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PublisherEBM(T)2015
From the moment that you insert the token and the gaming session starts up, the player suddenly has multiple lives. During these games, you can win additional “life” elements, which accumulate as little icons around the edges of the screen. This function creates a positive reinforcement in the player; they have the possibility to fail many times without the game finishing. Professor Pier Luigi Cappucci, in a paragraph of his book “Il corpo tecnologico” descibes to us this phenomenom: Man has always created “virtual” constructs, learning to distance himself from the physical and direct experience of the phenomenal world. (…) mediating ...
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PublisherMeson Press2015
The early days when digital games were new, harmless and niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of contemporary society. Based on the keynote lectures held at DiGRA2015, Diversity of Play provides a critical view on the current state of digital games from theoretical, artistic, and practical perspectives. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg, Diversity of Play explores the uncanny in games, ...
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PublisherRhizome2013
ECCOS is a modification of the soundtrack from an Ecco the Dolphin gameplay video found on Youtube. Wilson contextualizes ECCOS as furniture music: not a centerpiece, but a backdrop for thought and other activities. The project utilizes an input output system, in which he employs the simple “change speed” and “echo” effects in Final Cut Pro and pushes them to their maximum values. Wilson has diagrammed the process, relating it to kindred experiments like Brian Eno’s Discreet Music. In that spirit, ECCOS seeks–and finds–a limit within the music itself.
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PublisherLink Editions2012
Everything I Shoot Is Art is a collection of essays and interviews written by Swedish art critic and researcher Mathias Jansson along the last few years, and first published on various online magazines and journals. Their main, though not unique, concern are the various possible connection lines that can be drawn between what we usually call “games” and what we usually call “art”, in the constant effort to help finding a broader, more comprehensive definition for the latter. Included are interviews with artists and indie game designers, from Rafael Rozendaal to Pippin Barr.
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PublisherFailed Architecture2018
Video games have changed the way we interact with space. From their very inception, these increasingly complex virtual worlds have been forcing new perspectives and new ways of interacting with the world beyond. Once they were able to represent cities, their role in shaping our everyday urban experience became even more acute, thrusting players into environments that they would otherwise have never come close to and exposing them to representations of urban life which will have had countless effects on the way players experienced cities in real life. But while it’s long been accepted that film, music and other established forms ...
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PublisherDavid Blandy2015
Finding Fanon 2, made by Larry Achiampong and David Blandy, uses the Grand Theft Auto 5 in-game video editor. Finding Fanon 2 was commissioned by Brighton Digital Festival 2015, supported by Arts Council England. The Finding Fanon series is inspired by the lost plays of Frantz Fanon, (1925-1961) a politically radical humanist whose practice dealt with the psychopathology of colonisation and the social and cultural consequences of decolonisation. This item is publicly available as part of the Library Stack Public Branch at NN Contemporary Art.
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PublisherNew Models2021
On this Ep, NM is joined by *Civilization* publishers Lucas Mascatello and Richard Turley, as well as *Highsnobiety* Editor-in-Chief, Thom Bettridge to discuss “SELECT YOUR CHARACTER,” the style-centric site and media brand’s latest white paper, which explores the overlap between gaming, fashion, and realms of the real. Created in collaboration with Mascatello and Turley, the 136 page doc looks at the changing terms of luxury, scarcity, and even winning itself. CW: 6 Millen-Xers talking about gaming.
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Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations.
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PublisherLink Editions2011
Originally published in 2008, this book documents the life and work of Gazira Babeli, the avatar artist active in Second Life between 2006 and 2010. In about 4 years, Gazira Babeli has created a vast body of works which address the world she lives in, and which have lent her such a solid, recognizable image that she has become a household name in Second Life. She acts like a virus, unleashing earthquakes, tornados and storms of images, deforming the bodies of other residents and constructing metaphorical machines; a capricious deity, she herself is a work of art, a “constructed identity” ...

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