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artworks [2021/08/31 11:10] jim [ARTWORKS] |
artworks [2021/08/31 11:18] (current) jim [Editors for this section:] |
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| Video game manipulators can be seen as activists. But there are also game detournements/ | Video game manipulators can be seen as activists. But there are also game detournements/ | ||
| - | **Types of artworks of a game art exhibit: | + | ==== Types of artworks of a game art exhibit |
| - | ** | + | |
| - | Creation related to video games in installation, | + | |
| - | Films conceived | + | |
| - | Interactive works questioning the idea of game or information society | + | |
| - | Artworks questioning the notion of play space | + | |
| - | Collective performances that transform the space into a playground (the city as a play space to question social, cultural environmental and political issues) | + | |
| - | Playful collective experiences | + | |
| - | Workshops around gaming with artists, filmmakers and musicians. | + | |
| - | Cracking game cartridges or consoles to create glitches or chiptunes music | + | |
| - | **Types of games : | + | ==== Types of games ==== |
| - | ** | + | * Radical games, political games, alternative games, games with a strong aesthetic dimension, games with an original or remarkable gameplay, game whose conditions of production are specific to the exhibition (games produced in the framework of workshops or festivals), Works or games that correspond to the theme, that make sense in terms of the message to be brought by the event, exhibition. |
| - | Radical games, political games, alternative games, games with a strong aesthetic dimension, games with an original or remarkable gameplay , game whose conditions of production are specific to the exhibition (games produced in the framework of workshops or festivals), Works or games that correspond to the theme, that make sense in terms of the message to be brought by the event, exhibition. | + | |
| - | + | | |
| - | Games that have been designed for an exhibition or games that respond to each other and make the whole exhibition coherent (narrative, story, sub-themes, etc.) | + | |
| - | + | ||
| - | Games that explore : the power of simulation and representation, | + | |
| - | + | ||
| - | Any type of game (computer/ | + | |
| - | + | ||
| - | * a collective reappropriation of their gameplay | + | |
| - | * the backstage of their creation ( 2D/ | + | |
| - | * another dimension of playability (notion of spectacularization of the game, through set design, projection, playful context, collaborative experience) | + | |
| The idea is to transform a game into a medium that will provide a distanced reading of a subject. | The idea is to transform a game into a medium that will provide a distanced reading of a subject. | ||
| - | **Notions** that can be explored through a gaming | + | **Notions** that can be explored through a gaming |
| - | + | ||
| - | Games as structure (system, rules, complexity) | + | |
| - | Games as simulacra (aesthetic, immersion, simulation) | + | |
| - | Games as narration (scenario, writing, commitment) | + | |
| - | Games as exchange (interaction, | + | |
| + | * Games as structure (system, rules, complexity) | ||
| + | * Games as simulacra (aesthetic, immersion, simulation) | ||
| + | * Games as narration (scenario, writing, commitment) | ||
| + | * Games as exchange (interaction, | ||
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| ==== Editors for this section: ==== | ==== Editors for this section: ==== | ||
| - | Add yourself if you edited something | + | Jim Munroe |