Over the last decade, artists have taken the engines and cultures of digital games as their tools and materials. This book looks at how artists and designers have challenged the norms of both game and art worlds.
Editors: Ruth Catlow, Marc Garrett, Corrado Morgana.
ABOUT - Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.
Over the last decade artists have taken the engines and culture of digital games as their tools and materials. In doing so their work has connected with hacker mentalities and a culture of critical mash-up, recalling Situationist practices of the 1950s and 60s and challenging and overturning expected practice.
This publication looks at how a selection of leading artists, designers and commentators have challenged the norms and expectations of both game and art worlds with both criticality and popular appeal. It explores themes adopted by the artist that thinks and rethinks games and includes essays, interviews and artists’ projects from Jeremy Bailey, Ruth Catlow, Heather Corcoran, Daphne Dragona, Mary Flanagan, Mathias Fuchs, Alex Galloway, Marc Garrett, Corrado Morgana, Anne-Marie Schleiner, David Surman, Tale of Tales, Bill Viola, and Emma Westecott.
To what extent can independent artists and artists’ groups retain their critical practice and values in a globalized, cultural and economic crisis? Researcher Marc Garrett is doing a series of articles/interviews for Furtherfield relating to Art & Hacktivism and also a series called Art & Freedom.
If you are interested in contributing, you can send a short bio & info about your work or projects directly to the researcher: http://www.ietm.org/?p=information&q=newsdetail&id=677
The main questions are:
To what extent can independent artists and artists’ groups retain their critical practice and values in a globalized, cultural and economic crisis?
If we are submersed within frameworks and protocols, designed by a neo-liberal elite for a generic consumer class, how can art practice offer any ‘authentic’ depth, meaning or integrity, other than what is prescribed top-down? And if there are individuals and groups out there asking similar questions in their work; who are they, and where are they?
This thesis aims to investigate where these art communities are located and what resources they provide for an imaginative and genuinely cultural autonomy. Who are the individuals and groups forging alternate routes? Can we learn from them and collaborate with them to bring about new territories for exploration beyond the limiting reductionism of de-regulated global corporatism? In what ways can art be critically minded and progressive, in order to contribute, reclaim and (potentially) build productive actions and routes that point towards social and cultural strategies opposed to the dominant paradigm?”
This conference aims to explore the relations between MAKING and CRITICAL REFLECTION, and how these enable artistic and designerly practices to be characterized as art and design, or artistic or designerly research.
Abstracts due June 10, 2012.
November 28-29, 2012. Aalto University School of Arts, Design and Architecture; Helsinki, Finland. http://designresearch.aalto.fi/events/aor2012/
ABOUT - While the power of artistic imagination is widely recognized, the exploration of artistic and designerly methods of knowledge acquisition underway in academia has only just become accepted by other professional communities of researchers and practitioners inhabiting the academy. Building on contemporary discourse regarding notions of practice-led research, the Art of Research Conference 2012 aims to explore the relations that can be constructed between making and critical reflection, and how these enable artistic and designerly practices to be characterized as art and design, or artistic or designerly research. Given how different fields of creative practice may be constructing these relations in different ways – e.g, in methods, tools and skills — the main aim of the event is to explore how these fields might relate to and influence each other.
This aim is guided by following questions:
Born Magazine is an experimental venue marrying literary arts and interactive media. Original projects are brought to life through creative collaboration between writers and artists.
Born is an all-volunteer project that brings together writers, artists, and others from diverse fields to create storytelling artworks. Our name reflects the creative process nurtured by collaboration and the bringing together of traditional and new forms of art and literature, diverse media, and emerging technologies.
OFFLINE PROJECTS - Born’s collaborative art shows feature interactive storytelling installations created by contributors from diverse fields brought together for the event. Collaboration not only defines the creation of each artwork, but also the audience’s active involvement in the storytelling experience of each piece.
ONLINE PROJECTS - Born Magazine is a quarterly publication that brings together creative writers and interactive artists to create experimental, media-rich literary arts experienced only through the Web.