The car is unique place to be. Gaming in cars, for safety reasons, cannot be like gaming at home, but also not should be. But gaming in cars has the potential, of making use of all the cool properties of the car itself, the practices of driving, and of driving as a socially shared experience.
Due May 25, 2012. The Car as an Arena for Gaming Workshop at MobileHCI 2012, San Francisco, CA, September 21, 2012.
Read full call here: http://workshops.icts.sbg.ac.at/mobilehci2012/index.html
MORE - In this workshop, we aim to gather both practitioners and academics to work out the possibilities and challenges of this design space that to our experience has been slightly forgotten about since Juhlin and colleagues’ excellent work on the Backseat Playground system.
Topics may include, but are not limited to:
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.
Purchase book: http://www.furtherfield.org/researchpublicatios/artists-rethinking-games
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.