Floating Points 6: Games of Culture | Art of Games

March 2009

Supported by Emerson College

Video games extend beyond the gaming console into nearly every aspect of contemporary life. They are fun. They drive innovation, consumer engagement and employee productivity. Is our culture turning everything into a game? Video Games have had a greater impact on narrative form than any medium since film. They are altering our experience of both virtual and physical space. Gamespace is everywhere and nowhere (McKenzie Wark, Gamer Theory). In “Video Game Spaces: Image, Play, and Structure in 3D Worlds,” Michael Nitsche introduces five analytical layers — rule-based space, mediated space, fictional space, play space, and social space. How do artists and game designers use these spaces in their creative practice? How does structured play impact our engagement with other people, both online and in urban space? What are the political and cultural implications of gaming practices?

Presentations, screening, and workshops by Asi Burak, Anita Fontaine, Jesper Juul, Friedrich Kirschner, Marcin Ramocki, Jason Rohrer, Adriana de Souza Silva, and Mushon Zer-Aviv.

Co- organized and -presented by Emerson College and Turbulence.org


Floating Points 6 Poster