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?
Please join us for a lively discussion.
Burak co-founded ImpactGames
to influence society and promote change through interactive media. The
company has developed the internationally acclaimed PeaceMaker
video game that sold more than 100,000 copies in over 60 countries. Their
current project, PlaytheNews,
was publicly launched in Spring 2008 and already garnered interest from
top-tier media partners. Asi has been interviewed by international media
and is recognized as a thought-leader in this space. He and his partner
Eric Brown are often asked to speak at conferences and institutions including
The Sundance Film Festival, The Serious Games Summit, Games for Change,
The Skoll Forum, Aspen Idea Festival, The US Army War College and many
others. Prior to that, Asi was VP of Marketing at Axis Mobile, Art Director
at Saatchi & Saatchi and a Captain in the Israeli Intelligence Corps.
He holds a Masters of Entertainment Technology from Carnegie Mellon and
a BA in Design from the Bezalel Academy in Jerusalem.
de Souza e Silva is an Assistant Professor at the Department
of Communication at North Carolina State University (NCSU), and the director
of the Mobile Gaming Research Lab (http://mglab.chass.ncsu.edu). She is
also a faculty member of the Science, Technology and Society Program at
NCSU. In 2004/2005, she was a Senior Researcher at the UCLA Graduate School
of Education and Information Studies (GSE&IS) at CRESST (Center for
the Study of Evaluation). Dr. de Souza e Silva holds a Ph.D. on Communication
and Culture at the Federal University of Rio de Janeiro, Brazil. From
2001 to 2004 she was a visiting scholar at the UCLA Department of Design
| Media Arts. Dr. de Souza e Silva’s research focuses on how locative
mobile interfaces change our relationship to space and create new social
environments via media art and hybrid reality games. She holds a Masters
degree in Communication and Image Technology at the Federal University
of Rio de Janeiro, Brazil.
Australian artist Anita
Fontaine is internationally recognized for working in real
and virtual worlds using technology and other media. She has also worked
as a games artist at EA, a researcher at the Banff New Media Institute
and currently holds the position of interactive art director at the award
winning ad agency Modernista! Creating installations, location based experiences,
games, the internet and cinema, her work expands the parameters of new
media and the moving image. One of her most internationally acclaimed
works is the hypercute videogame modification CuteXdoom (2005), which
explores our global culture of consumerism in particular the obsession
with cuteness and Japanese Kawaii culture. Anita's Ghostgarden (2007)
is a compelling location based cinema project using new technologies and
GPS to bring a modern fairytale to life inside garden environments. Exhibited
at the Sydney Festival in early 2008, visitors to the Sydney Botanical
gardens could borrow devices from a refashioned Victorian cart, enabling
them to explore and unravel an animated lovestory set within the botanical
landscape. Recently Anita was commissioned to construct a fantastical
architectural vision inside Second Life. In August 2008, Technocolor,
the Harlequin Lodge was launched inviting Second Lifers a change to engage
in an overwhelming sensory treat. Most recently Anita completed the second
chapter in the CuteXdoom series and the installation is currently being
exhibited at the Gallery of Modern Art in Australia as part of the National
New media art awards. She currently lives and works in Amsterdam.
Juul is a Video Game Researcher at the Singapore-MIT Game
Lab in Cambridge, MA. His research interests include video game history,
games and storytelling, and game design. His book Half Real: Video Games
Between Real Rules and Fictional Worlds was published by MIT press in
2005. He continues to write The Ludologist, a blog on video game theory.
His new book on the rise of casual video games title "A Casual Revolution"
will be published by MIT Press in 2009.
Kirschner is a filmmaker, visual artist and software developer.
He re-purposes computer games and realtime animation technology to create
animated narratives and interactive performances. His work has been shown
at various international animation festivals and exhibitions, including
the Laboral Gameworld exhibit in Gijon, the American Museum of the Moving
Image in New York, the Ottawa international Animation festival and the
Seoul Media Art Biennale. He currently works as an independent researcher
and is the director of the Machinima Filmfest in New York.
Ramocki was born in 1972 in Krakow, Poland. He received his
BA from Dartmouth College and MFA from the University of Pennsylvania.
Marcin is a new media artist and independent curator based in Williamsburg
Brooklyn. His works have been exhibited at MoMa, Hirshhorn Museum, Pacific
Film Archives, White Box, Anthology Film Archives, Artmoving Projects
and many more. Recently Marcin directed his first feature documentary
"8 BIT" which premiered at the Museum of Modern Art NYC. he
is also the founder and of vertexList space in Brooklyn. Currently, Marcin
teaches New Media at Jersey City University.
Jason Rohrer is an independent game artist, programmer, and
critic. With game designs that explore complex and subtle aspects of the
human condition, his work has bolstered the acceptance of games as a serious
art form. Rohrer's games have been shown at festivals and art exhibitions
in Park City, Toronto, Montreal, Pittsburgh, Los Angeles, Seattle, and
Lleida, Spain. His 2007 release, Passage, received widespread industry
and critical acclaim, with God of War creator David Jaffe calling it "one
of the most emotional video games I've ever played" and Wired's Clive
Thompson writing, "More than any game I've ever played, it illustrates
how a game can be a fantastically expressive, artistic vehicle for exploring
the human condition." His 2008 release, Gravitation, won the Jury
Prize at IndieCade. Rohrer was selected, along with 27 other innovators,
for inclusion Esquire's December 2008 "Genius Issue". Rohrer
lives with his spouse and two children in the rural town of Potsdam, New
York, where they pursue a simple, frugal lifestyle.
Zer-Aviv is a designer, an educator and a media activist
from Tel-Aviv, based in NY. He is interested in challenging the perception
of territory and borders and the way they are shaped through politics,
culture, globalization and the World Wide Web. His work explores media
in public space and public space in media. He is the co-founder of ShiftSpace.org,
YouAreNotHere.org, Shual.com, the Kriegspiel computer game and the Tel
Aviv node of the Upgrade international network. Mushon teaches new media
research design in NYU and in Parsons the New School of Design.
March 20, 7:00 pm
Created by Marcin Ramocki and Justin
Strawhand, 8 BIT is a hybrid documentary
examining the influence of video games on contemporary culture. A mélange
of a rocumentary, art expose and a culture-critical investigation, 8
BIT ties together seemingly disconnected phenomena like the 80's
demo scene, chiptune music and contemporary artists using machinima and
Produced in NYC, LA, Paris and Tokyo, 8 BIT brings a
global perspective on the new artistic approaches of the DIY generation
which grew up playing Atari and Commodore 64. Some of the artists featured
in 8 BIT include Cory Arcangel, Bit Shifter, Bodenstandig
2000, Bubblyfish, Mary Flanagan, Alex Galloway, Glomag, Paul Johnson,
John Klima, Johan Kotlinski, Nullsleep, Joe McKay, Tom Moody, Akiko Sakaizumi,
Eddo Stern, TEAMTENDO, Treewave and Carlo Zanni.
With the help of media critic Ed Halter and new media curator
and writer Christiane Paul, these very recent artistic strategies
are put in the historical context of modernist and postmodernist discourse
and examined as potential examples of a transition into fresh, uncharted
territory. 8 BIT insists that in the 21st century Game-Boy
rock, machinima and game theory belong together and share a common root:
the digital heritage of Generation X. More info here.
March 21, 3:00 - 5:00 pm
Kriegspiel: Guy Debord's 1978 "Game of
War" Produced for Computer
In 1978 the French Situationist Guy Debord designed and fabricated a board
game called "The Game of War." Thirty years later, RSG released
a new, free, online computer game inspired by Debord's largely forgotten
work. We explore the contradiction between Debord, a symbol of radical
politics and art in 1960s France, and the Napoleonic war game he created.
In Debord's own words, the game was the only thing in his entire body
of work that had any value. Was it nostalgia, or a vision of things to
Founded in 2000, RSG is a collective of programmers and artists working
on experimental software products. The Kriegspiel team consists of: Alexander
R. Galloway, producer and programming; Carolyn Kane, research; Adam Parrish,
programming; Daniel Perlin, sound; DJ /rupture and Matt Shadetek, music;
and Mushon Zer-Aviv (Shual.com), design. More details here.
Introduction to Machinima
Machinima (machine + animation + cinema) is a real world film making technique
applied with in the interactive virtual world of 3D games. Basically,
games are modified and altered so that scenery and characters ('characters'
are not human they are objects or avatars) can be controlled either by
human intervention or scripts - allowing the artists to 'shoot' movies
with the virtual environment.