[NetBehaviour] Video Games, in Search of a Warp Zone.
marc.garrett at furtherfield.org
Thu Apr 2 19:25:29 CEST 2009
Unfortunately, Eryk mainly hangs around American only blogs these days -
as he recently mentioned "I'm done trying to be smart. Now I'm just
trying to be cool. Here's my new blog that is everything this one should
have been Crashpop" - http://crashpop.blogspot.com
Or he can be traced on Rhizome...
> i remember this artwork (pacifism in video games) - march 2000.
> link in french : http://bobig.free.fr/index.php/action-in-video-games/
> i've got some comments like this :
> How misguided.
> "Civil disobedience and pacifist action only works in the context of making
> the violent and repressive forces ashamed of their own actions. By
> sitting and meditating in UT fragspaces, all you do is provide easy
> targets and ways to increase their ngStats.
> Even if it was for more of an artistic reason than a social one, it's
> still hollow. Who's going to know it's art? Who's going to care?
> Now, if you managed to get together a group of say 100 or so people
> playing UT who all signed on to public servers at the same time, with
> coordinated skins and actions, you could do something that people would
> notice. They might not even blow you away.
> They might even play along.
> I think that THAT'S a good idea. People interested in doing this- for art
> and NOT to Stop The Violence- "
> marc garrett a écrit :
>> Video Games, in Search of a Warp Zone.
>> By Eryk Salvaggio.
>> The birth of modern gaming probably began in 1968, the launch date
>> for the Magnavox Odyssey video game system. It wasn't the first video
>> game, but it was the first video game console capable of supporting a
>> library of external software. It launched the one-system, many-games
>> model of gaming we know today.
>> At 41 years old, gaming is facing a mid-life crisis: not only are the
>> original players of games beginning to grapple with existential
>> pangs of self-doubt --- so is the industry that supports them. And so
>> the market --- and the audience, and the independent crafters of code
>> --- have collided to create games that address the desire for meaning
>> and maturity left out of younger days spent killing time and space
>> creatures for the accumulation of superficial rewards.
>> One of the central questions addressed at Floating Points 6: Games of
>> Culture | Art of Games, a conference hosted at Emerson University
>> and co-sponsored by Turbulence.org, is the notion of game maturity:
>> the idea that video games can transcend "gaming" to emerge as a
>> distinct artistic medium with an exclusive set of qualities. Simple
>> version: How do we make video games that can tackle issues meaningful
>> to the first generation of players, who are just now beginning to
>> panic about their own lives and mortality? Is there any doubt that
>> the gaming market cannot expand to address these concerns?
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