[NetBehaviour] Video Games, in Search of a Warp Zone.

marc garrett marc.garrett at furtherfield.org
Thu Apr 2 19:25:29 CEST 2009

Hi Bobig,

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.
> http://www.nettime.org/Lists-Archives/nettime-l-0004/msg00089.html
>  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?
>>  more...
> http://transition.turbulence.org/blog/2009/03/24/video-games-in-search-of-a-warp-zone/
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