gaming

Art Wars ( http://kck.st/n1titP ) is an adventure game set in the New York City Art World where you must navigate the art scene of Downtown NYC. Your goal as an artist is to earn 'cred' points and keep your cash flow positive while in a battle to keep your career and social life intact.

Can you survive and succeed, or are you doomed to life in a cubical? Art Wars is like Oregon Trail meets 2011. Some might even consider this an (almost too) realistic representation of life in NYC as an artist. We are seeking funding to make this project happen and need your support. http://kck.st/n1titP

In NYC they say you can never have three things at once: a good job, a decent apartment and a relationship... or can you?

 
Projects: ArtWars
People: Addie Wagenknecht, NORTD, Nor_/d (Addie Wagenknecht + Stefan Hechenberger)
Research: Open Culture, Urban Research, Open Lab, Production Lab
Tags: 8bit, art world, game art, game culture, gaming, new york, nyc, open source
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DIGITAL DAY CAMP 2013 (DDC13)

A SUMMER arts/tech INTENSIVE FOR HIGH SCHOOL STUDENTS

Digital Day Camp is a 4-week intensive program in arts and technology.  Students enrolled in DDC engage in hands-on, project-based workshops in gaming, fashion, music, electronics, and more! 

JULY 8 - AUGUST 2, 2013

Series A: GAME CRAFT
Learn how to develop your own digital game! Create a wearable game controller!
Mondays & Wednesdays, 10am – 4pm
Starting: Monday, July 8, 2013
Ending: Wednesday, July 31, 2013
Two Classes Each Day + Lunch

 
Start Date: 
10 Nov 2006
Hours: 
7:00pm
Cost: 
Free
Venue: 
Eyebeam
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Upgrade! NY

November 2006

tobias c. van Veen (curates Upgrade! Montréal), Trace Reddell and Jamie Allen performed and discussed their new audio works.

 
People: Trace Reddell, tobias c. van Veen, Jamie Allen
Tags: VJ, surveillance, performance, gaming, circuit building
Book Details
Format: 
hardcover, 240 pages
Publication Date: 
April 2007
ISBN: 
9780674025196
Category: 
Media Theory
In Stock: 
yes

Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all.

 
People: McKenzie Wark
Tags: gaming
Book Details
Format: 
paperback, 194 pages
Publication Date: 
December 2006
ISBN: 
9780816649457
Category: 
Media Theory
In Stock: 
yes

After decades in which American popular culture dominated global media and markets, Japanese popular culture—primarily manga and anime, but also toys, card and video games, and fashion—has exploded into a worldwide phenomenon. From Pokémon and the Power Rangers to Paranoia Agent and Princess Mononoke, Japanese popular culture is consumed by an eager and exponentially increasing audience of youths, teenagers, and adults.

 
People: Frenchy Lunning
Tags: manga, anime, gaming
Book Details
Format: 
paperback, 334 pages
Publication Date: 
October 2006
ISBN: 
9780226096278
Category: 
Media Theory
In Stock: 
yes

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs.

 
People: Edward Castronova
Tags: gaming
Book Details
Format: 
Hardcover, 432 pages
Publication Date: 
978-0262026147
ISBN: 
9780262026147
Category: 
Media Theory
In Stock: 
yes

Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric.

 
People: Ian Bogost
Tags: video games, video game theory, gaming
Book Details
Format: 
paperback, 128 pages
Publication Date: 
2007
ISBN: 
9781841021720
Category: 
Artist Produced
In Stock: 
yes

The User Manual opens the SwanQuake project up to discursive reflection and expansion through its selection of articles and essays. In the first section, the User Manual takes you through some of the processes of making SwanQuake including sound composition, choreography and computer animation work. Also in section one is a modicum of do-it-yourself instructions and two views on igloo's work in relation to the wider field of digital arts practice and culture.

In the second section, the User Manual broadens the scope of the discussion to include the ontology of game art, analysis of perspective in 3-D spaces, 'uncanny' realism and collisions between game artistry and commerce.

 
Tags: gaming
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