BACK TO HOME




. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Art+science | Artificial Intelligence | Audiovideo | Audiovisual Design | Bio Art | Clubbing | Connected Live Art | Design | Digital Animation | Electronica | Experimental | Experimental Cinema | Free Software | Game Art | Generative Art | Graphic Design | Hack Art | Hacking | Hacktivism | Hybrid Design | Hyper Architecture | Interaction Design | Interviews | Live Cinema | Live Media | Locative Media | Net Art | Net Sex | Networking | Networks | New Media | New Media Art | New Media Market | P2p | Performing Art | Report | Robotics | Software Art | Sound Art | Surveillance | Techno Theatre | Technology | Theories | Video Art | Video Clip | Virtual Worlds | Vjing

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
 
FOLLOW US:
Digicult RSS Digipod RSS Digimag RSS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


CATEGORIE
 
GAME ART
 
VIRTUAL WORLDS
 
. . . . . . . . . . . . . . . . . . . . . . .

ULTIMI ARTICOLI CORRELATI

TEST_LAB: TOPOLOGY

A panel discussion and virtual performance event to explore ways the digital medium has reconfigured the moving image and thereby redefined concepts of cinema.
. . . . . . . . . . . . . . . . . . . . . . . .
REMAP BERLIN

The exhibition hall “Altes Museum” in the virtual world Twinity will open the exhibition: Remap Berlin by Marco “Manray” Cadioli
. . . . . . . . . . . . . . . . . . . . . . . .
ARRESTED TIME

Arrested Time is an exhibition of works combining contemporary technologies with traditional drawing and printmaking methods
. . . . . . . . . . . . . . . . . . . . . . . .
PIXXELPOINT - FOR GOD'S SAKE!

Pixxelpoint is one of the most successful and renowned festivals of new media art in Slovenia and also abroad. Its purpose is firstly, to bring the information technology and new media art closer to the...
. . . . . . . . . . . . . . . . . . . . . . . .
MISSION ACCOMPLISHED

Location One presents “Mission Accomplished,” a virtual-residency collaboration of Hidenori Watanave, Susanne Berkenheger, and Andy Deck. Their work, prepared without ever meeting face-to-face, uses Google...
. . . . . . . . . . . . . . . . . . . . . . . .
MANRAY REPLICA

Marco Manray Cadioli, who's been exploring the evolution of virtual worlds through photography for several years, introduces his first personal exhibition, "REPLICA", for the opening of Overfoto Gallery...
. . . . . . . . . . . . . . . . . . . . . . . .
AT MY LIMIT: IN THE NAME OF KERNEL

Project Gentili is pleased to present At My Limit : In the Name of Kernel!, an exhibition of hd video, digital prints, and text by Barcelona-based artist Joan Leandre.
. . . . . . . . . . . . . . . . . . . . . . . .
GAZIRA BABELI EXHIBITION

Gazira Babeli is an artist who lives and works in the virtual world of Second Life, where she was born on 31 March 2006. Like all inhabitants of virtual worlds she is an identity construction known as...
. . . . . . . . . . . . . . . . . . . . . . . .
VIRTUAL MOVES

VIRTUAL MOVES is a row of 4 international art exhibitions in SecondLife (SL) and at Statens Museum for Kunst (SMK) in Copenhagen organized by TAGGING ART. The aim of the exhibitions is to explore and challenge...
. . . . . . . . . . . . . . . . . . . . . . . .
SHOOTING PIXELS

The physical spaces of Galleria Overfoto, together with the virtual ones of Second Life, host the exibition called Shooting Pixels, pictures collection by Marco Cadioli, Antonello Segretario and Marco...
. . . . . . . . . . . . . . . . . . . . . . . .

PACE DIGITAL GALLERY - NEW YORK

16 FEBRUARY - 3 MARCH 2009

 

Pace Digital Gallery is pleased to present an exhibition curated by Michelle Kasprzak, The Aesthetics of Gaming. Explore Anita Fontaine + Mike Pelletier's CuteXdoom II and Joe Mckay's Avoid that present two interactive scenarios with strong aesthetic qualities that are radically different to the look, feel, and modus operandi of a typical commercial game!

At the Interactive City summit in 2006, design guru Matt Jones conducted an informal poll that guests could respond to immediately using their mobile phones. The poll was a fragment of a question: Games or stories? This short but provocative query caused a low rumble of chatter within the group, and within minutes results began appearing, showing more or less a tie. What made the question stimulating was that the two are so intertwined, it can often be unclear where the story stops and the games begin. Can games live without even the roughest hint of a narrative, and can stories develop without an element of a game?

This exhibition presents two game environments that address both the intertwining of games and stories and the aesthetics of artist-created games. CuteXdoom II by Anita Fontaine and Mike Pelletier is a game modification that transforms Unreal Tournament 3 into a digi-Rococo experience. Players are tasked with the mission of piloting their poisoned character, Sally Sanrio, through a world that is simultaneously cute and sinister in search of the antidote. CuteXdoom II expands the narrative developed in the first instance of the project, wherein Sally Sanrio is drawn to the CuteXdoom cult, which centres around the notion that 'the possession and worship of cute material objects will ultimately lead to happiness'.

The CuteXdoom series utilizes the aesthetics of kawaii (Japanese style of "cuteness") and otaku (obsessive fan-based culture of anime and computer games), but these influences are ultimately just parts of the overall style that emerges under Fontaine's direction. The incredible level of detail, striking color palettes, and repeated patterns and imagery are distinctly Fontaine's and contribute to a delightful and dazziling game experience that is the aesthetic opposite of the formulaic graphics usually delivered via the Unreal Tournament platform. The CuteXdoom game aesthetic also responds to the story, using darker imagery to emphasize the main character's altered state due to the consumption of the poison.

Joe McKay's Avoid also breaks from the dominant aesthetic of commercial games, and utilizes a look that is beautiful in its minimalism. The premise of the game is to avoid the black dots, and to "eat" the colored dots, with the pace of the game dictating a high level of concentration from the player. The game was developed with Processing, which is described by its creators as "an electronic sketchbook for developing ideas." Avoid, too, can be seen as a nearly-blank sketchbook upon which players can superimpose their own traces of narratives: clinging to life (when you only get one), consuming good, avoiding bad, acting in self-preservation. Though Avoid is, at its heart, a puzzle game much like widely-known games Tetris and Minesweeper, McKay's statement about the game includes discussion of longevity, having only one life and making the most of that one life, which immediately lends a rule-based puzzle more of a human, narrative direction.

CuteXdoom II and Avoid present two distinct approaches, which are unified by their contributions to an evolving aesthetic of gaming. These two works mark a stage in the use of game platforms and structures by artists, which will see further evolution as technology advances, more game platforms develop or open up, and a notion of what games could be and could look like expands.

Joe McKay will speak publicly about his work on Thurs Feb 26, 5:00 pm, followed by a reception at 6:00 pm - please join us! This is a free event, open to the public.

 

 

http://csis.pace.edu/digitalgallery/






advertise & partnerships:


Sponsored by:


DIGICULT FACEBOOK FAN PAGE



DIGICULT FLICKR SLIDESHOW




DIGICULT VIMEO SLIDESHOW




DIGICULT TWITTER PAGE

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

AGENCY | MAGAZINE | PODCAST | ARCHIVE | CREDITS | LINKS | CONTACTS

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .



DIGICULT IS SUPPORTED BY: