Video games have been around for decades, but only in recent years have they gone truly mainstream. Today, the majority of American households play video games, almost half of gamers are women, ...
Alternate Reality Games (ARGs) challenge what players understand as "real". Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities ...
In recent years, renowned museums such as the Museum of Modern Art in New York have started acquiring video games for their permanent collections. At the same time, other leading art institutions ...
Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. ...
Lucca Lucca Comics & Games 1 – 4 novembre 2012
Il Festival internazionale del Fumetto, del Gioco e dell'Illustrazione torna quest'anno alla sua consueta durata di quattro giorni, organizzato ...
Milano Fieramilanocity
Games Week 9 – 11 novembre 2012
www.gamesweek.it
Games Week. L'evento che celebra il mondo dei videogiochi promosso da AESVI, l'associazione di categoria dell'industria ...
di Laura Lucarini
"Nella mia vita mi è capitato di perdere amici e familiari - scrive Tom Bissell, autore di Voglia di Vincere - di essere cornificato dalla mia ragazza, di ritrovarmi senza ...
... muri divisori, al massimo pareti capaci di provocare sinossi o differenze per indagare il rapporto arti visive - videogames. Dalla 54. Esposizione Internazionale d'Arte La Biennale di Venezia si inizia ...
PRIOR is the first project developed by krangGAMES. PRIOR is a 2D platformer built in Adobe Flash. In it, players must navigate through a dark facility in an effort to answer their own questions. No ...
Gameplay journeys to the origins of video games, analyses their language and highlights the impact they have had on popular digital culture and on art and society. The exhibition is designed ...
... of Artificial Intelligence, and studies the visual computer programs, games in Computer Graphics, experiments in Software Art and Digital Art. It is a journey in the new, which talks about the wonders ...
... in media culture and digital art. Stedelijk Museum Amsterdam was quick to devote attention to digital art, with exhibitions such as Next Level – Art, Games and Reality (2006) and Deep Screen – Art in Digital ...
... games," explains Luca Chittaro, professor of human-computer interaction and HCI Lab director. "In addition, - he emphasizes - we often remove death as a part of our digital life, in the illusory feeling ...
For twenty years, various forms of artistic, experimental, media-reflective as well as “serious” types of computer games have been developed. New strategies in gaming are based on artistic research ...
A cura di Mario Savini
ART GAME - I videogiochi di Paolo Pedercini (Molleindustria) riprendono in modo ironico i punti più spregevoli dell’attuale sistema capitalistico. I lavori web-based ...
A cura di Mario Savini
ART GAME - Gli art games di Mauro Ceolin sono giochi manipolati, un omaggio alla cultura del videogioco. In RGBtetris (2002) l’artista milanese ha sostituito i blocchi ...
A cura di Mario Savini
ART GAME - Gli art games di Jason Nelson - Net Art/Digital Poetry Games - sembrano animazioni di collage dadaisti, rimandi alle opere di Kurt Schwitters, Hannah Höch ...
A cura di Mario Savini
ART GAME - 99Rooms è un videogioco online sviluppato nel 2004 da Rostlaub, un collettivo tedesco formato da Kim Köster (artista), Johannes Bünemann (musicista), ...
... and deceptions of software, electronic gadgets, games and other devices—with an emphasis on how they become old and quickly out-dated—Arcangel’s art eulogizes technology’s built-in obsolescence while also ...
... Mannequin”. Il progetto ha ottenuto il più alto riconoscimento nell’ambito della competizione europea “Future of health award”, promossa da “Games for health Europe” con il supporto di “CZ Health insurance”, ...
... statunitensi, insegna Literary Studies alla Arizona State University. Svolge attività di ricerca presso il Games, Learning, and Society Group della University of Wisconsin-Madison ed è membro della National ...
... tra i maggiori successi mondiali delle ultime stagioni sono opere transmediali (Harry Potter, Twilight, Avatar, Assassin’s Creed, Il Cavaliere oscuro, Star Wars, Games of Thrones, Tron, Lost). E la storia ...
... the Better (1988). The archive includes a variety of early models of televisions and video projectors, radios, record players, and cameras. Toys, games, folk sculptures, more than 300 books and magazines, ...
...
Il piacere di giocare esce dai confini tradizionali e si estende online, con una novità. Cittadini e imprese, casalinghe e studenti partecipano sempre più ai cosiddetti serious games, i giochi in ...
A Roma è stato appena inaugurato il primo museo del videogioco in Italia. È il secondo in Europa dopo quello di Berlino. Si chiama VIGAMUS e occupa una superficie di 1000 mq. Il percorso racconta ...
Milano Museo nazionale della scienza e della tecnologia
Assassin's Creed Art (R)Evolution
21 settembre – 11 novembre 2012
www.museoscienza.org
Il videogioco ...
... performances are held in videogames, images are appropriated from random personal computers, a webcam suicide is simulated, fake sculptures are attributed to revered artists and potentially toxic artifacts ...
... hands-on exhibition offers visitors the chance to try out a selection of some eighty games, consoles and computers, tracing the history of video games from their appearance in the 1970s to the present ...
Tre domande a Mikayel Ohanjanyan Intervista a cura di Mario Savini
L’artista armeno Mikayel Ohanjanyan è nato ad Erevan nel 1976 e dal 2000 si è trasferito in Italia. Ha frequentato l’Accademia ...
... fragments of artwork from major museums, they use the tools of the time to question the rules of the games we play. In 2010, the pair borrowed the image of a cat in a birdcage carried by a budgerigar which ...
... for his animated film “The External World.” His stylistic orientation is on computer games of the 1990s—flashy hues dominate the screen. There’s also a good many allusions to cartoons. Via rapid-fire editing, ...
... after war games, Second Life and the chinese virtual world HIPIHI - and reflects on the way in which we are shaping the metaverse, and on the cultural impact of this development on the way we experience ...
Alternate Reality Games (ARGs) challenge what players understand as "real". Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities ...
Video games have been around for decades, but only in recent years have they gone truly mainstream. Today, the majority of American households play video games, almost half of gamers are women, ...
Gameplay journeys to the origins of video games, analyses their language and highlights the impact they have had on popular digital culture and on art and society. The exhibition is designed ...
Alternate Reality Games (ARGs) challenge what players understand as "real". Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities ...
Video games have been around for decades, but only in recent years have they gone truly mainstream. Today, the majority of American households play video games, almost half of gamers are women, ...
Gameplay journeys to the origins of video games, analyses their language and highlights the impact they have had on popular digital culture and on art and society. The exhibition is designed ...
Alternate Reality Games (ARGs) challenge what players understand as "real". Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities ...
Video games have been around for decades, but only in recent years have they gone truly mainstream. Today, the majority of American households play video games, almost half of gamers are women, ...
Gameplay journeys to the origins of video games, analyses their language and highlights the impact they have had on popular digital culture and on art and society. The exhibition is designed ...