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<channel>
	<title>Networked_Performance &#187; game</title>
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Wed, 14 May 2008 20:44:36 +0000</pubDate>
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	<language>en</language>
			<item>
		<title>International Conference: DIMEA 2008 [Athens]</title>
		<link>http://transition.turbulence.org/blog/2008/04/21/acm-international-conference-dimea-2008/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/21/acm-international-conference-dimea-2008/#comments</comments>
		<pubDate>Mon, 21 Apr 2008 17:02:45 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[conference]]></category>

		<category><![CDATA[3-D]]></category>

		<category><![CDATA[new media]]></category>

		<category><![CDATA[web 2.0]]></category>

		<category><![CDATA[code]]></category>

		<category><![CDATA[net art]]></category>

		<category><![CDATA[interaction]]></category>

		<category><![CDATA[performance]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[locative]]></category>

		<category><![CDATA[immersion]]></category>

		<category><![CDATA[calls + opps]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/21/acm-international-conference-dimea-2008/</guid>
		<description><![CDATA[3rd ACM International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA 2008) :: September 10-12, 2008 ::                  Athens Information Technology (AIT), Athens, Greece :: Call for Papers and Artworks / Games / Demos :: Deadline: May [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/dimea.jpg" alt="dimea.jpg" />3rd ACM International Conference on <strong><a href="http://www.dimea2008.org"><em>Digital Interactive Media in Entertainment and Arts</em></a></strong> (DIMEA 2008) :: September 10-12, 2008 ::                  Athens Information Technology (AIT), Athens, Greece :: <strong>Call for Papers and Artworks / Games / Demos</strong> :: Deadline: May 12, 2008.</p>
<p>The advances in computer entertainment, multi-player /online gaming, technology-enabled art, culture and performance have created new forms of entertainment that attract, immerse and absorb their participants. The phenomenal success of such a &#8220;culture&#8221; to initiate a mass audience in patterns and practices of its own consumption has supported the evolution of an enormously powerful mass entertainment, digital art and performance industry extending deeply into every aspect of our lives, leading further to major societal and business contacting changes.</p>
<p>The International Conference on <em><strong>Digital Interactive Media in Entertainment and Arts</strong></em> (DIMEA), in cooperation with ACM, is the premier forum for the presentation of societal, business and technological advances and research results in cross-disciplinary areas related with digital interactive media in entertainment, art and creative technologies. This conference is dedicated to build common ground between research, design and development, learning and collaboration in its myriad digital media forms: one of its many objectives is the exploration of &#8216;play &amp; learn&#8217;, demonstrating new arenas and applications for digital gaming and incorporating leading edge technologies, designs and models in our changing views about what is involved in gaming.</p>
<p>DIMEA 2008 is jointly organized by Athens Information Technology (AIT), ACM Special Interest Group on Computer Human Interaction (ACM SIGCHI, Singapore Chapter) and the Society for Excellence and Innovation in Interactive Experience Design (InExDe).</p>
<p>DIMEA 2008 will bring together academics, technologists, artists, designers, and industry representatives to address and advance the leading edge of new digital and interactive media.</p>
<p>Who should attend:</p>
<p>Academics, Animators, Artists, Designers, Developers, Educators, Engineers, Game Designers, Industry Professionals, Media Industry, Video Producers, Directors, Writers, Performers, Photographers, Videographers, Researchers, Students. Anyone who wants to be inspired to adopt advanced ways in industry, society, business, research and teaching, expand their knowledge on a wide variety of topics within the field of digital media, network with cross-disciplinary experts from digital media professionals to academic experts, and evolve with this ever-changing field!</p>
<p>DIMEA 2008 is one of the few conferences that combines full technical papers as well as artwork / game / demo submissions, to accommodate, after evaluation and selection, both technical oral sessions as well as artwork / game / demo exhibition sessions. For each one of the two tracks of the conference further information is separately provided below.</p>
<p><strong> Technical Conference Track:</strong> The following, non exclusive, topics are called for:</p>
<p><em><strong>Entertainment, Art and Technology</strong></em> - Location-based and Pervasive Gaming, Mobile Entertainment, Digital Games in Practice, Computer Entertainment Research, Open-Source Gaming Engines, Implications for Multimedia and Web Design, Artistic Games, Commercial Games, Edutainment, Educational/Serious Games, Interactive Games, Games as Pedagogy, Analysis of Games, e-Performance (e-Opera,e-Theatre, e-Concert, &#8230;), Virtual Exhibitions and Museums</p>
<p><em><strong>    New Media Emerging Technologies</strong></em> - Personal Broadcasting (Podcasting and Vlogging), Novel Applications for Mobile Phones, Social and Interactive Computing Applications, Collaborative Spaces/Environments, Innovative Applications of Technology in the Arts, Mixed Reality and Enhanced Visualization, Context-aware Environments and Devices, Immersive Learning Experiences, Communication Technologies and Systems for Digital Media, Advanced Authoring and Composition of Media, Advanced Interaction, Targeted/Personalized Media, Adaptable Media and AI</p>
<p><strong>Code Art</strong> -   Algorithmic Art, Software Art, Net Art, Installation Art, Tangible Computing, Sonic Art</p>
<p><em><strong>    Digital Visual and Auditory Media</strong></em> -   Digital Photography, Digital Imaging as Art, Advances in 3D Modelling, Digital Printing, Non-Photorealistic Rendering, Digital Sound and Music, Digital Music Synthesis and Composition, Graphics and Animations, Digital Comics</p>
<p><em><strong>Moving Media</strong></em> -   Digital Video, Distance Collaboration/Performance, Computer Animation, Interactive Movies</p>
<p><em><strong>    Culture of New Media</strong></em> -   Network Culture, Philosophy of New Media, Digital Identity</p>
<p><em><strong>Interactive Stories</strong></em> -   Digital Narrative, Digital Asset Management, Semantic Web Technologies, Interactive Television and Cinema, Game Design and Storytelling</p>
<p><strong>Full Paper Submissions: </strong>Prospective authors are invited to submit full technical papers of not more than 8 pages, including tables, figures and references at the conference online paper submission system. Prospective authors should adhere to the conference full paper submission guidelines. Full Papers should present original research related to the above mentioned scientific areas, not published elsewhere. Please refer to the conference <a href="http;//www.dimea2008.org">Web site</a> for detailed submission guidelines. Full papers will be peer-reviewed by at least three reviewers from the International Technical Program Committee in a single-blind process, judging on their relevance, novelty and technical quality.</p>
<p><strong> Art Work / Game / Demo Exhibition Conference Track:</strong> DIMEA 2008, with the participation of the MEDIATERRA FESTIVAL, aims to offer the opportunity to artists, independent creators, multimedia authors, programmers and theorists to exhibit their digital interactive rich-media works in art and entertainment, and at the same time to create a forum of communication, discussion and collaboration on advances in the already deployed practices.</p>
<p>We cordially invite artists, creators, designers, game developers, generally practitioners working with digital interactive media to submit their original contributions to the DIMEA2008 Artworks / Games / Demos exhibition track, in the context of the following five DIMEA 2008 subject art-related areas:</p>
<p><strong>Entertainment, Education, Art and Technology:</strong>   Location-based and Pervasive Gaming, Mobile Entertainment, Digital Games in Practice, Computer Entertainment Research, Open-Source Gaming Engines, Implications for Multimedia and Web Design, Artistic Games, Edutainment, Educational/Serious Games, Interactive Games, Games as Pedagogy, e-Performance (e-Opera, e-Theatre, e-Concert, &#8230;), Virtual Exhibitions and Museums</p>
<p><strong>New Media Emerging Technologies</strong> -   Personal Broadcasting (Podcasting and Vlogging), Novel Applications for Mobile Phones, Social and Interactive Computing Applications, Collaborative Spaces/Environments, Innovative Applications of Technology in the Arts, Virtual and Augmented Reality, Mixed Reality and Enhanced Visualization, Context-aware Environments and Devices, Immersive Learning Experiences, Communication Technologies and Systems for Digital Media, Advanced Authoring and Composition of Media, Advanced Interaction, Targeted/Personalized Media, Adaptable Media and AI, Semantic Web Technologies, Digital Identity</p>
<p><strong>    Code Art</strong> -   Algorithmic Art, Software Art, Net Art, Installation Art, Tangible Computing, Sonic Art, Artificial Entities</p>
<p><strong>    Digital Visual and Moving Media</strong> -   Computer Animation, Interactive Movies, Advances in 3D Modeling, Semantic-based Approaches, Real-time 3D</p>
<p><strong>    Interactive Media</strong> -   Digital Narrative, Interactive Television and Cinema, Interactive Drama, Interactive Storytelling</p>
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		<title>_Augmentology 1[L]0[L]1_ by Mary-Anne (Mez) Breeze</title>
		<link>http://transition.turbulence.org/blog/2008/04/18/_augmentology-1l0l1_-by-mary-anne-mez-breeze/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/18/_augmentology-1l0l1_-by-mary-anne-mez-breeze/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 14:24:34 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[language]]></category>

		<category><![CDATA[synthetic]]></category>

		<category><![CDATA[place]]></category>

		<category><![CDATA[space]]></category>

		<category><![CDATA[ARG]]></category>

		<category><![CDATA[social networks]]></category>

		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/18/_augmentology-1l0l1_-by-mary-anne-mez-breeze/</guid>
		<description><![CDATA[Ars Virtua is pleased to announce _Augmentology 1[L]0[L]1_ by Mary-Anne (Mez) Breeze. Mez has initiated this work as part of her ongoing interrogation of the space, place and language of synthetic worlds. This text brings Mez&#8217; prodigious talents and experience to bear on several fundamental issues relating to the nature of game and social space:
&#8220;_Augmentology [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/drop.jpg" alt="drop.jpg" /><a href="http://arsvirtuafoundation.org/">Ars Virtua</a> is pleased to announce <a href="http://arsvirtuafoundation.org/research/2008/04/12/_gamer-danger_-addiction-vs-synthetic-function/"><strong>_Augmentology 1[L]0[L]1_</strong></a> by <em>Mary-Anne (Mez) Breeze</em>. Mez has initiated this work as part of her ongoing interrogation of the space, place and language of synthetic worlds. This text brings Mez&#8217; prodigious talents and experience to bear on several fundamental issues relating to the nature of game and social space:</p>
<p>&#8220;<strong>_Augmentology 1[L]0[L]1_</strong> explores concepts that shape and are shaped by an extensive range of online / synthetic encounters. These concepts are formed through principles generated internally within specific online environments. These environments include - among others - Massively Multiplayer Online Environments [World of Warcraft, EVE Online, Second Life], Social Networking Platforms [Twitter, Facebook, OpenSocial], Social Gaming [Passively Multiplayer Online Game, Parallel Kingdom] and Alternative Reality Games [I Love Bees, Perplex_City, Year Zero]. Entries will dissect post-geophysically defined notions of reality through a mixture of:</p>
<p>* Platform-specific case studies.<br />
* Analysis of contextual behaviour sets.<br />
* Construction of theoretical projections derived via synthetic, mixed and augmented formats.&#8221;</p>
<p><em>Mez</em> is a Futurist who has had a sustained presence in synthetic realities for over two decades. She is also an established net artist and game theorist who practices _Poetic Game Interventions_ [the creative manipulation of MMO parameters in order to disrupt or comment on various aspects of augmented states]. She is a widely exhibited, award winning artist and we are extremely fortunate to be able to present her work here and enjoy her company as a member of our guild.</p>
<p><a href="http://arsvirtua.com/">Ars Virtua</a> is a New Media Center and Gallery located in the synthetic world of Second Life, World of Warcraft and the World Wide Web. It is a new type of space that leverages the tension between 3-D rendered game space and terrestrial reality, between simulated and simulation. The <a href="http://arsvirtuafoundation.org/">Ars Virtua Foundation</a> is a locus of research around the issues of reality within simulated environments.</p>
<p>Ars Virtua is sponsored by the CADRE Laboratory for New Media.</p>
<p>Anything that can be made, can be made black.</p>
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		<title>Memetic Simulation no. 2, memetic shoot &#8216;em up</title>
		<link>http://transition.turbulence.org/blog/2008/04/16/memetic-simulation-no-2-memetic-shoot-em-up/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/16/memetic-simulation-no-2-memetic-shoot-em-up/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 21:43:37 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[culture]]></category>

		<category><![CDATA[reblog]]></category>

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		<category><![CDATA[simulation]]></category>

		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/16/memetic-simulation-no-2-memetic-shoot-em-up/</guid>
		<description><![CDATA[Shoot &#8216;em up (or shmup for short) is a computer and video game genre where the player usually controls a vehicle or character and fights large  numbers of enemies with shooting attacks, typically of a highly stylized nature. In Japan, where the genre is still a lively one, they are simply known as &#8220;shooting [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/memsim2_1.jpg" alt="memsim2_1.jpg" />Shoot &#8216;em up (or shmup for short) is a computer and video game genre where the player usually controls a vehicle or character and fights large  numbers of enemies with shooting attacks, typically of a highly stylized nature. In Japan, where the genre is still a lively one, they are simply known as &#8220;shooting games&#8221; and they are focused on avatar actions using some weapons. But what could happen when the weapons are instead &#8220;memes&#8221;? The game might become a memetic simulation as in <em>Joseph Hocking&#8217;s</em> <a href="http://www.newarteest.com/memsim2/memsim2.html"><strong>Memetic simulation no.2</strong></a>.</p>
<p>Memetics is a neo-Darwinian approach to evolutionary models of cultural information transfer based on the concept of the &#8220;meme&#8221;. Started from a metaphor used in <em>Richard Dawkins</em> popular writings, it has later turned into an approach in the study of self-replicating units of culture. In <em>The Selfish Gene</em> (1976) Dawkins used the term &#8220;meme&#8221; to describe a unit of human cultural  transmission analogous to the gene, arguing that replication also happens in culture. It is a pattern that can influence its surroundings&#8221; &#8220;it has causal agency&#8221; and can propagate.</p>
<p>Based on this concept Hocking developed a game prototype where the characters &#8220;shout&#8221; at each other &#8220;expelling&#8221; words as if they were fire breathing. This work uses interactive 3D graphics and a recombinant narrative system, with touch-screen interaction. When a character is hit by a words&#8217; stream, he incorporates those words in his database of ideas. So characters will start to say similar things, and they&#8217;ll evolve till the entire community will end up saying the same things. &#8220;When the simulation detects that this endpoint has been reached, the screen fades to black and everything starts over from a random distribution of ideas, repeating the process of the society&#8217;s homogenization&#8221; Hocking says.</p>
<p>What&#8217;s missing here is the definition of memes as variance. Indeed memes are information copied with variation and selection. Because only some of the variants survive, memes (and so human cultures) evolve. Memes are copied by mimicry, and they compete for space in our memory and for the vital chance to be copied again. Since the process of social learning is different for each person, the mimicry process can&#8217;t be an accurate reproduction. The same idea may be expressed with different memes supporting it. So the mutation rate in memetic evolution is extremely high, and mutations are even possible within each and every interaction of the imitation process. This is why <strong>Memetic Simulation no. 2</strong> is more likely a metaphor for mass communication aggressive behaviors then a metaphor of the society&#8217;s coalescence. More properly it&#8217;s a &#8220;shout them up&#8221; game. - Valentina Culatti, <a href="http://www.neural.it/art/2008/04/memetic_simulation_no_2_shooti.phtml">Neural</a>.</p>
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		<title>Rom Check Fail, ultimate videogame remix</title>
		<link>http://transition.turbulence.org/blog/2008/04/16/rom-check-fail-ultimate-videogame-remix/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/16/rom-check-fail-ultimate-videogame-remix/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 18:27:47 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[remix]]></category>

		<category><![CDATA[algorithmic]]></category>

		<category><![CDATA[software]]></category>

		<category><![CDATA[reblog]]></category>

		<category><![CDATA[video]]></category>

		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/16/rom-check-fail-ultimate-videogame-remix/</guid>
		<description><![CDATA[You don&#8217;t need to be a videogame fan or being a teenager in the seventies / eighties to know videogame classics like Space Invaders, Pacman or Tetris. Their iconic power is still intact in the public imagination, also thanks to many reinterpretations and updates. Their patterns are often used by game artists as metaphors to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/rcfanimatedsmall.gif" alt="rcfanimatedsmall.gif" />You don&#8217;t need to be a videogame fan or being a teenager in the seventies / eighties to know videogame classics like Space Invaders, Pacman or Tetris. Their iconic power is still intact in the public imagination, also thanks to many reinterpretations and updates. Their patterns are often used by game artists as metaphors to create new connected sense: Mario Bros. can be restyled with a new  graphic, so you can take your cue from it to discuss <a href="http://www.neural.it/nnews/mariasisters.htm">immigrant labor  conditions</a>, Space Invaders can be used to represent the never ending <a href="http://www.rgbproject.com/RGBinvaders/RGBinvaders.swf">battle among Linux  and the proprietary operating systems</a> and so on. Sometimes the action&#8217;s target is the algorithm itself. In &#8220;<a href="http://pbfb.ca/bashos_frogger/">Basho&#8217;s frogger</a>&#8220;, &#8220;<a href="http://www.year01.com/mario">Mario Battle no.1</a>&#8221; and &#8220;<a href="http://www.tetris1d.org/">Tetris 1d</a>&#8221; the hack is s pure conceptual  practice that intentionally kills the ludic component: In the best software art tradition, the program functionality (entertainment in this case) is attacked with Luddite fervour.</p>
<p>The <a href="http://www.retrosabotage.com/">Retrosabotage</a> project is less &#8220;artistic&#8221;, but in a way more sophisticated: every week it publishes a famous arcade variance. The algorithms are treated as if they were jazz standard, falling short of player&#8217;s expectations, still maintaining well-known mechanisms. Mokumentary speculates about a never released Pacman version, where you control the ghosts, Incompatible Visions is an impossible mash-up between Tetris and Duck Hunt, while variances on Space Invaders theme variations push to the absurd  the tragic spaceship destiny. Sometimes the &#8220;sabotage&#8221; generates new game patterns: &#8220;Compomise&#8221; is a Tetris short circuited for two players, &#8220;Build On&#8221; and &#8220;Balance&#8221; turn over the tedious Break Out with new original features. Retrosabotage is a little more than a collection of jokes but nevertheless it gives pleasing disappointments to the Skinner&#8217;s mouse hosted in our brain. But probably the most radical experiment in this tradition is probably <a href="http://www.farbs.org/games.html">Rom Check Fail</a>, a sort of psychedelic remix of a dozen classic arcades. Graphic, enemies, scenes and their respective dynamics are randomly remixed by a software gone crazy. Every game is a frantic zapping among unpredictable situations but oddly playable. Remix culture, contaminated the video and now invades videogames. With astonishing achievements. - Paolo Pedercini, <a href="http://www.neural.it/art/2008/04/rom_check_fail_ultimate_videog.phtml">Neural</a>.</p>
<p class="entry-content">&nbsp;</p>
<p class="entry-body">&nbsp;</p>
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		<title>&#8220;Dissolving the Magic Circle of Play&#8230;&#8221; by Anne-Marie Schleiner</title>
		<link>http://transition.turbulence.org/blog/2008/04/14/dissolving-the-magic-circle-of-play-by-anne-marie-schleiner/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/14/dissolving-the-magic-circle-of-play-by-anne-marie-schleiner/#comments</comments>
		<pubDate>Mon, 14 Apr 2008 18:29:25 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[city]]></category>

		<category><![CDATA[writings]]></category>

		<category><![CDATA[architecture]]></category>

		<category><![CDATA[hacktivism]]></category>

		<category><![CDATA[activist]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[play]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[intervention]]></category>

		<category><![CDATA[pyschogeography]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/14/dissolving-the-magic-circle-of-play-by-anne-marie-schleiner/</guid>
		<description><![CDATA[[Image: Operation Urban Terrain (OUT): 2004-6 by Anne Marie Schleiner] &#8220;Due to its marginal existence in relation to the oppressive reality of work, play is often regarded as fictitious. But the work of the Situationists is precisely the preparation of ludic possibilities to come.&#8221; Guy Debord (Contribution to Situationist Definition of Play, Internationale Situationniste #1, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/stripe_r1_c5.jpg" alt="stripe_r1_c5.jpg" /><small><em>[Image: Operation Urban Terrain (OUT): 2004-6 by Anne Marie Schleiner]</em></small> &#8220;<em>Due to its marginal existence in relation to the oppressive reality of work, play is often regarded as fictitious. But the work of the Situationists is precisely the preparation of ludic possibilities to come.</em>&#8221; Guy Debord (Contribution to Situationist Definition of Play, Internationale Situationniste #1, June 1958)</p>
<p>In recent years, commentators on game culture and ludology have undertaken the task of analyzing and structuring play. Such work has been strongly influenced by the Dutch researcher Johan Huizinga&#8217;s 1938 study of play, Homo Ludens and Roger Callois&#8217;s later structuralist elaborations of Huizinga&#8217;s research. In this article I want to draw upon a different stream of thought from the mid twentieth century, also informed by Huizinga but not exclusively, that of the Paris Situationist artists and architects, including Guy Debord and Gilles Ivian (also known as [Ivan Chtcheglov). A number of important engagements with play and games by the Situationists are newly relevant today. Rather than offer a historical assessment of Situationism&#8217;s theories, I will take cues from their writings to reconsider the potential of games in art. I find useful their critique of play within but nevertheless resistant to capitalism (and by extension imperialism and militarism), their architectural proposals for &#8220;player&#8221; navigation and transformation of urban &#8220;psychogeographic&#8221; zones (what we might call &#8220;ludic architecture&#8221;), their analysis of leisure and non-leisure activities, and their repurposing of Dadaist negativity. These proposals all have direct relevance to what MacKenzie Wark calls our contemporary condition of &#8220;Gamespace.&#8221; (MacKenzie Wark, Gamer Theory, Harvard University Press, 2007)</p>
<p><strong>Lesson 1: Freeing play</strong></p>
<p>A promising tactic for the early Situationists was the unpredictable yet forceful potential of play &#8212; what anthropologist Victor Turner termed the &#8220;liminoid,&#8221; or the freeing and transformational, moments of play when the normal roles and rules of a community or society are relaxed (via Jon Dovey and Helen W. Kennedy, Game Cultures, Open University Press, 2006). After these temporary (TAZ like) situations &#8220;players&#8221; settle once more into fixed roles. The Situationists proposed to adopt this liminoid &#8220;subjunctive mood&#8221;, when anything can happen, the carnival, Anarchy Online the RPG, the Society of Creative Anachronisms, into a more general approach, a way of doing and being in the everyday, in order to transform material life with ludic actions.</p>
<p><em>&#8220;<em>We must develop a systematic intervention based on the complex factors of two components in perpetual interaction: the material environment of life and the behaviors which it gives rise to and which radically transform it. Our action on behavior, linked with other desirable aspects of a revolution in mores, can be briefly defined as the invention of games of an essentially new type.</em>&#8221; </em>Guy Debord, (Report on the Construction of Situations and on the International Situationist Tendency&#8217;s Conditions of Organization and Action, June 1957)</p>
<p>Situationist games do not respect the boundary between play and work, leisure and non-leisure, between &#8220;real life&#8221; and Huizinga&#8217;s &#8220;magic circle&#8221;, the separation from &#8220;normal space&#8221; that facilitates immersion in games and play (Katie Salen and Eric Zimmerman, Rules of Play). Situationist games are not sports and are not relegated to sports stadiums, arcades, or Playstation home entertainment set-ups. Situationist games bleed into the city, the workplace, the buyplace, the personal computer, the mobile phone, public and private transportation and communication, and into and inside escapist rule-based game environments themselves. In transgressing the &#8220;magic circle,&#8221; a Situationist gaming tactic attempts to give transformative potential not just to play but to &#8220;normal&#8221; life.</p>
<p><strong>Lesson 2: Wretched winnings, or challenging competition</strong></p>
<p><em>&#8220;<em>The feeling of the importance of winning in the game, that it is about concrete satisfactions &#8212; or, more often than not, illusions &#8212; is the wretched product of a wretched society</em>.&#8221; </em>Guy Debord (Contribution to Situationist Definition of Play)</p>
<p>The Situationists were critical of the competitive aspects of play, Callois&#8217; &#8220;agon&#8221;. For them, competition was complicit with capitalism, with the British working class fan&#8217;s mindless absorption in football, with the struggle to obtain material goods, investing in lucrative defense stocks, doing whatever it takes to be the last Survivor on the island, playing to get the biggest family home in the Sims neighborhood. The Situationists, like avid gamers, rejected the capitalist derived division between production and consumption, active work vs. passive leisure. Nevertheless, they did acknowledge that an element of competition might be necessary in their games:</p>
<p><em>&#8220;T<em>he only success that can be conceived in play is the immediate success of its ambiance, and the constant augmentation of its powers..[ ]..play cannot be completely emancipated from a competitive aspect.</em>&#8220;</em> Guy Debord (Contribution to Situationist Definition of Play)</p>
<p>In our adaptation of Situationist games, perhaps we allow for a degree of competition, among other motivating playful components. Moreover, for the Situationists, ludic actions were also ethical navigations, and therefore the goal of a competition should always be questioned. <em>(Guy Debord, Contribution to Situationist Definition of Play)</em></p>
<p><strong>Lesson 3: Virtual game worlds: Toward a ludic architecture</strong></p>
<p><em>&#8220;<em>The architecture of tomorrow will be a means of modifying present conceptions of time and space. It will be a means of knowledge and a means of action.</em>&#8221; </em>Gilles Ivain [Ivan Chtcheglov] (Formulary for a New Urbanism, October 1953 printed in Internationale Situationniste #1)</p>
<p>Situationist Russian architect Gilles Ivain imagined a &#8220;playful-constructive&#8221; movement through a city&#8217;s &#8220;psychogeographic&#8221; zones, urban zones defined not only by streets, buildings and businesses but also by how people inhabit the city and the collective psychic ambiances they project. Or as Guy Debord later wrote, while describing the now famous Situationist notion of derive, or drifting through a city: from a derive point of view cities have psychogeographical contours, with constant currents, fixed points and vortexes that strongly discourage entry into or exit from certain zones. High speed surveillance cameras tracking shopping patterns in stores like the Gap map these hidden currents, a time based techno-capatilist development of the study of psychogeographic zoning the Situationists did not forecast for their fledgling &#8220;science.&#8221;</p>
<p><em>&#8220;<em>With the aid of old maps, aerial photographs and experimental derives, one can draw up hitherto lacking maps of influences, maps whose inevitable imprecision at this early stage is no worse than that of the first navigational charts. The only difference is that it is no longer a matter of precisely delineating stable continents, but of changing architecture and urbanism.</em>&#8221; </em>Guy Debord (Theory of the Derive, Les Levres Nues #9, November 1956, reprinted in Internationale Situationniste #2, December 1958)</p>
<p>Beyond the remapping of existing cities as psychogeographic zones, new city forms were imagined. In &#8220;Formulary for a New Urbanism&#8221;, from the first edition of Situationist, Gilles Ivain describes a futuristic situationist city&#8217;s quarters, and public and private architecture that would be in continuous flux and modifiable according to the whims of the inhabitants, including zones such as a Bizarre Quarter &#8212; a Happy Quarter (specially reserved for habitation) &#8212; Noble and Tragic Quarter (for good children) &#8212; and a Sinister Zone. It is this last example that games have provided countless imaginings, and Ivain described the Sinister Quarter in a way that predicts the contours of many video game worlds:</p>
<p><em>&#8220;<em>The Sinister Quarter, for example, would be a good replacement for those hellholes, those ill-reputed neighborhoods full of sordid dives and unsavory characters, that many peoples once possessed in their capitals: they symbolized all the evil forces of life. The Sinister Quarter would have no need to harbor real dangers, such as traps, dungeons or mines.</em>&#8221; </em>Gilles Ivain [Ivan Chtcheglov, (Formulary for a New Urbanism)</p>
<p>In contrast to a current rule-based &#8220;algorithmic&#8221; emphasis in academic ludology publications, some game researchers such as Chaim Gingold and Henry Jenkins have made convincing arguments for the importance of spatial poetics in structuring game play. (Chaim Gingold, Miniature Gardens and Magic Crayons, Master&#8217;s thesis at Georgia Tech, 2003, and Henry Jenkins, Game Design as Narrative Architecture in the anthology First Person, MIT Press, 2002) This latter approach can be informed by the psychogeographic characterization of the city provided by the Situationists. Rather than seeing games as solely algorithmic rule machines, there is a significant attraction in players&#8217; exploration of virtual game spaces provided by games like Grand Theft Auto, Tomb Raider, and the classic exploratory Myst.</p>
<p>Activities within these games incorporate spatial puzzles and goals tied to specific psychogeographic locations within the virtual game environment or city. For level design of more action based shooter games like Halo and Quake, ludic architectural design of multiplayer fighting terrains, (for hiding, for sniping, for jumping, for flying), and the placement of enemies and obstacles are a significant portion of game level design. The avid gamer&#8217;s extensive time involvement in level modification, as was once common with PC games like Doom, Quake and Unreal, is motivated by a desire to focus on and transform not the telic aims of the game but the paratelic space of the game world itself, invoking the Situationist&#8217;s call for modifiable, changeable architecture.</p>
<p><em>&#8220;<em>Architectural complexes will be modifiable. Their aspect will change totally or partially in accordance with the will of their inhabitants.</em>&#8221; </em>Gilles Ivain [Ivan Chtcheglov] (Formulary for a New Urbanism)</p>
<p><strong>Lesson 4: Situationist games beyond the virtual: intervening in real cities</strong></p>
<p>Situationist games are not necessarily confined to virtual digital game space. Guy Debord describes the original Situationists playful exploits into Parisian cityspace:</p>
<p><em>&#8220;<em>Our loose lifestyle and even certain amusements considered dubious that have always been enjoyed among our entourage &#8212; slipping by night into houses undergoing demolition, hitchhiking nonstop and without destination through Paris during a transportation strike in the name of adding to the confusion, wandering in subterranean catacombs forbidden to the public, etc. &#8212; are expressions of a more general sensibility which is no different from that of the derive. Written descriptions can be no more than passwords to this great game.</em>&#8221; </em>Guy Debord (Theory of the Derive)</p>
<p>This description, like much of the Situationists&#8217; practice, anticipates the emergence of new forms of game play as art practice today, most clearly in the example of the London-based artist collective <strong>Blast Theory</strong>. <strong>Blast Theory</strong> projects Can You See Me Now? and Uncle Roy All Around You reinscribe urban space with the rules and scenarios of their games. Can You See Me Now? players carry GPS modified devices which contain a simple graphical Pacman style game interface displaying the location of other players in the city. Running panicked through the city streets of Rotterdam in the first performance of Can You See Me Now?, players tried to escape these non-corporeal pursuers who were less restricted by the actual geographic and urban obstacles such as traffic and traffic lights, pedestrians and hills. Similarly, Uncle Roy All Around You repurposed existing city infrastructure like pay phones and car rides to play a mysterious detective style game on the streets of London. Clues and game play advance through text instructions to players&#8217; mobile computers and planted &#8220;actors&#8221; (who seem like artificial intelligence players in a computer game played by humans). <strong>Blast Theory</strong> explained:</p>
<p><em>&#8220;<em>The city is an arena where the unfamiliar flourishes, where the disjointed and the disrupted are constantly threatening to overwhelm us. It is also a zone of possibility; new encounters.</em>&#8221; </em><strong><a href="http://www.blasttheory.co.uk">Blast Theory</a></strong></p>
<p>Converging ludic activities and &#8220;real&#8221; cityspace are not the exclusive domain of Situationist inspired artists. The Situationists did not foresee that mega-players within the &#8220;superstructures&#8221; would also engage in playing their games. For instance, during the annual E3 game industry conference in 2003 in Los Angeles, the United States Army staged a &#8220;playful&#8221; publicity stunt for their free recruitment shooter game America&#8217;s Army. They catapulted soldiers from a helicopter into downtown Hollywood. Passersby on the street were confused and frightened, and civilian city space became militarized through an intervention blurring the distinction between a soldier&#8217;s job and playing soldier in a game. The use of game tactics and play to equivocate and familiarize urban warfare has become increasingly common. In one of the most extreme examples of the post-9/11 military shooter games, KumaWar presented gaming as analogous to soldiering.</p>
<p>This episodic game enterprise released shooter game missions based on current American military events in Iraq. In KumaWar, whose designers regularly solicit advise from a retired United States general, the player always is an American soldier battling &#8220;insurgents&#8221; in Iraqi cities. Distinguishing civilians from insurgents becomes an important skill for success in the &#8220;game&#8221;. Again city space (civilian space), military space and game space are conflated.</p>
<p>A Situationist-style game more covertly complicit with militarization of civilian space through ludological means was the innovative I love Bees designed by <strong>Jane McGonigal</strong>. Microsoft hired McGonigal, then a doctoral candidate in ludology at the University of California at Berkeley, to design a viral marketing campaign and Alternate Reality Game (ARG) for their upcoming X-box release of Halo2. In public places like pay phones, players of I love Bees retrieved information and advances in the game story (a sci-fi &#8220;War of the Worlds&#8221;-like scenario leading into the storyline of Halo2). When they received game information players would make an ironic military salute (echoing the gestures of futuristic American style soldiers in Halo) and were thus able to identify other I love Bees players in public places like concerts and streets. ILB players posted many photos of this military salute on the web. Overall, the civic space of the city became militarized &#8212; even if for a fictional conflict.</p>
<p><strong>Lesson 5: A dash of Dadaist negativity: illegality as play</strong></p>
<p><em>&#8220;<em>The dadaist spirit has nevertheless influenced all the movements that have come after it; and any future constructive position must include a dadaist-type negative aspect, as long as the social conditions that impose the repetition of rotten superstructures [..] have not been wiped out by force.</em>&#8221; </em>Guy Debord (Report on the Construction of Situations and on the International Situationist Tendency&#8217;s Conditions of Organization and Action, June 1957)</p>
<p>Debord, after describing the role of Dadaism in combating &#8220;stale bourgeois culture&#8221; and fascism in post-WWI Europe, postulated that a dadaist-type negative aspect would be a necessary component of Situationism as long as undesired social structures were still in existence. These conditions continue today &#8212; rapidly globalizing capitalism, imperialist exploitation and increasing militarization, border closures and increasingly hedged in civil liberties in the post-9/11 War on Terror are some powerful present day &#8220;rotten superstructures&#8221;. Beyond the apolitical or complicit works described above, Situationist tactics have also been adopted as tools in activism.</p>
<p>One artist group who have been playing some urban interventionist, Situationist-like games with a dose of Dadaist negativity is <strong>Yo Mango</strong>, an Italian/Spanish art collective based in Barcelona. <strong>Yo Mango</strong>, slang in Spain for &#8220;I steal&#8221;, regularly stage playful actions such as potlucks where every dish must contain an element of stolen food, Tango dancing in a chain supermarket while stealing, and distributing stylish <strong>Yo Mango</strong> patches to cover the holes left in stolen clothes by cutting out the plastic security clip. (They recommend stealing only top designer brand name fashions.) Some members of <strong>Yo Mango</strong> are also loosely connected with the European Squatter Movement, an organized youth movement in opposition to private property who also participate in other activist activities like protesting against gentrification.</p>
<p>Mexican Artist <strong>Rene Hiyashi</strong> is another artist creating ludic interventions in public space. In India and Argentina he has realized playful architectural structures for street children. In 2006, in collaboration with Mexico City based artist <strong>Eder Castillo</strong>, <strong>Rene Hiyashi</strong> created Guatamex, an imaginatively constructed island with computers with Internet access for illegal immigrants, floating on the river dividing Mexico from Guatemala. (His own laptop keyboard was water-damaged during this project.) Like the anti-corporate antics and publicity stunts of the <strong>Yes Men</strong> and <strong>Rtmark</strong>, the older public interventions of <strong>Critical Art Ensemble</strong>, and many of the political art actions that took place during the 2004 New York Republican National Convention, <strong>Yo Mango&#8217;s</strong> and <strong>Rene Hiyashi&#8217;s</strong> artwork can be described as ludic activism in which societal rules (the laws) are willfully broken. Within activist culture itself, maybe since the anti WTO demonstrations in Seattle of 1999, Dadaist humor and ludic activities are more prevalent. (Brian Holmes, The Revenge of the Concept: Artistic Exchanges and Networked Resistance, Nettime 2003)&lt;</p>
<p><strong>Lesson 6: Games inside games: Interventionist tactics in virtual spaces</strong></p>
<p>In their handbook for game designers, Salen and Zimmerman repeatedly emphasize the importance of the &#8220;magic circle&#8221; and the investment of the player in a separate, pretend space of play (whether abstract or photorealistic, virtual or non-digital). They stress the pleasure in following the rules of games within the clear-cut boundaries of this magic circle. Situationist gamers, however, are more akin to the creative cheater, the game &#8220;griefer&#8221; or the hacker. They blur the peripheries of the magic circle, taking pleasure in changing the rules of the existing gamespace, which they see as problematic in a fixed state. Situationist mods and hacks intervening inside preexisting games can be more entertaining than the original game.</p>
<p>For instance, the popular Massively Multiplayer Online Role Playing Game (MMORPG) Second Life has been playfully manipulated by the avatar <strong>Gazira Babeli</strong>, one of the members of the <strong>Second Front</strong> collective of Second Life artistic hackers. Her Gray Goo hack was an infestation of Second Life space with out-of-control repetitive self-replicating objects, inspired by nanotechnological disaster scenarios. Grey Goo took various forms, from endless Mario character replications to rampant Velvet Underground bananas. It was so effective it slowed down Linden Lab&#8217;s game servers, interfering with game play system-wide.</p>
<p>Babeli&#8217;s COME.TO.HEAVEN similarly exploited a loophole in Second Life which allows players to create gigantic avatars in proportion to the Second Life world, resulting in unexpected interesting glitches. While the identity (identities) behind the Babeli avatar are kept secret, the code for her Second Life interventions are always made public by posting it online so others can learn from it and reuse it.</p>
<p>A similar, Situationist-themed interventionist game strategy is offered by <strong>Pierre Rahola</strong>, a French gamer and DJ. During the early phase of the US war on Iraq, Rahola and his collaborators would spray anti-war graffiti inside online shooter games. When I interviewed him in Paris in 2005, he admitted that &#8220;intervening in games is more fun than playing the game.&#8221; Around the same time Pierre and his friends were playing online shooter games with an activist edge I began a body of work I would describe as situationist gaming. In collaboration with the artists <strong>Brody Condon</strong> and <strong>Joan Leandre</strong>, we initiated <a href="http://www.opensorcery.net/velvet-strike/">Velvet-Strike</a>, tagging the then-popular online soldier shooter game Counter-Strike with anti-war graffiti. Velvet-Strike was not only visual modification but also included &#8220;recipes&#8221; for disruptive actions designed to interfere with regular Counter-Strike gameplay, like one for making friends with your enemy. Recipe for Friendship:</p>
<p>1. Find a Counter-Strike server with 0 or 1 other player on line. (If you go to an empty one most likely someone will show up to see who you are.)<br />
2. Shoot a few times at your enemy.<br />
3. Tell them you are newbie and ask them to show you how to plant the bomb.<br />
4. Ask them which country they are from.<br />
5. Ask them all about themselves.<br />
6. Arrange to meet another time.</p>
<p><a href="http://www.opensorcery.net/OUT/">Operation Urban Terrain</a> (OUT) was another project I initiated to warp an existing gamespace &#8212; the free US army propaganda game America&#8217;s Army. With OUT, I wanted to counter the convergence of military and civilian space with a kind of activism that merged virtual urban game space wirelessly with cityspace. I invited many people whom I had met online through Velvet-Strike to participate, including <strong>Chris Birke</strong>, one of the original Counter-Strike game texturers, Mexico City architect <strong>Luis Hernandez</strong> and <strong>Pierre Rahola</strong>. We projected our live performances onto the walls and surfaces of Manhattan and Brooklyn, connected wirelessly to five players around the world during the NYC Republican National Convention of 2004. I matched virtual locations within the America&#8217;s Army game servers with physical New York City sites, projecting a live performance of a virtual sit-in inside a tunnel with yellow taxis onto a building in midtown Manhattan, where there were many yellow taxis, and pairing a red brick warehouse in the game with a brick building in Harlem. For the last location I merged a live soldier dancing performance in the popular America&#8217;s Army map &#8220;Bridge&#8221; with projection onto the Manhattan Bridge in Brooklyn.</p>
<p><a href="http://blog.myspace.com/rollartista">Riot Gear for Rollartista</a>, another game inside a game, was a series of machinima performances calling attention to European and British police abuse of Islamic and African immigrants, with players wearing padded &#8220;riot gear&#8221; costumes designed in collaboration with artist <strong>Talice Lee</strong>. In the first performance of the project, two player/performers roller-skated around the small Spanish city of Castellon projecting the Playstation2 games Narc and Mechwarrior from an ultra light projector attached to one of the player&#8217;s helmets, (technology had developed since the heavy battery and projector of OUT). At each projection location in the city, one player &#8220;roller-danced&#8221; and handed out flyers with stories of immigrant abuse to interested passers-by while the second player performed with a portable Playstation, controlling a dancing policeman character who violently beats up on civilian city dwellers.</p>
<p><strong>Conclusion</strong></p>
<p>The Situationists predicted an age of expanded ludic possibilities for artists and for anyone. Paraphrasing and remixing both gamer Rebecca Cannon and Situationist architect Gilles Ivain, we are bored with shooter games. We are bored with the suburbs, the stale imperialist sexist engineering biased corporate game industry, and with new academic ludology that reifies existing superstructures. We are ready to play reality TV off camera. We are frustrated with our governments and the military superstructures that control gamespace. We don&#8217;t want to play by rules we never agreed upon in the first place. Anyways, even if we had fun playing those games to begin with, it is now more entertaining to mess them up, or to invent new unsanctioned games inside gamespace. If big players are intervening in gamespace, then it is time for Situationist gaming.</p>
<p><a href="http://www.opensorcery.net/">Anne-Marie Schleiner</a></p>
<p><strong>Dissolving the Magic Circle of Play: Lessons from Situationist Gaming</strong> will be resented next week at <a href="http://transition.turbulence.org/blog/2008/04/10/locating-play-in-contemporary-culture-and-society-gijon/">Homo Ludens Ludens</a> in Gijon, Spain. [via <a href="http://nettime.org">nettime</a>]</p>
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		<title>Locating Play in Contemporary Culture and Society [Gijón]</title>
		<link>http://transition.turbulence.org/blog/2008/04/10/locating-play-in-contemporary-culture-and-society-gijon/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/10/locating-play-in-contemporary-culture-and-society-gijon/#comments</comments>
		<pubDate>Thu, 10 Apr 2008 19:17:56 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
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		<description><![CDATA[Homo Ludens Ludens - Locating Play in Contemporary Culture and Society :: Exhibition: April 18 - September 22, 2008 :: Symposium: April 19 - 20, 2008 :: LABoral Centre for Art and Creative Industries, Los Prados, 121, 33394 Gijón (Asturias) Spain.
Homo Ludens Ludens is an international exhibition and symposium exploring games as a critical element [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2008/04/ludens.jpg' alt='ludens.jpg' /><strong>Homo Ludens Ludens</strong> - <em>Locating Play in Contemporary Culture and Society</em> :: Exhibition: April 18 - September 22, 2008 :: Symposium: April 19 - 20, 2008 :: <a href="http://www.laboralcentrodearte.org">LABoral Centre for Art and Creative Industries</a>, Los Prados, 121, 33394 Gijón (Asturias) Spain.</p>
<p><strong>Homo Ludens Ludens</strong> is an international exhibition and symposium exploring games as a critical element in our daily lives and a speculation on the emergence of the “Homo Ludens Ludens”: the contemporary playing man. What does it mean “to play” and to be “a player”? The goal of this Symposium, organised jointly with The Planetary Collegium, is to provide the framework for contemporary play, to highlight its interdisciplinary nature, and to show the multifaceted reality of our present-day entertainment society.</p>
<p>ARTISTS PARTICIPATING IN THE EXHIBITION: John Paul Bichard, France Cadet, Derivart, Devart, Hannah Perner-Wilson &amp; Mika Satomi, Ge Jin, Vladan Joler, Radwan Kasmiya, John Klima, La Fiambrera Obrera &amp; Mar de Niebla, Danny Ledonne, Valeriano López, Ludic Society, Marcin Ramocki &amp; Justin Strawhand, Martin Pichlmair &amp; Fares Kayali, Brian Mackern, Larry Miller, MIT Lab - Drew Harry &amp; Dietmar Offenhuber &amp; Orkan Telhan, Molleindustria, Julian Oliver, Orna Portugaly &amp; Daphna Talithman &amp; Sharon Younger, Personal Cinema &amp; the Erasers, Rolando Sánchez, Alex Sanjurjo, Gordan Savicic, Axel Stockburger, Silver &amp; True, Román Torre, David Valentine/MediaShed (ft. Methods of Movement), Volker Morawe &amp; Tilman Reiff, William Wegman.</p>
<p>SYMPOSIUM PARTICIPANTS: Roy Ascott, Laura Baigorri, Laura Beloff, Erich Berger, José Luis de Vincente, Julian Dibbell, Daphne Dragona, Wolfgang Fiel, Gonzalo Frasca, Luis Miguel Girão, Margarete Jahrmann, David McConville, Guto Nóbrega, Julian Oliver, Paolo Pedercini, Mike Phillips, Martin Pichlmair, Michael Punt, Nicolas Reeves, Natacha Roussel, Semi Ryu, Anne Marie Schleiner, Natasha Vita-More, McKenzie Wark, Monika Weiss.</p>
<p>CURATORS:<br />
Erich Berger, Chief Curator, LABoral Centro de Arte y Creación Industrial, Gijón<br />
Laura Baigorri, New Media Arts Curator, Barcelona<br />
Daphne Dragona, New Media Arts Curator, Athens</p>
<p>LABoral Centro de Arte y Creación Industrial is a space for artistic exchange. It is set up with the purpose of establishing an effective alliance between art, design, culture, industry and economic progress and the goal of becoming a space for interaction and dialogue between art, new technologies and industrial creation. It throws a special spotlight on production, creation and research into art concepts still being defined.</p>
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		<title>Interview with Eddo Stern by Ceci Moss</title>
		<link>http://transition.turbulence.org/blog/2008/04/09/interview-with-eddo-stern-by-ceci-moss/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/09/interview-with-eddo-stern-by-ceci-moss/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 14:44:17 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[machinima]]></category>

		<category><![CDATA[interview]]></category>

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		<category><![CDATA[virtual]]></category>

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		<description><![CDATA[[Image: Still from &#8220;Amongst Fables and Men&#8221; Tonight artist Eddo Stern will host &#8220;QQ More&#8221;, a screening he curated of offbeat fan-made machinima dealing with real-life issues such as drugs, pornography, and death at Brooklyn&#8217;s Light Industry. The show begins at 8pm and will be followed by a discussion between Stern and Alexander Galloway. I [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/qqmore.jpg" alt="qqmore.jpg" /><small><em>[Image: Still from &#8220;Amongst Fables and Men&#8221;</em></small> <em>Tonight artist <a href="http://www.eddostern.com/">Eddo Stern</a> will host &#8220;QQ More&#8221;, a screening he curated of offbeat fan-made machinima dealing with real-life issues such as drugs, pornography, and death at Brooklyn&#8217;s <a href="http://www.lightindustry.org/">Light Industry</a>. The show begins at 8pm and will be followed by a discussion between Stern and <a href="http://cultureandcommunication.org/galloway/">Alexander Galloway</a>. I conducted an email interview with Stern about his interest in the phenomenon and  its relevance to his own art practice. - Ceci Moss</em></p>
<p><strong>In gaming  parlance, what does &#8220;QQ More&#8221; mean? How does this relate to the concept behind your program &#8220;QQ More&#8221;?</strong></p>
<p>QQ is an emoticon that means crying or sobbing - think two big round eyes with lil&#8217; tears. The program contains a few real tearjerkers hence the title &#8220;QQ More.&#8221;</p>
<p><strong>When and how did you  start working on &#8220;QQ More&#8221;?</strong></p>
<p>I&#8217;ve spent quite a few too many hours watching fan made machinima from MMOs on fan sites, most of which I would call &#8220;vanity videos&#8221; &#8212; short films of players&#8217; tributes to &#8212; themselves, set to emotionally charged music. Then one day I stumbled on a video called <em>Rest in  Peace Ignoramus</em> &#8212; a Norwegian World of Warcraft video made by a few guild members to commemorate a fellow guildmate&#8217;s death &#8212; the video&#8217;s intended audience appears to be Ignoramus&#8217;s family and his online friends. The video is uncomfortably intimate, and the production is very amateurish - it runs way too long, has terrible camera control, sappy music and no editing whatsoever but it still will bring you to tears. (Oh pathos, I cannot resist thee!)</p>
<p>After unearthing <em>Rest in Peace Ignoramus</em> and watching the <a href="http://www.youtube.com/watch?v=IHJVolaC8pw">infamous video</a> by Serenity Now about the memorial massacre, I started a more systematic search through fan-made WoW videos and found a few other oddballs &#8212; the selection for <em>QQ  More</em> represents some of my finds that could be appreciated by gamer and non-gamer audiences alike. Last year, I compiled a shorter version of the screening for the Australian Machinima Film Festival in Melbourne, and since have added a few finds.</p>
<p><strong>What do you see behind the development of this &#8220;real-world&#8221; genre of machinima? Do you feel like this is a phenomenon  specific to gaming? For example, to my knowledge, this narrative genre doesn&#8217;t exist in home video culture. Why would users gravitate toward this sort of video in the world of gaming?</strong></p>
<p>The emotional attachment that playing MMOs for extensive durations forces a melding of the player with their playe  character that essentially collapses the premise of roleplaying. That is to say, the hardcore players are no longer taking part in an act of &#8220;roleplaying&#8221; but are essentially playing as themselves in an alternate world as the relationships with real other human beings bring out..well..real emotions. In a single player game, say when a player character is disrespected, or in turn revered by an automaton <a href="http://en.wikipedia.org/wiki/Non-player_character">NPC</a> - the emotional weight of the encounter is emotionally inconsequential (unless it  affects game progress in which case we are getting into another issue  altogether..). In an MMO when real humans do the disrespecting &#8212; there are emotional consequences for the players. All of this is old news in multiplayer virtual worlds &#8212; think of the emotional attachment of players in text-based <a href="http://en.wikipedia.org/wiki/MOO">MOOs</a> as narrated by Julian Dibble&#8217;s wonderful book <a href="http://www.amazon.com/My-Tiny-Life-Passion-Virtual/dp/0805036261"><em>My Tiny Life</em></a>.</p>
<p>What I find interesting about the machinima that reflects these more intimate and intense emotions is that they are made public  outside of the game&#8217;s immediate diegesis &#8212; yet thanks to the internet and MMOs operating as a kind of feedback loop, do find their way back into the game world. Especially true in the context of World Of Warcraft which has gone mainstream or &#8220;post-geek&#8221; and represents a new type of fantasy based world in comparison with earlier MMOs such as <em>Ultima Online</em>, <em>Everquest</em>, or <em>Dark Age of Camelot</em> &#8212; which represented cordoned off sub cultural islands with very little dialogue with main stream culture.</p>
<p>Many of these videos represent elements of gamer culture that are still &#8220;officially&#8221; kept out of the game world &#8212; sex, drugs, real violence, death, etc. &#8212; but fan-based machinima, and forums postings become the spaces where these aspects of the gaming culture find an outlet, their expression in-game is repressed by the game companies censorship - they offer a glimpse into the subculture of the subculture.</p>
<p>RE: The idea of &#8220;vanity videos&#8221; or narcissistic self documentation that I mentioned earlier &#8212; I think there do exist analogous  practices outside of gaming, in mainstream culture and in subcultures &#8212; look at surfing and skateboarding videos that show off physical feats, vanity videos  made by soldiers, and the now ubiquitous form of the music video &#8212; the band  recording and then editing itself performing.</p>
<p><strong>Your work similarly channels the slippery divide between fantasy and reality proposed by games like World of Warcraft. (For example, <a href="http://www.eddostern.com/tekken_torture_tournament.html"><em>Tekken Torture Tournament</em></a>, 2001) Can you comment on the connection between the quandaries explored in your own art practice and the &#8220;real-world&#8221; genre of machinima?</strong></p>
<p>I am interested in all aspects of fantasy really, but I am specifically drawn to the moments and contexts where fantasy collapses unto  itself unto &#8220;realism&#8221; in the various senses of that word, whether this uses the  body as a site for this collapse, the sudden shock when humor turns to tragedy, fear, anxiety, or historical specificity.</p>
<p>RE: &#8220;QQ More&#8221; - I like these  particular machinima because they represent this same sort of collapse of a seemingly banal and artificial fantasy world like World of Warcraft into something that, at least for me, succeeds in evoking an emotional response where 99% of fan-made machinima and the &#8220;narrative backstory&#8221; and &#8220;lore&#8221; of MMOs fail. [posted on <a href="http://rhizome.org/editorial/fp/blog.php/609">Rhizome</a>]</p>
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		<title>Live Stage: André Gonçalves&#8217; &#8220;Pong&#8221; [Lisbon]</title>
		<link>http://transition.turbulence.org/blog/2008/03/21/live-stage-andre-goncalves-pong-lisbon/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/21/live-stage-andre-goncalves-pong-lisbon/#comments</comments>
		<pubDate>Fri, 21 Mar 2008 15:19:18 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[DIY]]></category>

		<category><![CDATA[recylce]]></category>

		<category><![CDATA[upgrade!]]></category>

		<category><![CDATA[event]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[installation]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/21/live-stage-andre-goncalves-pong-lisbon/</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/upgrade_lisbon.jpg" alt="upgrade_lisbon.jpg" /><a href="http://www.lisboa20.pt/upgrade"&gt;Upgrade! Lisbon :: <a href="http://www.lisboa20.pt/upgrade/03_08.html"><strong>Pong - the analog arcade machine (prototype #2: championship evening)</strong></a> - by <em>André Gonçalves</em> :: March 28, 2008; 7:00 pm :: <a href="http://www.lisboa20.pt/">Lisboa20 Arte Contemporânea</a>, Rua Tenente Ferreira Durão 18B (Campo de Ourique).</p>
<p>Arcade machine, 2 joysticks, 2 tvs, coin dispenser, 5 diy arduino based network, 26 led score display, 2 motors, 2 fans, 4 optocoupled h-bridges, 2 printer head mechanics, hair dryer, 2 infra-red sensors, 4 switches, 2 potenciometers, button, 220v 5v relay system, 2 fluorescent lamps, 8 power supplies, wood structure, tripod, video camera.</p>
<p><strong>Pong</strong> is an analog recreation of the 70&#8217;s Atari arcade video game, relating the new technologies available for developing artwork and an investigation on physical interaction and natural processes. The recreation of a lengendary game reflecting today&#8217;s new media, post-digital and diy art creation.</p>
<p>Made by Atari and released in 1972 the <strong>Pong</strong> game was the first video game to achieve widespread popularity in both arcade and home console. Since then and more lately history has been giving it full credit for having launched the initial boom in the video game industry. This game can be seen as the first world known digital interactive experience, the artist&#8217;s idea was to re-build it using a different approach and excluding some of the stiff reaction that the programming algorithms had, replacing them for physical ones, more precisely the use of wind to control a light ball, for example, a ping pong ball. For its operation method Andre <em>Gonçalves</em> is using mechanical hardware instead of being solely a digital piece.</p>
<p>In some of his latest projects <em>Gonçalves</em> has been using a policy of recycling old obsolete hardware, using &#8220;dead-media&#8221; as the basic hardware for developing his projects. For <strong>Pong</strong> the most important parts in the operation method are old A3 printers, taking advantage of their mechanical sliding axis system, and replacing the printer head with a 12cm computer fan which is being used as the raquet that pushes the ball forth.The motors and most of the sensors and switches used were also taken from old printers. The arcade machine was bought cheap from an arcade games dealer.</p>
<p><strong>Pong</strong> is a two-piece installation. The main piece is a self-made wooden structure where all the physical action of the game occurs, the game area seen on the arcade main monitor through a video camera. This structure also hosts all of the electronics behind its working method. The other piece is the traditional arcade wooden box with attached analog joysticks, buttons, coin dispenser and 2 tv screens, one showing the graphics and another with the game view. Both pieces are connected through a cable. The two joysticks will be attached for controlling the movement, up and down for the left and right motion of the fans, left and right for the amount of the wind power blown by the fans.</p>
<p>The game starts after inserting one coin and pressing one button, both the score numbers will flash on zero, the ball is released in the game and both joysticks activated to let users play the game, the scoring is increased as the ball falls off one of the ends of the table, replaced on game and carrying on until one player reaches nine points.</p>
<p><strong>Pong</strong> was supported by the Ernesto de Sousa Fellowship.</p>
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		<title>Gameplay: Art, Videogames and Culture</title>
		<link>http://transition.turbulence.org/blog/2008/03/14/gameplay-art-videogames-and-culture/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/14/gameplay-art-videogames-and-culture/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 16:14:43 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[new media]]></category>

		<category><![CDATA[culture]]></category>

		<category><![CDATA[writings]]></category>

		<category><![CDATA[play]]></category>

		<category><![CDATA[history]]></category>

		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/14/gameplay-art-videogames-and-culture/</guid>
		<description><![CDATA[The latest issue of Artnodes Journal, the UOC&#8217;s e-journal on art, science and technology is now online. Gameplay: Art, Videogames and Culture is dedicated to exploring the relationships between art, videogames and culture, focusing on the idea of gameplay as the common thread to the monograph. In the study of play as a cultural phenomenon, [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2008/03/img_inicio.jpg' alt='img_inicio.jpg' />The latest issue of <a href="http://www.uoc.edu/artnodes">Artnodes Journal</a>, the UOC&#8217;s e-journal on art, science and technology is now online. <strong>Gameplay: Art, Videogames and Culture</strong> is dedicated to exploring the relationships between art, videogames and culture, focusing on the idea of gameplay as the common thread to the monograph. In the study of play as a cultural phenomenon, there are a number of important milestones, such as the book <strong>Homo Ludens</strong> written by <em>Johan Huizinga</em> in 1938 or <strong>Man, Play and Games</strong> written in 1958 by <em>Roger Caillois</em>, which established a clear link between play and culture, where games are not merely an element in culture but an element of culture. </p>
<p>One of the authors participating in this monograph is <strong>Pau Waelder</strong>, independent art critic and curator, who looks at <em>Pain Games</em> and describes various works of digital art which use pain as a form of interaction in the context of a two-player game. </p>
<p>Other articles include <strong>Playing Research: Methodological approaches to game analysis</strong>, by <em>Espen Aarseth</em>, Associate Professor at the University of Copenhagen. The author explains how the study of game aesthetics is a very recent practice, spanning less than two decades. Unlike game studies in mathematics or the social sciences, which are much older, games became subject to humanistic study only after computer and video games became popular. </p>
<p><strong>Digital Allegories (on The Sims)</strong>, by <em>McKenzie Wark</em>, Associate Professor of Media and Cultural Studies at the Eugene Lang College and Sociology at the New School for Social Research, talks about how we are all now players. &#8220;<em>You are a gamer whether you like it or not, now that we all live in this gamespace that is everywhere and nowhere. You can go anywhere you want in gamespace but never leave it. No wonder digital games are the emergent cultural form of the times.</em>&#8221; </p>
<p><em>Alexander R. Galloway</em>, author and programmer who gives classes at New York University, has written the article entitled <strong>Gamic Action, Four Moments</strong>. This essay proposes a new hermeneutic for understanding the formal qualities of video games given the action-based nature of the medium and the interplay between diegetic and nondiegetic space. </p>
<p>Finally, <em>Erkki Huhtamo</em>, Associate Professor at UCLA, has written an article entitled <strong>Slots of Fun, Slots of Trouble</strong>. This article is a contribution to the cultural and historical mapping of electronic gaming. Its basic premise is at least seemingly simple: electronic games did not appear out of nowhere; they have a cultural background that needs to be excavated. </p>
<p>As well as the monograph, <strong>Artnodes 7</strong> also includes, in the Miscellany section, an article on graffiti: <strong>The Screen on the Street: Convergence and Agonic Coincidences between Graffiti and New Media Objects</strong>. The author is <em>Noelia Quintero</em>, filmmaker, researcher and professor in the Faculty of Social Communication at the University of Puerto Rico.</p>
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		<title>Live Stage: dead-in-iraq [NYC]</title>
		<link>http://transition.turbulence.org/blog/2008/03/10/live-stage-dead-in-iraq-nyc/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/10/live-stage-dead-in-iraq-nyc/#comments</comments>
		<pubDate>Mon, 10 Mar 2008 20:03:12 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[activist]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[intervention]]></category>

		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/10/live-stage-dead-in-iraq-nyc/</guid>
		<description><![CDATA[Joseph DeLappe performs dead-in-iraq :: March 20, 2008; 7 pm :: Eyebeam, 540 W. 21st St., NYC.
On Thursday, March 20 — the date of the US invasion of Iraq — Joseph DeLappe will enact his ongoing protest and memorial work set within the Department of Defense’s online military recruiting and marketing video game, America’s Army. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/deadiniraq_news.jpg" alt="deadiniraq_news.jpg" /><em><a href="http://www.unr.edu/art/delappe.html">Joseph DeLappe</a></em> performs <a href="http://www.unr.edu/art/DELAPPE/Gaming/Dead_In_Iraq/dead_in_iraq%20JPEGS.html"><strong>dead-in-iraq</strong></a> :: March 20, 2008; 7 pm :: Eyebeam, 540 W. 21st St., NYC.</p>
<p>On Thursday, March 20 — the date of the US invasion of Iraq — Joseph DeLappe will enact his ongoing protest and memorial work set within the Department of Defense’s online military recruiting and marketing video game, America’s Army. Using the login name “dead-in-Iraq”, DeLappe enters the multiplayer game as a player and, forgoing fighting, uses the game’s features to memorialize US military members killed in Iraq.<em> &#8220;As of 1/17/08, I have input 3745 names. I intend to keep doing so until the end of this war. As of 1/17/08 there have been 3929 American service persons killed in Iraq.&#8221;</em></p>
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