jonCates
Monday, January 25, 2010
  Art Game Studies resource
i am releasing a new + open collaborative/community-based resource on/for Art Game Studies here:

http://bit.ly/5GdzNL

this list is primarily drawn from classes that i teach at the School of the Art Institute of Chicago where i have developed the New Media curriculum in the department of Film, Video & New Media. the list includes works that i + others have taught, played, researched, written on, developed, screened + exhibited as well those that have been developed by my students, colleagues, peers, fellow artists + myself. as such, this resource is subjectively crafted from my own experiences but hopefully objectively useful as a contribution to the field of Art Game Studies + Media Art Histories.

the resource will be used in my upcoming course Art Game Studies, a new Media Art Histories course being offered by the Art History, Theory & Criticism department + Film, Video & New Media. this course is both an overview of Art Games as well as introduction to the theories + discourses of Game Studies. the research for this resource also comes from + contributes to my ongoing work in this field, such as my essay, Running and Gunning in the Gallery: Art Mods, Art Institutions and the Artists that Destroy Them, which will appear in From Diversion to Subversion: Games, Play, and Twentieth-Century Art, edited by David Getsy, to be published by Penn State Press.

i am offering this resource freely + openly to anyOne who wants to contribute to or comment on these histories. i will be revising the version that i use in my classes based on your contributions + comments. i hope that artists, academics, researchers + theorists of Art Mods, Art Games, Artware + New Media Art (1) in general find this resource engaging + useful as an open + collaborative/community-based resource that we can develop together, to help document these emerging theorypractices. (2)

jonCates
CHICAGO.US
2010.01.20

1. a note on taxonomies + my approach: in my thinking/feeling on the subject, Art Games are a subset of Artware (or Software Art) which itself is a subset of New Media Art. i will use the term New Media Art, as it is used in the field by authors such Michael Rush in his New Media in Late 20th-Century Art from 1999 or Mark Tribe + Reena Jana in their collaborative book simply entitled New Media Art. i am also using the phrase "New Media Art" as we use it in the Film, Video & New Media Department. When we use the phrase New Media we refer to time, screen + code based Digital Art that is connected to the histories + theorypractices of Media Art, i.e. Film Art + Video Art. we are primarily concerned with experimental Media Art + we see New Media Art in relation to all other forms of experimental Media Art such as Film, Video, Animation, Installation, Art Games, Machinima, Realtime Audio Video, Web Art, Software Art + Free & Open Source Software. i also take this perspective from two of my own professors, Lev Manovich + Sean Cubitt. For Cubitt + Manovich Video Art and New Media Art are (respectively) both hybrid categories of creative cultural work, meshworks of interconnections that are socially situated technological forms. i am similarly motivated to understand Art Games in this manner.

2. a note on the contents of the Art Game Studies resource: this resource is not intended to be comprehensive but rather as i described above, collaborative + open. not all works in this list can be included in any given syllabus, courseware, research project, published essay, book, etc. still, i believe it is very important to openly compile + discuss such lists in order to respect + encourage multiple parallel Media Art Histories to develop. in this initial version i have not included many commercial mainstream or mass market gaming products or services in terms of chronologies of hardware (i.e. particular consoles) or software (i.e. specific games). in the cases where i have included these they are primarily in place to document the development of a genre (such as the First Person Shooter) or a crossovers between markets (such as in the case of Electro Plankton by Toshio Iwaii).

COPY-IT-RIGHT 2010

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Thursday, January 21, 2010
  Art Games: Mods - Chris Reilly (2010)


Art Games: Mods
Chris Reilly
Spring 2010
FVNM 4270 001
Monday and Wednesday 6 PM - 9 PM
Film, Video & New Media department
The School of the Art Institute of Chicago

Art Games: Mods, Video Game Modification, explores the popular use of Video Game engines as environments for the production of New Media Art. Modifying games by building and changing in-game elements, environments and characters presents artists with the ability to create Art Games, Media Art works, performance tools and spaces, non-narrative storytelling techniques and render experimental architectures in 3D. Students will create and design new maps, levels and characters using current Video Games and their authoring/editing tools, and have opportunities to explore their created worlds through real-time performances, documentation and play.

CONTACT: creilly AT saic DOT edu
http://www.chris-reilly.org

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Tuesday, March 10, 2009
  ARTFORUM goes CRITICALARTWARE
ARTFORUM March 2009

It seems ARTFORUM has gone all CRITICALARTWARE with the current March 2009 edition.

This edition carries the two covers above and leads with the feature: "IN CONVERSATION: DARA BIRNBAUM AND CORY ARCANGEL" which is an interview/discussion between (Video) artist Dara Birnbaum and (New Media) artist Cory Arcangel. The cover images ARTFORUM chose are from Dara Birnbaum's 1978/1979 video "Technology Transformation: Wonder Woman" and Cory Arcangel's "Super Mario Clouds" project from 2002.

The pairing of Birnbaum and Arcangel creates a dynamic resonance for considering certain Media Art Historical connections, tensions and/or dislocations between the histories of experimental Media Art through Video Art and New Media Art. Birnbaum's Wonder Woman is well known and historically recognized Video Art, i.e. as included on the Video Data Bank's seminal anthology "Surveying the First Decade: Video Art and Alternative Media in the U.S." Similarly, Arcangel's Super Mario Clouds has been quickly cannonized into recent New Media Art Histories as an emblematic work, i.e. in Mark Tribe and Reena Jana's "Art in the Age of Digital Distribution".

criticalartware 2002 - 2006

By performing this pairing, ARTFORUM is repeating and reiterating a position of the criticalartware collaborative. From 2002 until 2006, the criticalartware group developed discursive projects that drew parallels and paths between the early Video Art of the 1970's and New Media Art Histories of the early 2000's, particularly in the field of Artware (also known as Software Art). In order to do this, we created various artware applications, conducted interviews with key participants from those eras (such as Kate Horsfield, low-fi, Sherry Miller Hocking, Peter Luining, Dan Sandin, Josh Goldberg, Jane Veeder, Josh Kit Clayton, Tom Betts, Golan Levin, Olga Goriunova, Alexei Shulgin, matthew fuller, Rene Beekman, Joe Gilmore, Simon Yuill, Sergey Teterin, LoVid, JODI and others) and both literally and figuratively put these people in conversation through various events and networks.

It's refreshingly intriguing to read Birnbaum and Arcangel "in conversation" and perhaps encouraging to see Artforum taking up a position that criticalartware put forward when such positions were not as always already/often recognized in (to quote Birnbaum) "the frameworks of institutional art spaces" or even New Media Art discourses...

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Thursday, January 01, 2009
  "i know, LOL" - Jake Elliott + Nicholas O'Brien (2008)
yesterdaze Jake Elliott + Nicholas O'Brien created a short-lived Twitter Art project/account which has now "been suspended due to strange activity". i immediately Tweeted about it calling it Twitter Art, LOL.ART or webArt but Twitter calls it "spammy behavior."

Following the now suspended accout takes you to a standard explaination of why the account may be suspended. The reasons incl "If you are sending large numbers of @reply messages that are not genuine replies, you may be considered spam."

Their project, called "i know, LOL" was an account by the same name which was based on the Twitter API + listened for ppl saying "LOL" + then automatically replied to those Twitter users, saying "i know, LOL!"

what interests me here is that these (automated) replies were "
not genuine" from the perspective of Twitter + that this form of Twitter Art, LOL.ART, webArt, New Media Art, etc... can so easily be understood/interpreted as "spammy behavior."

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Wednesday, November 12, 2008
  my New Media 01 next semester

i am teaching New Media 01 next semester (SPRING 2009). New Media 01 introduces the skills and ideas needed for New Media Art making in the Film, Video & New Media department @ The School of the Art Institute of Chicago. Students create, transcode and remix New Media Art. New Media 01 is the prerequisite for all classes in the New Media Path of the department.

Topics and skills covered incl:

* data-bending
* Art Games
* Machinima
* realtime audio-video
* software-as-art/art-as-software
* Hacker/Cracker Art
* Free & Open Source Software Culture
* blogs, vlogs + RSS feeds as Art


courses that follow New Media 01 in the New Media path of FVNM incl:

dotVideo (FVNM 3810)
Realtime (FVNM 3812)
Lost Signals: The Glitch (FVNM 4013)
Radical Software Critical Artware (FVNM 4830)
IF (FVNM 4860)
Machinima (FVNM 4866)
playFull, playMe (FVNM 4865)
OnEvent (FVNM 4867)
0850LEET (FVNM 4225)

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  my Graduate Seminar next semester
next semester (SPRING 2009) i am teaching a Graduate Seminar on the topic of experimental Media Art Histories as filtered through Chronophobia (both the book Chronophobia: On Time in the Art of the 1960's by Pamela M. Lee + the condition which is the fear of the duration or immensity of time). in particular we will compare these issues with their manifestations in New Media Art, particularly Art Games. to do this we will read from Game Studies + Game Theory the ways in which time plays out in games. time in games is often measured against the threat of one's own "imminent symbolic death" in the game. this will be the conceptual framework for our readings, screenings + discussions.

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Tuesday, October 28, 2008
  we scream for full screen - Valerie Brewer and Alex Inglizian (2008)


we scream for full screen - Valerie Brewer and Alex Inglizian (2008)
http://creepysleepovers.wordpress.com/

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Friday, July 25, 2008
  Second Life Sky Studies
yesterday i started a new project, Second Life Sky Studies. this is a web-based video/new media art project that looks @ the skyscapes of Second Life. this project is also part of my ongoing development of metamachinima, machinima about machinima. Second Life Sky Studies will also autobiographically accompany my new Second Life, w/my new account "Theoretical Magic" which i will occasionally be posting about here.

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(Film, Video and New Media department at The School of The Art Institute of Chicago; New Media Art Histories; Art Games + Independent Gaming Cultures; Open Source, Artware + early Video Art; Computer Witchcraft + Majikal Media Art)

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