[-empyre-] TEZ, the Temporary Entertainment Zones verisimilitudes
Julian Oliver
julian at selectparks.net
Wed Mar 19 02:43:46 EST 2008
..on or around Wed, Mar 19, 2008 at 01:43:12AM +1100, Christian McCrea said:
> For discussion: Just to intersect the art and archive issues a bit
> more, its worth asking why game art pokes outward so much at tactile
> media. Why is projection important to some artist for some works and
> not others. Are the questions of site-specificity, of the space and
> what it does - are those questions any different when a game is
> involved? What affordances are given?
my take is that this is the symptom of a self-consciousness about
presenting strictly screen-based work, an attempt to push what is
otherwise considered ephemeral toward status as an artefact.
such work photographs better and looks in-the-world in a way people are
used to expecting from fine art, running away from the dry mechanical
necessity of it's (often branded) third-party supporting hardware
(whether that be an HP monitor, a keyboard or gamepad).
my own cringe is related to this last issue of inadvertently present
third-party technology. my current tactile interface project 'levelHead'
(vid here <http://www.youtube.com/watch?v=5ks1u0A8xdU>) is perhaps the
first videogame i'll be exhibiting without a gamepad or keyboard in
sight. i can't describe the scale of the relief ;)
cheers,
--
julian oliver
http://julianoliver.com
http://selectparks.net
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