1,785 research outputs found

    Videogame art: remixing, reworking and other interventions

    Get PDF
    This chapter explores some of the areas of intersection between videogames and both digital and non-digital art practice. By looking at examples of art practice drawn from videogames, it outlines some of the categories and so provides an overview of this area, placing it within the wider context of contemporary and historical art practice. The chapter explores the tendency for mucyh of this work to have elements of subversion or "détournement" whilst also identifying areas of tension in the appropriation of videogames as material for art practice

    The American Guide Game

    Get PDF
    THE AMERICAN GUIDE GAME, a web based, role playing game for youth ages 14-16, is a keystone of "Soul of a People, Soul of a Place," using games, social media and HTML5 enhanced video for players to A. understand first-hand the experiences and challenges of writers and editors as they collected the stories of people and places for the Federal Writers' Project, part of Roosevelt's 1930s New Deal initiatives, and B. share knowledge and skills gained in a historical, scaffolding game by documenting in game assignments and completing similar assignments in their own communities. We seek 50,000 dollars in Level II Start Up funding to move this unique game from advanced concept to completed prototype, ready to test pilot and disseminate

    From 'digital' to 'smart': upgrading the city

    Get PDF
    In this paper we seek to reflect on the way in which 'digital cities' later re-emerge as 'smart cities' (both in terms of the approaches and also the actual cities) and what lessons can be learned about the role of ICTs in how they shape urban space. We will focus on looking at how the lack of understanding of the city as a 'place' is often a common factor in the lack of longevity in 'digital city' initiatives and discuss the corresponding implications for the emergence of 'smart cities'. We draw on a study of the city of Bristol, UK in order to look at the variety of initiatives that took Bristol from a 1990's digital city to the current 'smart' projects. We conclude by reflecting on what can be learnt from the lessons of the failed Digital City projects of 1990's and discuss the role that placemaking could play in the development of socially and spatially sustainable smart cities
    corecore