Radical gaming
immersion, simulation, subversion
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Author
Contributions
- Haus für elektronische Künste (Basel, Switzerland) - Contributor
Publication
2021 - Christoph Merian Verlag, Basel, Switzerland
Language
English
Word Count
48,000 words, Guess
Page Count
192 pages
Identifiers
- ISBN-10385616958X
- ISBN-139783856169589
- OCLC Control Number1268463243
- Open LibraryOL43868702M
Classifications
- LCCN8217.G34 R33 2021
Description
This publication presents artists who engage with the structure, technologies and aesthetic of a meantime global video-game industry. The young artists use the latest technologies for games production so as to create virtual and augmented reality experiences, immersive surroundings, interactive stories and multimedia installations. While appropriating these media for their own artistic practice, they create alternative perspectives on identity construction, gender issues and social change. By radically spurning the commercial and leisure-oriented logic of video games, they succeed in making uncompromising, progressive works that encourage users to think.00Exhibition: HeK (Haus der elektronischen Künste Basel), Switzerland (01.09 - 14.11.2021).
Subjects
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