electronic art

By Milosz Waskiewicz, 25 May, 2021
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Abstract (in English)

Toward the end of 2020, one of the most culturally impactful web games of all time shut down—at least, the original, Flash-based version did. FarmVille, by social game studio Zynga, was not outstanding for its gameplay mechanics nor for its imaginative qualities. In fact, social games like Farmville are defined by game designer and scholar Ian Bogost as “games you don’t have to play.” Rather, FarmVille was special because it tapped into 2009-era Facebook’s lax user-generated notification system, and its developers succeeded in creating a user-operated spam cannon disguised as a game. What made FarmVille a cultural phenomenon is best represented by the metanarrative about how it manufactured and sold compulsive behavior to a new audience. By targeting ludic luddites with its folksy facade and “freemium” business model, FarmVille ushered in a new era of games that encouraged users to exchange money for in-game effects. Farmville is just one example of plethora experiences made possible by digital platforms that everyday people inhabit—and increasingly rely on for work and social connection during the ongoing COVID-19 pandemic—that demand constant attention. While it may not be a matter of your digital crops dying or your digital cows going unmilked, the gamification of real life has other, more tangible consequences. With questions circulating for years now on the extent of digital surveillance and abusive, intrusive advertisements disguised as entertainment, contemporary artforms must engage. To what degree can electronic literature exist in the same spaces (platforms) as applications that profit from artificial as well as human limits? And if new social platforms are needed to improve access to electronic literature, to what extent can they or should they resemble the status quo? Germane to this line of questioning is the advancements in computing power that have made imagining virtually limitless, uncompletable digital experiences possible. When a work is untethered from meaningful material limitations, new possibilities arise and—as is the case with impositions on an audience like FarmVillian microtransactions that reveal a naked pecuniary interest—certain possibilities are foreclosed upon; in other words, what form does a genre take when it can be “bottomless”? Asynchronicity is another element that must be better grappled with as individuals and institutions become more adapted to remote work and play. In what ways future platforms can address the breakneck kairos of art, either by accommodating or deviating from recent mass cultural reprogramming and the by-now prosaic ever-splintering, ever-accelerating pace of media consumption will be explored.

By Elisabeth Nesheim, 7 March, 2013
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Year
ISBN
978-0714847825
Pages
304
License
All Rights reserved
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Abstract (in English)

Art and Electronic Media is part of the Themes and Movements series published by Phaidon Press. This book demonstrates the formidable history of artistic uses of electronic media, a history that parallels the growing pervasiveness of technology in all facets of life. Over 200 artists and institutions from more than 30 countries are represented. The centrality of artists as theorists and critics is reflected in the focus on artists’ writings. The goal is to enable the rich genealogy of art and electronic media to be understood and seen – literally and figuratively – as central to the histories of art and visual culture.

Like other volumes in the Themes and Movements series, the book is divided into three main sections: Survey, Works, and Documents. The richly illustrated Survey provides an overview of the field beginning in the early 20th century and focusing on the period from the 1950s to the present. The Works section includes nearly 200 additional color plates with extensive, descriptive captions. The Documents section consists of theoretical writings, primarily by artists, that played an important role in defining various electronic art practices.The book investigates the field of electronic adn digital art through the following themes:

Motion, Duration, IlluminationCoded Form and Electronic ProductionCharged EnvironmentsNetworks, Surveillance, Culture JammingBodies, Surrogates, Emergent SystemsSimulations and SimulacraExhibitions, Institutions, Communities, Collaborations

(Source: Publication website)

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Santander Cultural
Rua Sete de Setembro, 1028 - Centro Histórico
Porto Alegre-RS
Brazil

Short description

The second edition of FILE POA - Electronic Language International Festival happens this year from January 26 to February 27, at Santander Cultural, in the historical center of Porto Alegre. FILE POA 2011 shows works that were awarded by FILE PRIX LUX, the international award dedicated to professionals in the area of electronic and digital languages, launched by the festival in 2010, imersive and interactive Installations, Games, Machinimas and Animations.

(Source: website)

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Email
fileinfo@file.org.br
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Oi Futuro Flamengo
Rua Dois de Dezembro, 63, Flamengo
Rio de Janeiro-RJ
Brazil

Short description

FILE RIO 2012 presents from April 10th to May 13th unpublished projects in different areas of electronic arts: installations, applications for tablets, machinimas, media art and sound art.
FILE - Electronic Language International Festival - is a Brazilian initiative connected to the network of major worldwide productions of the genre.

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Galeria de Arte do SESI-SP, localizada no Centro Cultural FIESP - Ruth Cardoso
Avenida Paulista 1313
São Paulo-SP
Brazil

Short description

The thirteenth edition of the FILE - Electronic Language International Festival was held from July 17 to August 19 in the Art Gallery of SESI-SP, located in the Centro Cultural FIESP - Ruth Cardoso, on Paulista Avenue, 1313, in São Paulo. FILE SP 2012 encompasses a series of festivais such as the FILE Installation, Tablet, Games, Hypersonica, Machinima, Media Art and Anima+..

(Source: website)

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By Luciana Gattass, 10 October, 2012
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Year
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ISBN
978-85-85653-97-2
Pages
384
License
CC Attribution Non-Commercial Share Alike
Record Status
Abstract (in original language)

Artemídia e Cultura Digital, de Artur Matuck e Jorge Luiz Antonio inaugura a coleção homônima que a Musa Editora lança ao mesmo tempo que o livro, divisão da Biblioteca Aula (abriga as diversas coleções da Musa), “Artemídia e Cultura Digital”, dirigida por Artur Matuck e amparada por um Conselho Editorial de notáveis que nos desvendará o novo de toda parte pela sugestão de autores e obras que darão continuidades às publicações. O livro reúne os textos produzidos no simpósio Acta Media III – Simpósio Internacional de Artemídia e Cultura Digital, que ocorreu não apenas no espaço físico e no tempo restrito das palestras e subsequentes debates, mas também nos domínios virtuais e nos tempos diferenciados de interlocução do ciberespaço. As palestras foram ministradas no auditório do MAC-USP, de setembro a dezembro de 2004, mas o processo virtual estendeu-se até março de 2005. A organização em livro, já prevista, ocorreu posteriormente e sua edição incorporou novos atores, com relevância no trabalho de design, tomando a cara gráfica do livro que ora lançamos.

Pull Quotes

Na época atual, as várias possibilidades de interação entre os diversos campos artísticos, diferentes áreas do conhecimento e novas tecnologias provocam a mudança de paradigmas frente ao objeto estético, que passa a incorporar elementos tecnológicos, políticos e sociais – não se encaixando no que tradicionalmente seria chamado de obra de arte. A criação extrapola as fronteiras preestabelecidas, invadindo outras áreas da produção intelectual e gerando novos objetos artísticos na forma de instalações cíbridas; arte telemática; videogames; experimentos hipermídia; comunidades e ambientes virtuais; processos e eventos que alternam e sobrepõem o físico e o ecrânico. Ao inaugurar uma nova relação entre os artefatos comunicacionais, científicos e tecnológicos, essas criações incitam a investigação sobre as linguagens que estão sendo gestadas por meio de suportes híbridos, além de fomentar o debate a respeito dos desafios e das implicações das novas tecnologias para a sociedade contemporânea. Essas questões estão colocadas não só para o artista e o pesquisador, mas também e notadamente para a Universidade, enquanto espaço de consolidação de novos conceitos capazes de responder às problemáticas emergentes. A proposta de ACTA MEDIA (Simpósio Internacional de Artemídia e Cultura Digital), coordenado pelo professor doutor Artur Matuck desde 2002 é reunir produções acadêmico-artístico-culturais que trabalham com a convergência de linguagens, mídias e tecnologias, a fim de instigar comunidades de pensamento e reflexão sobre a cultura digital. O Simpósio procura implantar, a cada edição, um processo dialógico de construção colaborativa do conhecimento, no qual mediadores, debatedores, tecnólogos, pesquisadores, criadores e público interagem por meio de uma metodologia que privilegia o fluxo de informações dentro de um conceito de autoria compartilhada. O livro Artemídia e Cultura Digital apresenta os conteúdos veiculados no ACT A MEDIA III , realizado pelo Programa de Pós-Graduação Interunidades em Estética e História da Arte em colaboração com o Museu de Arte Contemporânea da Universidade de São Paulo, de setembro a novembro de 2004. O último capítulo, a-intertextualidade, inclui o registro de um processo alternativo de criação textual no qual exercícios experimentais de elaboração intertextual foram realizados pelos alunos que participaram e interagiram nos ambientes presenciais e virtuais do simpósio.

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Dortmund, Essen, Duisburg
Germany

Short description

ISEA2010 RUHR, the 16th International Symposium on Electronic Art, took place from 20–29 August 2010 in the cities of Dortmund, Essen and Duisburg. ISEA is one of the most important international festivals for digital and electronic art and was hosted in Germany for the first time, as part of the programme of RUHR.2010, European Capital of Culture. More than eight hundred artists and scientists from over fifty countries came together to present the latest developments in contemporary art and digital culture at the ISEA2010 RUHR exhibitions, lectures, concerts and workshops. Thousands of visitors from the Ruhr region and beyond took part in the numerous events. (Source: ISEA2010 website)

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