This book reflects cross-disciplinary work of researchers and artists from very diverse backgrounds, a field whose productions blur the boundaries between arts and customs that are beyond the conventional paradigms of analysis and criticism.Although shaped by computer programs, "e-forms" are actualized with words, images and sounds. At the border between art objects posted on the Web and communication objects designed for it, they reappropriate traditional forms, incorporate them into their own medium and exist between programming and interactive practices.Whether one considers these forms playful, light weight and inconsequential, and operating under false pretenses, or rejoices in their sense of parody or poetic genius, it is important to recognize that these e-forms part of a cultural landscape that is still unclear and that the texts gathered here have merit to explore and begin to clarify.The book is divided into two sections:1) The Game, as Space of Resistance2) Where Art Comes into Play
French
Présentation de l'éditeur :
Cet ouvrage est l'occasion d'une réflexion croisée de chercheurs et d'artistes de provenances très diversifiées, sur un domaine dont les productions brouillent les frontières entre les arts et les usages et échappent aux paradigmes conventionnels de l'analyse et de la critique.
En effet, pétries de nombres et modelées par les programmes informatiques, les " e-formes " s'actualisent néanmoins par des mots, des images et des sons. Ainsi, le plus souvent à la frontière entre les objets artistiques mis en ligne sur le Web et les objets de communication conçus pour lui, elles se réapproprient les formes traditionnelles, les incorporent dans leur propre médium et composent entre programmations et pratiques interactives.
Que l'on s'inquiète de leur fondement ludique, de leur légèreté inconséquente, de leurs faux-semblants, ou que l'on se réjouisse de leur sens parodique ou de leur génie poétique, il importe d'admettre que ces e-formes participent d'un paysage culturel encore flou que les textes ici réunis ont le mérite d'explorer et de commencer à clarifier.
Sommaire:
- LE JEU, COMME ESPACE DE RESISTANCE
- Le jeu, comme espace de résistance
- L'art du game design : caractéristiques de l'expression vidéoludique
- Du jeu vidéo à l'écriture hybride du réel
- LORSQUE L'ART ENTRE EN JEU
- Lorsque l'art entre en jeu : approches croisées
- Ce qui nous reste
- Musiques électroniques : vers de nouveaux modes de jeu
Sooth is a set of love poems interactively triggered phrase-by-phrase to fly in flocks over original video. Sounds associated with each phrase are mapped to audio which pans and volume shifts in space as the phrase flies. Easing equations are randomly shuffled to create a sense of behavior to each phrase. Text-code-video-audio all original and released under a Creative Commons 2.5 License. It was created while I was artist-in-residence at La Chambre Blanche web-lab in Quebec city. Bilingual: French-English in same interface.
(Source: Author's description from the Electronic Literature Collection, Volume Two)


Flash
"In Natalie Bookchin's piece, The Intruder, we are presented with a sequence of ten videogames, most of which are adapted from classics such as Pong and Space Invaders. We interact via moving or clicking the mouse, and by making whateve we make of/with/from the story. Meaning is always constructed, never on a plate. The interaction is less focused on videogame play than it is on advancing the narrative of the story we hear throughout the presentation of the ten games. The story is the Jorge Louis Borges piece The Intruder with a few changes. The female in the story is "the intruder" She is as a possession of the two closely bonded miscreant brothers enmeshed in a hopeless triangle of psycho-sexual possession with homoerotic undertones. Finally one of them kills her to end the tension between the two men. Game over. Story over.
Bookchin presents an awareness of being an intruder, herself, in the (previously?) male-dominated world of videogame creation and enjoyment. The videogame paradigms are subverted, mocked, and implicitly criticized for their shallow competitive and violent nature not unrelated to the nature of the violence of the males.
Although moving and clicking the mouse is associated with advancing the videogames, the videogames are subordinated to the story; the videogames are used as and within literary devices. The videogames are literary devices in that they are programmed machines functioning less to advance gameplay as triggers for the advancement of the audio of the story. The videogames are also functioning within other comparative/metaphoric literary devices. We compare the worlds of the games with the worlds of the story. We compare ourselves in the world of the games with ourselves in the world of the story, i.e., we compare the goals of the games with our goals in reading/listening to and understanding the stories. We cannot enjoy the games in the way that videogames are meant to be enjoyed [....]The artist mops the floor with the videogames. Art 10. Videogames 0. Women cheer this artwork like few other Net-based works. It is deservedly famous both as statement and for its formal literary innovation."
Author's page: http://bookchin.net/projects/intruder.html

Shockwave