game poem

Description (in English)

In every step of this interactive game-poem find the point-and-click trigger, to make the dialogue evolve. The game consists of approximately forty screens/events, which you may read or explore until you get to the end. Some times you may be asked to write down an intimate thought. All answers typed and submitted by players are collected to create a collective think-tank of the overall game experience.

The proposed work is an ode to the struggles of human communication. It reflects on the hardships of unfortunate dialogues, the splendor of reaching to the other side, the rise and fall of human connectedness, the agonies of stray meanings and words. Expressed through the poetics of weather phenomena, this conceptually driven interactive work represents the mental landscape between two lovers, a parallel metaphor for the contemporary digitally mediated condition. Early cyberspatial theories referred to an erotic ontology of digital experience. Michael Heim described the platonic dimensions of an augmented Eros. Roland Barthes on the other hand described language as the skin with which we struggle to touch the 'other'. In this game-poem, senses, meanings and ideas appear to be all permeated by the ‘spell’ of technology, a rhetorical as well as an erotic act of mediation through different worlds. The reader/player is asked to become part of the dipole, to meander through poetic texts and tormented emotions, at times linear, other times bifurcating, while exploring a dialogue ‘atmosphere’ inspired by visual poetry. Endeavoring to reach the 'other side' through the use of spoken language, this piece of work is an affective journey to the tempests of a fallen dialogue.

Screen shots
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Illustration from the poem with text from it
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An example of text featured in the poem, repeating "sea of words" over and over
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The illustration from the first image without text
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An illustration of the piece and its topic, "(dis)connected"
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Remote video URL
By Eric Dean Rasmussen, 21 June, 2012
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Abstract (in English)

“Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
essential differences between videogames and other forms of expressive culture, such as
literature, photography, and cinema. But what about videogames in which action looks like
inaction? What about videogames in which action means sitting still? What about a videogame
that purports to be less a game and more a meditation—a work of literature? In this paper
I explore a prominent yet remarkably understudied example of a slow game—a game that
questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, an
accumulation of meaningful history that stands apart from the more fleeting moments of time
in the modern age (Erlebnis) that parade themselves as experience.

An essential element of A Slow Year that facilitates its reimagining of experience is its form,
which Bogost likens to a game poem. This is a curious phrase, a compound noun with each
word carrying equal weight, not at all like the more common phrase “poetic
game,” in which the adjective serves in the name of the noun. These are not poetic games or
game-like poems. They are poems, and they are games, both at the same time. Bogost uses
the phrase to evoke a number of poetic and textual associations, but certainly one of the most
important of these is the notion that formal constraints delimit and paradoxically give way to
poetic creativity. Rhyme. Meter. Line counts. We are familiar with these formal elements, which
derive primarily from oral culture, when encountering poetry. A Slow Year asks us to consider
what new constraints arise when poetry escapes from words and rhetoric and settles into
images and processes. Bogost’s four game poems are a product of—and more meaningfully a reflection upon—constraints. The constraints inherent in the Atari VCS platform. The
constraints of games. The constraints of poetry. I argue that Bogost combines these constraints
and the triply minimalist result manages to align sound, image, and action into a coherent
whole that is playable and even winnable—yet resonates with stillness, inactivity, and
deliberation.

(Source: Author's abstract, 2012 ELO Conference site)

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By Patricia Tomaszek, 19 May, 2011
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Abstract (in English)

This paper comments on a number of videos the presenter has shown at the e-poetry festival 2011. Bootz presents the concepts of noematic and ergodic reading, as well as the idea of "ergodic capture."

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