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  1. Artists, Personas, Mediums, Instruments: Envisioning the Visionary

    In his artist essay "Steps Into Performance (And Out)," Vito Acconci writes: "...if I specialize in a medium, then I would be fixing a ground for myself, a ground I would have to be digging myself out of, constantly, as one medium was substituted for another - so, then instead of turning toward 'ground' I would shift my attention and turn to 'instrument,' I would focus on myself as the instrument that acted on whatever ground was available." 

    Is it true that the artist is the visionary medium or instrument best positioned to transform the cultural landscape and that the tools we use, the theories that justify it all, and the outcomes that all too often play into the preconceived agendas and methods of the academic research community as well as the corporate R&D divisions should have very little to do with the way an artist or collaborative network of artists bring their creative compositions into society? 

    Scott Rettberg - 09.01.2013 - 10:43

  2. Gaming: Essays on Algorithmic Culture

    Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework.

    Hannah Ackermans - 18.03.2016 - 15:49