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  1. Deep Surface

    Deep Surface is the monstrous progeny of a strange romance between a reading machine and a free-diving simulator. Literature at crush depth. Hypertext gets wet. Generically, it is yet another instrument: one of those things you can play (or play with), without playing a game. There are rules here, and procedures, and (as in Real Life) a more or less invisible scoring system; so astute players may be able to invent clever and even elegant strategies. But if you're not feeling astute, you can plunge in and have a dip, immersing yourself in what signs and symptoms may present themselves as you pass by, dreaming perhaps of meaning... till robot voices wake you, and you drown.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 20.02.2011 - 14:26

  2. Game, game, game, and again game

    Game, game, game and again game is a digital poem, retro-game, an anti-design statement and a personal exploration of the artist's changing worldview lens. Much of the western world's cultural surroundings, belief systems, and design-scapes, create the built illusion of clean lines and definitive choice, cold narrow pathways of five colors, three body sizes and encapsulated philosophy. Within net/new media art the techno-filter extends these straight lines into exacting geometries and smooth bit rates, the personal as WYSIWYG buttons. This game/artwork, while forever attached to these belief/design systems, attempts to re-introduce the hand-drawn, the messy and illogical, the human and personal creation into the digital, via a retro-game style interface, Hovering above and attached to the poorly drawn aesthetic is a personal examination of how we/I continually switch and un-switch our dominate belief systems. Moving from levels themed for faith or real estate, for chemistry or capitalism, the user triggers corrected poetry, jittering creatures and death and deathless noises.

    Scott Rettberg - 15.04.2011 - 14:43

  3. Radio Salience

    "Radio Salience" is an image-text-sound instrument with certain game-like features.  The player (user? listener? reader?) watches an array of four image panels, showing component slices from various larger images.  When any two slices match, slot-machine style, a click will initiate a poetastic moment.  There is no score, so no way to win, lose, or escape.  Radio is all.

    --

    "I have known that which the Greeks do not know -- uncertainty" (Borges).

    Just another entry in the Babylon Lottery, this project explores indeterminacy, accident, and resonance, taking as its muse the breathless voice of the airwaves, or radio.   What did those Greeks know, anyway?

    Some may ask, are we yet reading?  Well, somebody had to, but in most cases they weren't human. No sirens were harmed, and no one is like to drown.  Also, this is once again not a game. Though what you will see is certainly playable, there is no real contest, no score, no leveling.  Let's play Twister, let's play Risk.

    --

    Stuart Moulthrop - 20.06.2012 - 19:10

  4. Blind Side of a Secret

    “Blind Side of a Secret” consists of three audiovisual variations, created individually by Mühlenbruch, Sodeoka, and Nakamura, on words written by Thom Swiss. The work could be considered remix culture in action, overlaying and cutting up an underlying tale—which is never given entirely as a whole, though many sections are held in common—about the unspoken parts of relationships, of coming and going. In all three pieces, alternating third-person voice-over narration by a man and a woman forms the bulk of the audio portion, and it includes parts in English, French, and Dutch.

    Scott Rettberg - 18.10.2012 - 12:37

  5. Skindoscope

    Web-art work that focus on the poetics of alterity – the game of identity and alterity. Based on interactors’ data (skin color, name, city, country, gender, height and weight) the work creates different visual kaleidoscopes intending to cause reflection about people’s differences and similarities.

    (Source: Artist's site)

    The artist also produced a version of the work for Second Life, where the kaleidoscope is formed by the leaves of a tree. Each avatar who interacts creates a leaf with his/her skin color and each 10 leaves created causes the tree to produce a coin of L$ 1,00, which can be taken by any avatar who touches it.

    Scott Rettberg - 10.01.2013 - 00:14

  6. I-Text

    I –TEXT (2007) Sergej Timofeev and Edmund Jasons combines elements of game as well as structural elements of text analysis . The game envisions interactive reading of poetry done with an air of playfulness, nostalgia and irony. Nostalgic component lies in immitation of the computer games of the 90’s, ironic for it contains a mix of prose, drama and poetry from all over the world starting from Hamlet to Alice in Wonderland, Broken Pines by Painis as if to aspire to create a text with seemingly universal appeal (Teksts=Attels Catalogue (KIM, Riga, Latvia (2012)

    Natalia Fedorova - 04.09.2013 - 22:24