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  1. i made this, you play this. we are enemies

    “i made this. you play this. we are enemies.” is an art game, interactive digital poem which uses game levels built on screen shots from influential community based websites/portals. The game interface drives the poetic texts, the colliding and intersecting images, sounds, words, movements, a forever changing, reader built poetic wonderland. And using messy hand drawn elements, strange texts, sounds and multimedia layering, the artwork lets users play in the worlds hovering over and beneath what we browse, to exist outside/over their controlling constraints. Your arrow keys and space bar will guide you, with the occasional mouse click begging for attention. Each day the internet is humming with a million small interventions. From the humoresque mocking of community content sites like Fark, to the net gate keepers Yahoo and Google, partisan political portals like Huffington Post or the open source/file sharing ‘priates’ of Mininova, the web is an easy tool/weapon for meddling/influencing and sharing/forcing/alluring your opinion on whomever clicks.

    Patricia Tomaszek - 12.05.2011 - 19:07

  2. This Is Not A Poem

    This work takes the poem "Trees" by Joyce Kilmer and, transcribing it onto a "scratchable" disk, makes it into a toy, a game, and a language engine.

    (Source: Author's description)

    Scott Rettberg - 20.05.2011 - 12:35

  3. Playable Media and Textual Instruments

    The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.

    Jörgen Schäfer - 05.07.2011 - 13:35

  4. King of Space

    A dark science-fictional ritual of fertility and regeneration, King of Space takes place in an abandoned starship, circling the edges of a plague-ridden and collapsing solar system, where an escaped terrorist meets the last star-captain and his ship's Priestess. Old man and young, young woman and ageless starship meet and meet again as enemies, allies, rapists, and lovers. The story has elements of gaming; an unwise move can send a character to the kitchen ("hundreds of tiny sandwiches, all alike") or into the rocky caverns of the intelligent and unpleasant starship, where a very persistent elevator is waiting to have a conversation; you can meet the Lady Nii's ancient, dreadful lover, King Brady, or become him; you can fall into a maze of love, or find the dance at the center of the world that regenerates the ship. Contains games and animations. Not for kids. (Publisher's blurb)

    Jill Walker Rettberg - 27.07.2011 - 15:23

  5. Deadline

    Deadline is a traditional detective mystery adpated to adventure game format: a mansion, a murder, and the usual suspects. It differs from the episodic paradigm of treasuer hund, bewildering maze, and tough monsters introduced by Adventure and instead confines the action to a limited space . . . with almost no hidden rooms, no mazes, less then fifteen, all human, characters (if human is the right word), and an intratextual time span of twelve hours.

    (Source: Espen Aarseth, Cybertext)

    Scott Rettberg - 06.09.2011 - 14:30

  6. Basquiat meets Mario Brothers? Digital poet Jason Nelson on the meaning of art games

    An interview with the self-described digital poet Jason Nelson on the semiotic pleasures of playing and creating "art-games," indie works produced outside corporate game studios, which, Nelson predicts, will eventually be recognized as the most significant art movement of the 21st century. While explaining how he came to be a digital author, Nelson addresses topics such as his continued love of Flash as a production tool, despite its likely obsolesence, his appreciation for gamescapes that allow for aimless wandering, and the intense reactions his art-games provoke in players. Alluding to the fact that Digital Poet is not the most lucrative of professions, Nelson signals his desire to design "big budget console games," provided he could do so on his terms. 

    (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 28.09.2011 - 12:44

  7. Rememori

    Rememori is a degenerative memory game created in Flash. It’s poetics play out some of the affects and effects of dementia on an intimate circle of characters. Juggling with point-of-view and the process of identification, the Rememori player becomes entangled in a struggle for accurate recall, orientation, attention and the search for meaning. In such situations, where does empathy lie and how does the player cope? Inevitably, it’s a contrary game - there can be no winners. 

    According to the Alzheimer’s Research Trust, 42% of the UK population (25 million people) know a family member or close friend with dementia, and worldwide, there is a new case of dementia every seven seconds.* In the light of these facts Rememori is a challenging game in more ways than one.

    *Alzheimer's Disease International (2009), World Alzheimer's Report

     

    Christine Wilks - 30.09.2011 - 17:39

  8. Silent Conversation

    A casual game in the platform style based on simple reading of texts.

    Scott Rettberg - 06.10.2011 - 16:23

  9. Jean-Pierre Balpe ou les Lettres Dérangées

    Jean-Pierre Balpe ou les Lettres Dérangées was created as a homage to the poet and software developer Jean-Pierre Balpe. The title of the piece can be understood in a number of ways. In French, the word "letters" refers to the alphabet, mail correspondence, and also to the art of writing itself. The piece consists of a number of letters which are not all visible to the reader until the very end. The word "dérangé" has a number of meanings as well. One meaning is physical disturbance. The letters themselves are distorted, just as the meaning of letters and words became distorted when Balpe introduced the literary world to text generation. The word also means mental disturbance. Disturbed by the mouse passing over them, the letters unpredictably go in all directions without reason. The underlying algorithm brings the letters to madness. The actions of the reader turn the poem into a kind of game. The purpose of the game is to get to the end of the poem by playing with the letters without falling into any traps.

    Eric Dean Rasmussen - 08.11.2011 - 14:56

  10. Oulipoems

    Oulipoems is a series of six interactive poetry Flash works, ranging from electronic poems, to games, to a tool for generating and writing poetry using the vocabulary of a variety of poets. The pieces are loosely based on the Oulipo movement in French literature, which focused on texts based on constraints (for instance, Perec's famous novel A Void, a lipogram in which the letter e does not appear) and also on mixtures of literature and mathematics.

    Eric Dean Rasmussen - 08.11.2011 - 16:25

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