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  1. Nothing You Have Done Deserves Such Praise

    Nothing You Have Done Deserves Such Praise is an art/ poetry/ adventuring game, a playland for exploring our ever-present desire for constant and over-blown rewards. Our worlds (digital and breathing) are filled with needless and unearned praise, we are built to love exploding trophies for fifth place. This art/poetry game satisfies your compliment addiction by celebrating your walking/ jumping/ falling through strange and wondrous anatomical lands.

    Nothing You Have Done Deserves Such Praise is a 2013 commission of New Radio and Performing Arts, Inc. for its Turbulence website. It was funded by the National Endowment for the Arts.

    (Source: Turbulence)

    Scott Rettberg - 25.09.2013 - 15:47

  2. Sc4nda1 in New Media

    At heart any scandal is a story, or a thing of many stories; sc4nda1 is even more peculiar, but also begins with a telling.

    What you have before you started as an essay (or intent to rant) about an observation I kept reading in recent criticism, that electronic writing has not been properly dressed for the serious table. Where, the questions ran, are the publishers, the editors, the established and establishing critics? In a time of intense experiment and innovation, who says which textual deviations make real difference, and which are just bizarre? More ominously: where are the naive, casual readers, the seekers of pleasurable text who ought to move design's desire? To spin an old friend's epigraph, just who, exactly, finds this funhouse fun?

    Scott Rettberg - 15.10.2013 - 11:01

  3. Złe słowa / Angry Words

    Gra stanowi propozycję innej metodologii lektury: czytania jako niszczenia. Przy pomocy garści poręcznych wulgaryzmów czytelnik postawiony jest przed radosną koniecznością rozmontowywania monumentalnych tekstów kultury. Przeniesienie mechaniki Angry Birds do sfery tekstu jest drogą do nirwany. Projekt bezdyskusyjnie zwyciężył w konkursie na utwór nowomedialny ogłoszonym przez Korporację Ha!art w 2012 roku.

    Piotr Marecki - 18.10.2013 - 11:56

  4. Super Atari Poetry

    Super Atari Poetry is a multiplayer game installation that enables players to make about 1000 different poems. The work is made of 3 Atari 2600 consoles, joysticks, self-manufactured cartridges, and old TVs. Each cartridge contains a group of verses that are constantly changing colors which can be manipulated using a joystick. In this way, the audience can either freeze/move the colors or just move forward and backward the sentences. The reading of the 3 verses printed on the screens produces an interactive and coherent poem that's always changing its meaning and chromatic structure.

    Super Atari Poetry follows a non-lineal narrative system present in previous works such as The Poetic Clock, 1997; The Poetic Machine, 1998 and Poetic Dialogues, 2000-05. It is also attached to an exploration based in Atari 2600 consoles initiated by the artist in 1985. It has precedents in works like net@ari, 1985; the Atari Poetry series, 2000-2005; and Justicia, 2003.

    (Source: http://www.cibernetic.com/indexart.html)

    Alvaro Seica - 18.02.2014 - 13:58

  5. sc4nda1 in new media

    At the heart any scandal is a story, or a thing of many stories; sc4nda1 is even more peculiar, but also begins with a telling. What you have before you started as an essay (or intent to rant) about an observation I kept reading in recent criticism, that electronic writing has not been properly dressed for the serious table. Where, the questions ran, are the publishers, the editors, the established and establishing critics? In a time of intense experiment and innovation, who says which textual deviations make real difference, and which are just bizarre? More ominously: where are the naive, casual readers, the seekers of pleasurable text who ought to move design's desire? To spin an old friend's epigraph, just who, exactly, finds this funhouse fun? ...And so to the thing itself: probably more exploration than investigation, though who knows what offenses may come to light. You may find it (inevitably) a post-serious entertainment for hand, eye, ear, and brain, other organs optional. If the thingy deserves a generic name, try arcade essay, a cross between philosophical investigation (well okay, rant) and primal video game.

    Ian Rolon - 09.04.2014 - 19:20

  6. Anchorage

    Anchorage is a game about lost relationships, played on the metaphorical river of your own recollection.
    When you play, you log in with your actual email address. Anchorage uses your email history to fill your experience with the people you used to be close to in real life.

    The game is in development as of June 2014.

    (Source: the work's website, June 2014)

    Jill Walker Rettberg - 19.06.2014 - 20:31

  7. La esfinge (The Sphynx)

    The Sphynx is a game in which a woman robot voice asks questions and the reader can only answer yes or no. The questions are about love relationships, gender ¡ssues and society. Each correct answer allows continuing the game, an incorrect answer finishes the game. The correction or error of the answers does not need to correspond with any kind of science or thruth, but simply with an identity that corresponds with the way of being and thinking of Dora García.

    Maya Zalbidea - 03.08.2014 - 23:11

  8. Anacrón: Hipótesis de un Producto Todo

    Anacrón, Hipótesis de un producto todo is the vertiginous text that calls to the dead and the imagination. Both the subjects are attached to Mexican culture since ancient times and more than ever in our actual global society. Anacrón is an eclectic aesthetic e-poem that aims to respect the linear textual reading of the poem while it explores the boundaries of collaboration, multimedia and video game. Gabriel, the poet, and Augusto, the bandit. The entire project has developed without meeting each other. All communication has been done by e-mail. The journey starts when Augusto found an abandoned book called Caja over a couch in a Cafe at Puebla city. Of course, he stole both: the coffee and the book.

    (Source: ELO 2014 Conference)

    Marius Ulvund - 12.02.2015 - 13:49

  9. Triggerhappy

    Triggerhappy is a gallery installation whose format will be familiar to anyone who has encountered that early arcade game, Space Invaders combining an absurd quest for information with an old-fashioned shoot-em-up computer game. In this, it accurately reflects, and comments upon, the electronic environment in which we live, work and play. "In effect", the artists say, "triggerhappy becomes a folly. A self-defeating environment looking at the relationship between hypertext, authorship and the individual." They cleverly recontextualise existing representations and subject them to active manipulation on the part of the viewer, who becomes an unwitting participant in a meaningless game of "info-war".

    -- Michael Gibbs, 1998

    (Source: http://www.thomson-craighead.net/docs/thap.html)

    Alvaro Seica - 26.04.2015 - 17:49

  10. The ChessBard Plays

    In short, the ChessBard inputs the algebraic notation for a chess game in .PGN format (digital file format for archived chess games) and outputs a poem. The poems are based on 12 source poems I wrote, 6 poems for the white pieces, 6 poems for the black pieces: there is a 64 word poem for each colour’s pawns, knights, rooks, bishop, queen and king. When a piece lands on a square it triggers a word from the source poems and the translator compiles them together and outputs a poem. For more, see http://chesspoetry.com/about/about/. The site itself includes a translator capable of inputting any chess game in .pgn format as well as a playable version that combines the translator with a chess-playing AI. In my performance I play a game versus the ChessBard on chesspoetry.com and project it and the subsequent poems that are translated in real-time.

    Hannah Ackermans - 05.09.2015 - 11:53

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