This paper aims at examining the anti-game practice of artists that assume a subverting behaviour... more This paper aims at examining the anti-game practice of artists that assume a subverting behaviour inside video games. They hijack gameplay to turn it into a space for artistic intervention. The artists discussed in this paper are Kent Sheely, Marque Cornblatt, Justin Berry, and Alan Butler. Their practice shares similarities with the artistic interventions developed by Dada and International Situationist, two artistic movements that aimed at redefining the culture of their time thanks to subversive actions. The artists featured in this paper are defined griefers, deliberate hecklers. Their works are then analysed along with the concepts of counter-gaming and ludic mutation defined by Alexander Galloway and Anne-Marie Schleiner to better understand the characteristics of their subversive behaviour.
This paper aims at examining the anti-game practice of artists that assume a subverting behaviour... more This paper aims at examining the anti-game practice of artists that assume a subverting behaviour inside video games. They hijack gameplay to turn it into a space for artistic intervention. The artists discussed in this paper are Kent Sheely, Marque Cornblatt, Justin Berry, and Alan Butler. Their practice shares similarities with the artistic interventions developed by Dada and International Situationist, two artistic movements that aimed at redefining the culture of their time thanks to subversive actions. The artists featured in this paper are defined griefers, deliberate hecklers. Their works are then analysed along with the concepts of counter-gaming and ludic mutation defined by Alexander Galloway and Anne-Marie Schleiner to better understand the characteristics of their subversive behaviour.
Daily, we enter and exit several digital realms which dramatically overlap with our physical real... more Daily, we enter and exit several digital realms which dramatically overlap with our physical reality. Our identity is scattered in a multitude of customized characters, explicitly created to represent the fragments of our personality. However, up to what extent are we aware of all this? By applying Torquato Tasso's notion of "marvelous" as a revelatory element, that is, «a process that provides access to a hidden dimension beyond reality» (Ardissino 2019), this essay aims at analyzing Monomyth: gaiden (2018-2020), a four parts animated series by Petra Széman, a Hungarian moving image artist. Széman uses the hero's journey trope and the principles of the gaiden, a nonlinear narrative used in manga and anime, to investigate the discrepancies occurring at the spectator-screen nexus «when journeying through an elusive multiplanar reality» (Széman 2018). Traveling between the fictional and the real world, Széman creates a digital épos which investigates «how the encount...
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