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	<title>Networked_Performance &#187; play</title>
	<atom:link href="http://www.turbulence.org/blog/tags/pervasive-play/feed" rel="self" type="application/rss+xml" />
	<link>http://turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Thu, 09 Feb 2012 17:00:56 +0000</pubDate>
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		<title>Everything Must Go! Ephraim &#038; Sadie Hatfield [MA]</title>
		<link>http://turbulence.org/blog/2011/07/28/everything-must-go-ephraim-sadie-hatfield-ma/</link>
		<comments>http://turbulence.org/blog/2011/07/28/everything-must-go-ephraim-sadie-hatfield-ma/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 20:49:09 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[calls + opps]]></category>

		<category><![CDATA[gift economy]]></category>

		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=12993</guid>
		<description><![CDATA[Everything Must Go! Ephraim &#038; Sadie Hatfield &#8212; An exploration of art and commerce through gift and barter economies &#8212; Give One, Get One Free :: until August 31, 2011 :: 24 Eagle Street, North Adams, Massachusetts.
As part of DownStreet Art, Ephraim &#038; Sadie Hatfield will manufacture large quantities of small electronic art works that [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/blog/images/2011/07/hatfields.jpg" alt="" title="hatfields" width="224" height="300" class="alignnone size-full wp-image-12994" /><strong><a href="http://greylockarts.net/everything-must-go">Everything Must Go! Ephraim &#038; Sadie Hatfield</a></strong> &#8212; <em>An exploration of art and commerce through gift and barter economies</em> &#8212; <strong>Give One, Get One Free</strong> :: until August 31, 2011 :: 24 Eagle Street, North Adams, Massachusetts.</p>
<p>As part of <a href="http://downstreetart.org/">DownStreet Art</a>, <a href="http://hatfield.es/">Ephraim &#038; Sadie Hatfield</a> will manufacture large quantities of small electronic art works that they will give away free of charge through their <em>pop-up “store”</em> at 24 Eagle Street in North Adams, MA. Each work of art will feature an object that has been gifted by the public to the Hatfields.</p>
<p><strong>Give One, Get One Free:</strong> The Hatfields seek interesting items, curiosities, toys, trinkets, memorabilia, and other objects that can serve as a focal point for these works.</p>
<p>Before the opening and throughout the exhibit’s run, people are encouraged to bring in their small objects so that they may be incorporated into a future work of art. Gifted objects should be no more than a few inches in size, and light-weight items are preferred.</p>
<p>Objects can be delivered to MCLA Gallery 51 at 51 Main Street in North Adams daily from 10 am – 6 pm. Those who donate objects before the exhibit’s opening on Thursday June 23rd will receive a coupon which guarantees the holder a work of art at some point during the exhibit’s run.</p>
<p>DownStreet Art is a public art project designed to revitalize downtown North Adams. By harnessing existing arts organizations and events and transforming vacant and open spaces into arts destinations, DownStreet Art defines North Adams as a cultural haven, driving tourists and community members downtown.</p>
]]></content:encoded>
			<wfw:commentRss>http://turbulence.org/blog/2011/07/28/everything-must-go-ephraim-sadie-hatfield-ma/feed/</wfw:commentRss>
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		<item>
		<title>[-empyre-] December Discussion: Gaming Subcultures</title>
		<link>http://turbulence.org/blog/2010/11/29/empyre-december-discussion-gaming-subcultures/</link>
		<comments>http://turbulence.org/blog/2010/11/29/empyre-december-discussion-gaming-subcultures/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 20:15:44 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[conversation]]></category>

		<category><![CDATA[culture]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[platform]]></category>

		<category><![CDATA[play]]></category>

		<category><![CDATA[systems]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=11970</guid>
		<description><![CDATA[December Discussion on -empyre-: Gaming Subcultures :: Gabriel Menotti wrote: Dear all,
Welcome to an early December and another debate! This month, empyre is dedicated to the general universe of Gaming Subcultures - the different forms of &#8220;playing outside the console,&#8221; titles that explore such dynamics and, especially, the social practices built around them. 
In spite [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/blog/images/2010/11/gaming_subcultures.jpg" alt="" title="gaming_subcultures" width="285" height="213" class="alignnone size-full wp-image-11969" /><strong>December Discussion on -empyre-: Gaming Subcultures</strong> :: <a href="https://lists.cofa.unsw.edu.au/pipermail/empyre/2010-November/003447.html">Gabriel Menotti wrote</a>: Dear all,</p>
<p>Welcome to an early December and another debate! This month, empyre is dedicated to the general universe of <em>Gaming Subcultures</em> - the different forms of &#8220;playing outside the console,&#8221; titles that explore such dynamics and, especially, the social practices built around them. </p>
<p>In spite of the many stories they might tell, videogames are first and foremost narratives of mastery over the system. Their particular drama is not situated on whatever turning points are shown on the screen, but between the player and the controls. This is easier to perceive in highly technical genres such as platformers and rhythm games. To play a game is to learn how to perform within it – how to take things into effect. </p>
<p>In an article about game design, [1] Daniel Cook shows that the gameplay is meant to conform the user to its rules gradually, in a sort of smooth pedagogy of procedures. The extent to which this increasing reflexivity between man and machine can be tutorial is obvious from titles such as <em>Mario Teaches Typing</em>. [2] However, this tendency may not be collateral, at least according to German philosopher Claus Pias: in a thesis that is available online (but that I could never read), Pias finds the historical origins of videogames in military training. [3] </p>
<p>Could videogames be then reduced to a mere dressage medium? I believe not. To do so is to attribute an impossible self-sufficiency to them. On the one hand, the designers themselves are never completely free to set the conditions for training. They are also constrained by rules: those of the available frameworks, libraries and engines, whose total parameters often escape them. This is why bugs occur and, sometimes, the users get to find something that the designer did not put there. The same Daniel Cook, upon sharing a hint page of his <em>Steambirds</em> on Google Reader, confesses: &#8220;Now I finally know how to play my own game.&#8221; [4] </p>
<p>In that sense, one cannot ignore that every platform is contained within others, and therefore can be exploited, hacked and cheated (just like school). This means that the feedbacks between player and system can occur far beyond the individual and pre-planned hand-eye coordination, they can happen on a larger socio-cultural scale. Even if internal mastery cannot be achieved, the game can be beaten from the outside – or, better yet, circumvented into other uses. </p>
<p>I personally consider these activities a constitutive and inseparable part of ordinary gameplay. I take that from my personal memories of titles such as <em>Stunts</em> [5] and <em>Street Fighter II</em>, which I played during my early teens with the neighbourhood gang. Our main mode of interaction with the former was making and exchanging racetracks in which we never actually care to race on. With the later, it was watching friends fight each other in living room championships, while we waited for our turn to use the joystick (for barely three minutes). </p>
<p>Even so, there was a lot of engagement even when no playing seemed to be involved. It comes as no surprise that the off-game creation and trade of in-game content (from <em>Chinese Gold Farming</em> to <em>Knytt Stories</em> [6]), as well as the physical situation of the gaming platform (from the <em>Pokéwalker</em> [7] to <em>Auntie Pixelante’s Chicanery</em> [8]), are fast approaching the centre of the stage. Maybe this is a mark of the increasing complexity of the medium. Maybe it’s a sign of the colonization of these social fields by the system’s logic.  </p>
<p>Finally, the debate means to focus on how videogames can be publicly appropriated through the invention and transmission of supplementary parameters, leading to activities that James Newman dubs as “superplay.” [9] These include but are not limited to their use as platforms of audiovisual creation and their employment in sport-like tournaments. </p>
<p>Our first guests are <strong>Joshua Diaz</strong> and <strong>Julian Kücklich</strong>. They will be addressing how the gaming practice often spills into the immediate surroundings and then back again, as playing becomes a subject of everyday conversation and players resort to each other to understand rules, optimize their skills, pass through a certain stage, etc. All this communication requires and generates its own channels, such as gamesforums and faqs. More often than not, these external channels are the only way to get into the system&#8217;s most internal rules - the ones that are never written on manuals and made explicit, such as hints (e.g. the order to fight megaman&#8217;s bosses) and exploits (e.g. konami code). Bios below (and links bellower). </p>
<p><strong>Joshua Diaz</strong> is a game designer and researcher. Currently working in social games in the SF Bay area, he&#8217;s a graduate of the Comparative Media Studies program at MIT and an alum of the GAMBIT Game Lab. His research focused on multiplayer game design and the impact of player communities, collaborative storytelling and procedural narratives, and game literacy research in education and development. He&#8217;s findable under the nick &#8220;dizzyjosh&#8221; most places, like <a href="http://twitter.com/dizzyjosh">http://twitter.com/dizzyjosh</a>. </p>
<p><strong>Julian Kücklich</strong> is an independent media researcher based in Berlin. More at <a href="http://playability.de">http://playability.de</a>.  </p>
<p>[1] <a href="http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php">http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php</a><br />
[2] <a href="http://www.abandonia.com/en/games/987/Mario+Teaches+Typing.html">http://www.abandonia.com/en/games/987/Mario+Teaches+Typing.html</a><br />
[3] <a href="http://e-pub.uni-weimar.de/volltexte/2004/37/">http://e-pub.uni-weimar.de/volltexte/2004/37/</a><br />
[4] <a href="http://hubpages.com/hub/Steambirds-Strategy-and-Hint-Guide">http://hubpages.com/hub/Steambirds-Strategy-and-Hint-Guide</a><br />
[5] <a href="http://stunts.hu/">http://stunts.hu/</a><br />
[6] <a href="http://nifflas.ni2.se/?page=Knytt+Stories">http://nifflas.ni2.se/?page=Knytt+Stories</a><br />
[7] <a href="http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9walker">http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9walker</a><br />
[8] <a href="http://www.auntiepixelante.com/?p=507">http://www.auntiepixelante.com/?p=507</a><br />
[9] <a href="http://www.routledge.com/books/details/9780415385237/">http://www.routledge.com/books/details/9780415385237/</a></p>
<p><a href="https://lists.cofa.unsw.edu.au/pipermail/empyre/2010-November/003450.html">Julian Kücklich wrote</a>: Hi all, </p>
<p>after Gabriel&#8217;s introduction, I would like to get the ball rolling by raising the question what we are actually talking about when we talk about gaming subcultures. While Gabriel has provided some fascinating examples, which demonstrate the breadth of the contemporary videogame landscape, I think it might be useful to delve into the history of games, and look at some crucial junctures which lead up to the current situation. </p>
<p>I think it&#8217;s useful to keep in mind that computer gaming itself was seen as a subculture until recently, and that some &#8220;hardcore gamers&#8221; are still holding on to this notion, despite the demographic changes ascribed to the <em>Nintendo Wii</em>, browser-based gaming, and &#8220;social games&#8221; such as <em>FarmVille</em>. In the light of this development, we might also ask when the notion of a gaming mainstream was first articulated, and in which relation it stands vis-a-vis its subcultures. </p>
<p>1. Cold War Games<br />
Gabriel mentioned Claus Pias&#8217; book &#8220;Computer Spiel Welten&#8221;, which traces the history of computer games to military-cybernetic experiments in behavioural control. In this context, it seems pertinent that early computer games such as William Higinbotham&#8217;s <em>Tennis for Two</em> and Steve Russell et al.&#8217;s <em>Space War</em> were developed on computers paid for by the Pentagon and represent both an abuse of military technology for entertainment purposes and an extension of military logic into gamespace. </p>
<p> 2. Subcultural Networks<br />
Another mythological foundation of computer game culture can be found in the development of &#8220;Colossal Cave / Advent&#8221;, which was allegedly only possible because Don Woods got in touch with Will Crowther through the new medium of email, sending messages to every server on the net in the mid-1970s (see <a href="http://www.rickadams.org/adventure/a_history.html">http://www.rickadams.org/adventure/a_history.html</a>). True or not, this story draws attention to the fact that computer gaming was relegated to an academic elite for a long time. </p>
<p>3. Bedroom Coders<br />
In the 1980s, it was still feasible to make a game for individuals or small teams of two or three people. The &#8220;bedroom coders&#8221; of the 1980s were mostly in it for the money, yet they refused to work according to project plans and predefined milestones. And in games like &#8220;Manic Miner&#8221; they infused videogames with political messages for the first time. After all, it is hardly a coincidence that &#8220;Manic Miner&#8221; was released shortly before the UK miner&#8217;s strike of 1984-85. </p>
<p>4. Skins, Maps, and Mods<br />
It seems almost ironic that early 3D games like <em>Doom</em> and <em>Quake</em> managed to start a revolution in fan-created game modifications, while at the same time sounding the death knell for bedroom coders. The complexity and size of 3D games required much larger teams, so it was no longer feasible to create games by yourself. At the same time, however, id&#8217;s laissez-faire approach allowed gamers to create their own maps, skins and mods for their games. </p>
<p>5. Independent Games<br />
The return of &#8220;independent games&#8221; (often created by individual game designers such as Jason Rohrer or Jonathan Blow) is often attributed to the increasing viability of digital distribution (and a concomitant deacrease in the influence of publishers) but it also seems to betray a changing aesthetic sensibility. After two decades of higher and higher polygon counts, gamers seem to be quite comfortable with the simple graphics of Rohrer&#8217;s <em>Passage</em>, or Daniel Benmergui&#8217;s <em>Today I Die</em>. </p>
<p>That&#8217;s it for today, looking forward to the debate, </p>
<p>Julian</p>
]]></content:encoded>
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		<item>
		<title>Ze Frank&#8217;s Web Playroom</title>
		<link>http://turbulence.org/blog/2010/10/31/ze-franks-web-playroom/</link>
		<comments>http://turbulence.org/blog/2010/10/31/ze-franks-web-playroom/#comments</comments>
		<pubDate>Sun, 31 Oct 2010 19:25:36 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[lecture]]></category>

		<category><![CDATA[networked]]></category>

		<category><![CDATA[participatory]]></category>

		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=11816</guid>
		<description><![CDATA[
On the web, a new &#8220;Friend&#8221; may be just a click away, but true connection is harder to find and express. Ze Frank presents a medley of zany Internet toys that require deep participation &#8212; and reward it with something more nourishing. You&#8217;re invited, if you promise you&#8217;ll share.
]]></description>
			<content:encoded><![CDATA[<p><object width="446" height="326"><param name="movie" value="http://video.ted.com/assets/player/swf/EmbedPlayer.swf"></param><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always"/><param name="wmode" value="transparent"></param><param name="bgColor" value="#ffffff"></param><param name="flashvars" value="vu=http://video.ted.com/talks/dynamic/ZeFrank_2010G-medium.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/ZeFrank-2010G.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=981&#038;introDuration=15330&#038;adDuration=4000&#038;postAdDuration=830&#038;adKeys=talk=ze_frank_s_web_playroom;year=2010;theme=the_creative_spark;theme=tales_of_invention;theme=media_that_matters;theme=the_rise_of_collaboration;theme=whipsmart_comedy;theme=art_unusual;theme=what_makes_us_happy;event=TEDGlobal+2010;&#038;preAdTag=tconf.ted/embed;tile=1;sz=512x288;" /><embed src="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" pluginspace="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" wmode="transparent" bgColor="#ffffff" width="446" height="326" allowFullScreen="true" allowScriptAccess="always" flashvars="vu=http://video.ted.com/talks/dynamic/ZeFrank_2010G-medium.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/ZeFrank-2010G.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=981&#038;introDuration=15330&#038;adDuration=4000&#038;postAdDuration=830&#038;adKeys=talk=ze_frank_s_web_playroom;year=2010;theme=the_creative_spark;theme=tales_of_invention;theme=media_that_matters;theme=the_rise_of_collaboration;theme=whipsmart_comedy;theme=art_unusual;theme=what_makes_us_happy;event=TEDGlobal+2010;"></embed></object></p>
<p>On the web, a new &#8220;Friend&#8221; may be just a click away, but true connection is harder to find and express. Ze Frank presents a medley of zany Internet toys that require deep participation &#8212; and reward it with something more nourishing. You&#8217;re invited, if you promise you&#8217;ll share.</p>
]]></content:encoded>
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		<title>Live Stage: Learn to Play [Cupertino, CA]</title>
		<link>http://turbulence.org/blog/2010/09/12/live-stage-learn-to-play-cupertino-ca/</link>
		<comments>http://turbulence.org/blog/2010/09/12/live-stage-learn-to-play-cupertino-ca/#comments</comments>
		<pubDate>Sun, 12 Sep 2010 14:56:07 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[exhibition]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=11576</guid>
		<description><![CDATA[Learn to Play :: October 4 – November 24, 2010 :: Reception: November 9, 5:30-8:00 pm :: Euphrat Museum of Art, De Anza College, 21250 Stevens Creek Boulevard, Cupertino, CA.
Artists include Andrew Y Ames, Jim Babb of Socks Inc., April Banks, Brenda Brathwaite, Yunan Cao, Terry Cavanagh, Joe DeLappe, David Elliott, Jake Elliott, Mark Essen, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-11577" title="ltp_postcardfront_450" src="http://turbulence.org/blog/images/2010/09/ltp_postcardfront_450.jpg" alt="" width="199" height="300" /><a href="http://learn.toplay.us/"><strong>Learn to Play</strong></a> :: October 4 – November 24, 2010 :: Reception: November 9, 5:30-8:00 pm :: <a href="http://www.deanza.edu/euphrat">Euphrat Museum of Art</a>, De Anza College, 21250 Stevens Creek Boulevard, Cupertino, CA.</p>
<p><a href="http://learn.toplay.us/?page_id=15">Artists include</a> <em>Andrew Y Ames, Jim Babb of Socks Inc., April Banks, Brenda Brathwaite, Yunan Cao, Terry Cavanagh, Joe DeLappe, David Elliott, Jake Elliott, Mark Essen, Catherine Herdlick, Rod Humble, Molleindustria, Jason Rohrer, Susana Ruiz of Take Action Games, Adam Saltsman, Kelly Santiago and Jenova Chen of thatgamecompany, Jonatan Söderström, Superbrothers, La Mar Williams II, Robert Yang, the City of Cupertino</em>, and more.</p>
<p>Curated by <a href="http://arsvirtua.com/" target="_blank">James Morgan</a> and <a href="http://artfail.com/" target="_blank">John Bruneau</a>, with Jan Rindfleisch :: Partners: <a href="http://zero1.org/" target="_blank">ZER01</a>, <a href="http://cadre.sjsu.edu/" target="_blank">CADRE Laboratory for New Media.</a></p>
<p><a href="http://www.deanza.edu/euphrat/inthemuseum.html" target="_blank"><img title="LearnToPlay" src="http://learn.toplay.us/wp-content/uploads/2010/09/LearnToPlay.jpg" border="0" alt="Learn To Play" width="285" height="185" /></a><strong>When life is a game, how do you learn to play?</strong><br />
Games, an expression of art and life, can bridge the gaps between   cultures, and be a common language that brings communities together.   Game makers tell compelling stories about their lives or the world. <em>Learn to Play</em> includes video, board and social games by indy game designers. The   exhibition offers a selection of poetic, artistic, and artful games that   embody the qualities of human existence, focusing on the experience of   playing and learning to play. The characteristics of these games echo   human nature, teaching us who and what we are, or can be, so we can   explore life directions driven by our choice and conscience.</p>
<p>As conduits for bridging or separating cultures, games can be used   to bring communities together for improvement of economic and social   conditions, or to exploit communities through political maneuvering. The   games selected span the range from quick play to epic games requiring   many hours to complete; they range from personal growth to those used   for socially conscious purposes.</p>
<p><strong><em>Learn to Play</em> is also a challenge.</strong> We  invite people of all backgrounds to experience and create games that   express social and emotional relevance. During the course of the   exhibition, workshops will be held to teach basic game design tools. At   the end of the workshops we will have game challenges from which work   may be curated into the exhibition.</p>
<p><strong>Come play some games and/or create your own!</strong> Below are some examples of games in the exhibition by some of the innovative artists in our show.</p>
<p><img title="Passage" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/JasonRohrer_Passage.jpg" alt="Passage" width="303" height="55" />Want to try living your life in 5 minutes?  <strong>Jason Rohrer</strong>’s <em>Passage</em>,   a short lyrical game, gives you that chance.  And then you can repeat   and do it again differently. The retro, pixelated 8-bit graphics   abstract us from the experience, but also allow us to see ourselves and   our lives through our participation in the game. <em>Passage</em> has  emotional impact and simplicity. Rohrer is an independent game  artist  and critic whose games and his work as a whole have bolstered the   acceptance of games as a serious art form. For more information, visit <a href="http://hcsoftware.sourceforge.net/passage/" target="_blank">his game page</a>.</p>
<p><img title="Train" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/BrendaBrathwaite_Train.jpg" alt="Train" width="285" height="191" />Start with little yellow game pieces and some boxcars.  <strong>Brenda Brathwaite</strong>’s game,<em> Train</em>,   is artful and powerful, drawing one in with its sculptural form,   historical reference, and the function of its play. Brathwaite is a game   designer, artist and writer who was named one of the top most   influential women in the game industry by Gamasutra.com and Next   Generation magazine. Her current work is a non-digital gaming collection   known as “Mechanic is the Message.” <em>Train</em> won a Vanguard Award at IndieCade for “pushing the boundaries of game design and showing us what games can do.”</p>
<p><img title="FATHOM" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/AdamSaltsman_Fathom.jpg" alt="FATHOM" width="300" height="95" />Dive deep. <strong> Adam Saltsman</strong>’s <em>FATHOM</em> explores  the middle ground between life and death. Saltsman, known in  the  gaming community as Adam Atomic, is an indy game designer and   programmer. Saltsman is co-organizer of the Indi Art Jam and responsible   for flixel, a popular, open Actionscript library that aids other   creators in the development of Flash games.</p>
<p><strong>Catherine Herdlick</strong> is a cross-media artist making “game-like things”. Her work, such as <em>Bike Friendly City</em>, involves large-scale real world interaction with an emphasis on fun and community engagement. Herdlick is working with <em>Learn to Play</em> to create a new piece of location-based work for the exhibition.</p>
<p><img title="Ping Pong Diplomacy" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/YunanCao_PingPongDiplomacy.jpg" alt="Ping Pong Diplomacy" width="285" height="190" />Have fun and play.  <strong>Yunan Cao</strong>’s <em>Ping Pong Diplomacy</em> has an actual fun-to-play ping-pong table painted with the words   “trust” and “distrust” in English and Chinese. Cao updates the   historical reference to opening up relations between the U.S. and China   in the 1970s. “Friendship first, competition second.” Her ping pong   paddles have faces of US/China diplomacy today.  In the Euphrat we   extend the invitation of diplomacy to open positive dialog between   visitors from different countries, companies, political parties, and   more. Also viewers may suggest high-profile match ups to play the game   or come up with their own rules.</p>
<p><img title="The Nicest People" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/LaMarWilliamsIIWilliams_YouMeetTheNicestPeopleMakingVideogames.jpg" alt="The Nicest People" width="301" height="74" />Check out <em>You Meet The Nicest People Making Videogames</em>, the start of an ongoing video project by <strong>La Mar Williams II</strong>.  Williams  captures the drive, creative energy, behind gamers, including  Anna  Anthropy, a woman in an indy games field heavily dominated by  men. For  more information, visit <a href="http://thenicestpeople.tumblr.com/" target="_blank">his Tumblr page</a>.   Williams will also run a related workshop for at-risk youth to let  them  experience the power of making their own game, telling their own  story.  For more information, visit <a href="http://wiki.creativecommons.org/Grants/Pickup_Game" target="_blank">the workshop’s webpage</a>.</p>
<p>Contemplate the game piece. <em>Milk Bath</em> is a photograph from the provocative series<em> We Love to Watch</em> by conceptual artist <strong>April Banks</strong> with DeQawn Mobley, a former collegiate and NFL player. Mobley is shown   putting on his gear amid stereotypic symbols of milk and watermelon.   The photo calls attention to the commodified image of the   hyper-masculine black athletic body as violent and sexual — a ubiquitous   “game piece,” putting on his game face. Using the historically  racially  charged symbol of the watermelon, this work explores Mobley’s   experience as a collegiate and NFL player and its well-debated  parallels  to the slave trade. Going beyond a first-person narrative,  Banks and  Mobley explore what it means to be reduced to a game time  object on the  field, watched and “loved” by millions. For more  information, visit <a href="http://www.aprilbanks.com/" target="_blank">www.aprilbanks.com</a>.</p>
<p><img title="Americas Army - photo by Christine A. Butler" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/JoeDeLappe_America%27sArmy.jpg" alt="Americas Army - photo by Christine A. Butler" width="287" height="191" /><em style="font-size: 10px;">Photo by Christine A. Butler</em><strong> Joe DeLappe</strong> reminds us of the cost of our predilection for war with his ongoing memorial series <em>Dead in Iraq</em>. The exhibition features a scale model of a fallen soldier ripped from the video game <em>America’s Army</em>,   which is also used as a recruitment tool. As viewers maneuver around   the body, one is reminded of the real-life results of warring.</p>
<p><img title="Finding Zoe" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/SusanaRuiz_FindingZoe.jpg" alt="Finding Zoe" width="285" height="210" />Help find Zoe.  <strong>Susana Ruiz</strong> and <strong>Take Action Games</strong> (TAG) worked with Toronto’s METRAC (Metropolitan Action Committee on Violence Against Women and Children) to create <em>Finding Zoe</em>.    METRAC was interested in a game for youth, ages 8-14, addressing   abusive dating relationships and gender stereotyping.  The game can be   played individually or in small groups, ideally facilitated.  TAG   specializes in casual games for change, addressing social/political   content, traversing the intersections of computational art, narrative,   journalism, activism, ethics, history and documentary. The core TAG team   met while graduate students at the University of Southern California’s   Interactive Media Division. For more information, visit <a href="http://takeactiongames.com/TAG/HOME.html" target="_blank">www.takeactiongames.com</a>.</p>
<p><img title="Flower" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/KelleeSantiagoJenovaChen_Flower.jpg" alt="Flower" width="304" height="173" />Grab a flower petal and get to know<strong> thatgamecompany</strong>, founded by <strong>Kellee Santiago</strong> and<strong> Jenova Chen</strong>.  <em>Flower</em>,   a game for PlayStation3, explores emotional chords uncommon in video   games. The surrounding environment is the primary “character,” posing   challenges.  Players accumulate flower petals as the onscreen world   swings between the pastoral and the chaotic.  Everything you pick up   causes the environment to change. The player controls the lead petal and   accumulates a swarm of flower petals as s/he moves.  Thatgamecompany   focuses on games that touch and inspire.  Chen and Santiago are also   graduates of the USC’s Interactive Media MFA program.  For more   information, visit <a href="http://thatgamecompany.com/games/flower/" target="_blank">the game page</a>.</p>
<p><img title="Superbrothers" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/Superbrothers_DotMatrixRevolution.jpg" alt="Superbrothers" width="286" height="173" /><strong>Superbrothers </strong>exhibit pixelated game-inspired film shorts. <em> Children of the Clone</em> (with Jim Guthrie). <em>Design Reboot HD</em> (with Jonathan Blow).  <em>Dot Matrix Revolution</em> (with Jim Guthrie) has two computer engineers in a captivating   dance-off that plays on the development of information technology and   the Internet in the last 60 years. For more information, visit <a href="http://www.swordandsworcery.com/iocinemasuperbrothers" target="_blank">the game page</a>.</p>
<p><img title="Everyday The Same Dream" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/Molleindustria_EverydayTheSameDreamYouAreLateForWork.jpg" alt="Everyday The Same Dream" width="285" height="173" />Trouble with your job?  <strong>Molleindustria</strong>’s <em>Everyday the same dream</em>,  you are late for work  is a “short existential about alienation and  refusal of labor.  Or if  you prefer, a musical video.”  Molleindutria,  an Italian team of artists, designers, and  programmers, likes to  subvert the mainstream video gaming cliché and  have fun in the process.  For more information, visit <a href="http://www.molleindustria.org/en/home" target="_blank">www.molleindustria.org</a>.</p>
<p>Forget the budget crisis?  <em>Balance or Bust  Board Game</em>.   Your “City Council Team” must decrease spending (or  increase revenue)  by $2,000,000 by the end of the fiscal year (one trip  around the board  equals one fiscal year).  Select a “Mayor” and “City  Clerk.”  Cards are  for services to be cut. Landing on dark pink squares  means a Grant  Opportunity.   Dark green squares are Economic Development  Opps. Black  squares are bad news…  Developed by the<strong> City of Cupertino</strong>, this award winning game tackles the real thing.</p>
<p><img title="Socks Inc" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/JimBabb_SocksIncorporated.jpg" alt="Socks Inc" width="285" height="214" />Tell a story. <em>Socks Incorporated</em> by <strong>Jim Babb</strong> is about creating an avatar, a sock puppet, and telling a story   together. The player follows the main character’s narrative while   simultaneously participating in his/her own. The sock puppet avatar (a   character brought to life by your hand) allows the player to experience   real-world play without the fear of embarrassment or the limits of   social conformities. Anyone who can upload images and videos can play.   The potential for personal expression and creativity is sky-high (or   knee-high in the case of socks). You can play it, and then tell all your   friends to play it, too. This will create a huge sock-puppet community   that will share and comment on stories. For more information, visit <a href="http://www.kickstarter.com/projects/jimbabb/socks-inc-an-alternate-reality-game" target="_blank">the game page</a>.</p>
<p><img title="Corporate Ladder" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/DavidElliot_CorporateLadder.jpg" alt="Corporate Ladder" width="285" height="161" />For <em>Corporate Ladder</em> you stack blocks. The object of the board game, developed by <strong>David Elliott</strong>,   UCLA Design Media Arts, is to take up the most space.  Players can   build up their territory or take over an opponent’s territory, but if   you knock over a tower you loose the game. Tall towers become a   liability to everyone.  Building structures is fun. Deeper pleasure   comes when two or more players construction plans intersect. The game   transforms from individual expression to social interaction. With   conflict and reconciliation, personalities become as much a deciding   factor as building strategies. For more information, visit <a href="http://hadto.net/category/projects/corporate-ladder" target="_blank">the game page</a>.</p>
<p><img title="Handle With Care" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/RobertYang_Radiator1-2,HandleWithCare.jpg" alt="Handle With Care" width="286" height="161" />Divorce drama?  <strong>Robert Yang</strong> makes mods. <em> Radiator 1-2, Handle With Care</em>:   You’re struggling to repress stressful memories while your worthless   husband moans and whines to that equally worthless marriage counselor.   (Issue 2, July 2009)  A mod of <em>Half-Life 2</em> to talk about gay marriage and divorce.    For more information, visit <a href="http://www.radiator.debacle.us/" target="_blank">www.radiator.debacle.us</a>.</p>
<p><img title="Last Resort" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/AndrewYAmes_LastResort.jpg" alt="Last Resort" width="284" height="191" />A chess mod to better reflect modern warfare? <strong>Andrew Y Ames</strong>’s <em>Last Resort</em> is modified chess: war to protect civilians and territory. The Bleached   side with pawns, rooks, knights, bishops, and a nuke, fights to free a   foreign people in another land; the Oiled side with pawns, fights to  be a  free people in their own land. Both sides seek to protect life and   freedom. The asymmetry of war is encoded in movements. The game has   brass civilian pieces that either player may move.  Oiled pawns and the   nuke may be detonated, removing adjacent pieces. The first player to   move four civilians to the row closest to their side wins. The key to   winning is through the people caught in the middle. Players can play   justly and protect the citizens. Or manipulate civilian loses to gain   support through deception. For more information, visit <a href="http://andrewyames.com/lastresort.php" target="_blank">the game page</a>.</p>
<p><img title="A House In California" src="http://www.deanza.edu/euphrat/images/exhibitions/20101002_LearnToPlay/JakeElliott_AHouseInCalifornia.jpg" alt="A House In California" width="285" height="152" /><strong>Jake Elliott</strong>. Two grandmothers and two great-grandmothers enliven <em>A House in California</em>,   a narrative game.  Players engage with “environments and activities   drawn from a combination of memory, research, poetry, and fantasy.” <em> A House in California</em> inverts the murder mystery game <em>Mystery House</em> (1980) into “a peaceful but surreal character study which draws the   player into the inner lives of its characters through verbs like  remember, learn and play.” View the <a href="http://www.youtube.com/watch?v=9k_x8K82a0I" target="_blank">early trailer</a>.</p>
<p><a href="http://www.deanza.edu/euphrat/inthemuseum.html" target="_blank">Full <em>Learn to Play</em> Press Release </a></p>
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		<title>Gaming Rhythms: Play and Counterplay from the Situated to the Global</title>
		<link>http://turbulence.org/blog/2010/09/08/gaming-rhythms-play-and-counterplay-from-the-situated-to-the-global/</link>
		<comments>http://turbulence.org/blog/2010/09/08/gaming-rhythms-play-and-counterplay-from-the-situated-to-the-global/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 21:03:46 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[games]]></category>

		<category><![CDATA[place]]></category>

		<category><![CDATA[play]]></category>

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		<guid isPermaLink="false">http://turbulence.org/blog/?p=11536</guid>
		<description><![CDATA[The Institute of Network Cultures proudly presents the 6th issue in the Theory on Demand series from Tom Apperley, Gaming Rhythms: Play and Counterplay from the Situated to the Global :: Download PDF or go to LULU.
Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/blog/images/2010/09/apperley.jpg" alt="" title="apperley" width="201" height="300" class="alignnone size-full wp-image-11537" />The <a href="http://networkcultures.org">Institute of Network Cultures</a> proudly presents the 6th issue in the <a href="http://networkcultures.org/wpmu/theoryondemand/">Theory on Demand</a> series from <em>Tom Apperley</em>, <strong>Gaming Rhythms: Play and Counterplay from the Situated to the Global</strong> :: Download <a href="http://www.networkcultures.org/_uploads/TOD%236%20total%20def.pdf">PDF</a> or go to <a href="http://www.lulu.com">LULU</a>.</p>
<p>Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, <strong>Gaming Rhythms</strong> employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations. <a href="http://tomsphd.blogspot.com/">Thomas Apperley</a> is a Lecturer in Media Studies at the University of New England.</p>
<p>Colophon: Author: Tom Apperley, Design: Katja van Stiphout. Printer: ‘Print on Demand’. Publisher: Institute of Network Cultures, Amsterdam 2010. ISBN: 978-90-816021-1-2.</p>
<p>This publication is available through various print on demand services.</p>
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		<title>Trickster Makes This World  [Yongin-si]</title>
		<link>http://turbulence.org/blog/2010/08/12/trickster-makes-this-world-yongin-si/</link>
		<comments>http://turbulence.org/blog/2010/08/12/trickster-makes-this-world-yongin-si/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 23:20:01 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[exhibition]]></category>

		<category><![CDATA[history]]></category>

		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=11495</guid>
		<description><![CDATA[[Nam June Paik standing up to greet President Clinton at a White House State Dinner for South Korean President Dae Jung Kim on June 9, 1998] Trickster Makes This World :: August 31 – November 21, 2010 :: Nam June Paik Art Center, 85 Sanggal-dong, Giheung-gu, Yongin-si, Gyeonggi-do, 446-905 Korea.
A Trickster is the agent provocateur [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/blog/images/2010/08/namjunepaik.jpg" alt="" title="namjunepaik" width="212" height="300" class="alignnone size-full wp-image-11494" /><small><em>[Nam June Paik standing up to greet President Clinton at a White House State Dinner for South Korean President Dae Jung Kim on June 9, 1998]</em></small> <strong>Trickster Makes This World</strong> :: August 31 – November 21, 2010 :: <a href="http://www.njpartcenter.kr">Nam June Paik Art Center</a>, 85 Sanggal-dong, Giheung-gu, Yongin-si, Gyeonggi-do, 446-905 Korea.</p>
<p>A Trickster is the agent provocateur between different worlds. He, who is hardly ever a she, is a slick mediator that utilizes their considerable powers of persuasion to conjure great fortune and courage.</p>
<p>The most influential &#8220;Tricksters&#8221; are the ones in the highest echelons of power who influence political and technological machinations to make their world. Using the subtle methodologies of different media formats, from the news to advertisements to entertainment, they execute their soft powers to achieve their personal goals. Such &#8216;mystification&#8217; is evident in all societies, but differs in affect, infiltrating everything from cultural representations to business decisions, celebrity culture, or broad political relations.</p>
<p>Connecting Nam June Paik, who was always interested in the tight links between media and power, with Lewis Hyde&#8217;s renowned book <em>Trickster Makes This World</em>, the exhibition looks at the different philosophies and strategies to negotiate different realities. It will playfully magnify aspects of these power relations by considering a range of mediative situations, from popular entertainment, to the enticement of &#8216;big&#8217; names for a cultural event, and even the coercive ploys of immanent art institutions supported by governments. The exhibition will itself be loaded with a few tricks up its proverbial sleeve, attempting to persuade its audience into taking a step through and beyond the contemporary world. </p>
<p>Nam June Paik himself was similarly a playful trickster. From the early days he used paradoxes and &#8216;kōans&#8217; in his writing and works, such as with the essay Afterlude (commenting on his Exposition of Television exhibition in 1964) or his re-definition of TV by inventing the Video Synthesizer. Paik&#8217;s multifaceted performances also had their final act when he was introduced to Bill &#038; Hilary Clinton at a state gala and his trousers &#8220;accidently&#8221; fell down. If we define the Trickster as somebody who frequently uses magical, even controversial strategies to make real their ideas and ambitions, then Paik could certainly be considered as one of the most sophisticated artist tricksters of his generation.</p>
<p>Participating Artists: Nam June Paik and Heman Chong (Singapore), Ronny Heiremans &#038; Katleen Vermeir (Belgium), Saskia Holmkvist (Sweden), Christian Jankowski (Germany), Ray Johnson (United States), Jaewhan Joo (Korea), Kesang Lamdark (Switzerland/Tibet), Lim Tzay Chuen (Singapore), George Maciunas (United States), Gianni Motti (Italy), Ahmet Ogut (Turkey), Beom Kim(Korea), </p>
<p>Curated by Tobias Berger, Nav Haq and Young Chul Lee with assistance of Sooyoung Lee and Yujean Rhee. </p>
<p>The Nam June Paik Art Center is supported by Gyeonggi Cultural Foundation and Gyeonggi province.  </p>
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		<title>Between Play and Politics: Dysfunctionality in Digital Art</title>
		<link>http://turbulence.org/blog/2010/05/17/between-play-and-politics-dysfunctionality-in-digital-art/</link>
		<comments>http://turbulence.org/blog/2010/05/17/between-play-and-politics-dysfunctionality-in-digital-art/#comments</comments>
		<pubDate>Tue, 18 May 2010 01:35:08 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[e-literature]]></category>

		<category><![CDATA[new media]]></category>

		<category><![CDATA[play]]></category>

		<category><![CDATA[political]]></category>

		<category><![CDATA[writings]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=11111</guid>
		<description><![CDATA[[Image: Top - Julius von Bismarck's "Image Fugurator." Bottom - "Grafik Dynamo" by Kate Armstrong and Michael Tippett, on Turbulence.org] Between Play and Politics: Dysfunctionality in Digital Art by Marie-Laure Ryan, Electronic Book Review, March 2010: 
&#8220;Let me jump right into the heart of my topic, by presenting two examples. The first, Image Fugurator, a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/blog/images/2010/05/fugurator.jpg" alt="" title="fugurator" width="259" height="300" class="alignnone size-full wp-image-11112" /><small><em>[Image: Top - Julius von Bismarck's "Image Fugurator." Bottom - "Grafik Dynamo" by Kate Armstrong and Michael Tippett, on Turbulence.org]</em></small> <strong><a href="http://www.electronicbookreview.com/thread/imagenarrative/diegetic">Between Play and Politics: Dysfunctionality in Digital Art</a></strong> by <em>Marie-Laure Ryan</em>, <a href="http://www.electronicbookreview.com">Electronic Book Review</a>, March 2010: </p>
<p>&#8220;Let me jump right into the heart of my topic, by presenting two examples. The first, <strong>Image Fugurator</strong>, a project by Julius von Bismarck which won the Prize Ars Electronica 2008 in the category Interactive Art at the Cyberarts Festival in Linz, Austria, <a href="http://www.juliusvonbismarck.com/fulgurator/idee.html">inverts the functioning of a regular camera</a>&#8230;&#8221;</p>
<p>My second example is <strong>Grafik Dynamo</strong>, <a href="http://www.turbulence.org/works/dynamo/">a mock graphic novel</a> by the Canadian Web artists Kate Armstrong and Michael Tippett. True to its title, <strong>Grafik Dynamo</strong> is a constantly changing work. It loads narrative fragments presumably written by one of the authors into speech bubbles or text frames, and combines them in real time with images randomly captured from the Internet&#8230; Every few seconds - barely long enough to read the text - a new image-text combination appears in one of the frames. Sometimes image and text come into view simultaneously and all at once, sometimes the text appears first on a black background and the image reveals itself slowly from top to bottom, one line of pixels at a time&#8230;&#8221;</p>
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		<title>Mixed Reality and Performance</title>
		<link>http://turbulence.org/blog/2010/04/22/mixed-reality-and-performance/</link>
		<comments>http://turbulence.org/blog/2010/04/22/mixed-reality-and-performance/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 15:39:04 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[calls + opps]]></category>

		<category><![CDATA[networked]]></category>

		<category><![CDATA[performance]]></category>

		<category><![CDATA[place]]></category>

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		<category><![CDATA[presence]]></category>

		<category><![CDATA[writings]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=10973</guid>
		<description><![CDATA[The International Journal of Performance Arts and Digital Media (IJPADM) is seeking contributions to a special issue specifically relating to Mixed Reality and Performance :: Issue Editor: Alan Chamberlain (Mixed Reality Lab - University of Nottingham).
Mixed Reality performances have highlighted our ability to: exist, understand and concurrently engage with both virtual and real worlds in [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-10972" title="shower" src="http://turbulence.org/blog/images/2010/04/shower.jpg" alt="" width="300" height="200" /><a href="http://www.intellectbooks.co.uk/journals/view-Journal,id=120/">The International Journal of Performance Arts and Digital Media</a> (IJPADM) is seeking contributions to a special issue specifically relating to <a href="http://www.crg.cs.nott.ac.uk/~azc/call.html"><strong>Mixed Reality and Performance</strong></a> :: Issue Editor: <em>Alan Chamberlain</em> (Mixed Reality Lab - University of Nottingham).</p>
<p>Mixed Reality performances have highlighted our ability to: exist, understand and concurrently engage with both virtual and real worlds in a performative way. The development of the technologies under-pinning such Mixed Reality systems have afforded performers, directors and developers the chance to create experiences that can both spatially and temporally explore the boundaries of performance and understand where and why performance occurs in everyday life. These experiences can exist in a multitude of realities, that not only blur the boundary between the real and the virtual, but also re-define the distinction between the roles of audience and performer, creating new audience/ performer-based paradigms.</p>
<p>Although new technologies have furthered these possibilities, there are low-tech approaches that have explored the orchestration and directions of performance and used these mechanisms to convey experience, imbue presence and a sense of place.</p>
<p>Contributions may consider any of the following topics (although these are not prescriptive):</p>
<ul>
<li>Exploring temporality and spatiality</li>
<li>Understanding new audience/performer-based paradigms</li>
<li>Directing and orchestrating mixed reality experiences</li>
<li>Mixing realities</li>
<li>Presence and place</li>
<li>Content creation and development for mixed reality experiences</li>
<li>Case studies</li>
<li>Archival representation and re-play</li>
</ul>
<p>Deadlines for the issue are as follows:</p>
<p>- Submission Deadline 1st June 2010</p>
<p>Submissions should be emailed to: azc [at] cs.nott.ac.uk</p>
<p>Dr Alan Chamberlain<br />
Mixed Reality Lab<br />
University of Nottingham<br />
Jubilee Campus<br />
Wollaton Road<br />
Nottingham<br />
NG8 1BB</p>
<p>All articles should be formatted in relation to <a href="http://www.intellectbooks.co.uk/MediaManager/File/style%20guide%28journals%29-1.pdf">this Style Guide</a>, articles not following this standard may be rejected.</p>
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		<title>Tracing Mobility: Territorial Play [Nottingham]</title>
		<link>http://turbulence.org/blog/2010/03/26/tracing-mobility-territorial-play-nottingham/</link>
		<comments>http://turbulence.org/blog/2010/03/26/tracing-mobility-territorial-play-nottingham/#comments</comments>
		<pubDate>Fri, 26 Mar 2010 19:25:57 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[calls + opps]]></category>

		<category><![CDATA[code]]></category>

		<category><![CDATA[festival]]></category>

		<category><![CDATA[hybrid]]></category>

		<category><![CDATA[locative media]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[place-specific]]></category>

		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=10799</guid>
		<description><![CDATA[Trampoline: Territorial Play (Part of the Tracing Mobility Programme) :: May 14, 2010 :: Nottingham, UK :: Call for Artists - Deadline: April 12, 2010.
Trampoline is inviting submissions for the platform event, Territorial Play, part of Radiator Festival&#8217;s forthcoming project Tracing Mobility, a pan-European programme launching in Nottingham mid May 2010 and travelling to Warsaw [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/blog/images/2010/03/territorialplay.jpg" alt="" title="territorialplay" width="300" height="211" class="alignnone size-full wp-image-10798" /><a href="http://www.radiator-festival.org/trampoline.org.uk/index.php?page=&#038;docId=75">Trampoline: <strong>Territorial Play</strong></a> (Part of the <em>Tracing Mobility</em> Programme) :: May 14, 2010 :: Nottingham, UK :: Call for Artists - Deadline: April 12, 2010.</p>
<p><a href="http://www.radiator-festival.org">Trampoline</a> is inviting submissions for the platform event, <strong>Territorial Play</strong>, part of Radiator Festival&#8217;s forthcoming project <em>Tracing Mobility</em>, a pan-European programme launching in Nottingham mid May 2010 and travelling to Warsaw (June/July 2010), Amsterdam (2011) and Berlin (2011).</p>
<p><strong>Territorial Play</strong> aims to illustrate, annotate and animate discourse around the current trend towards a &#8216;mobilised city&#8217;. With the emergence of location aware mobile devices and near ubiquitous access to electronic networks in urban and rural areas, a new city is emerging beneath our feet. This dynamic &#8216;hybrid-city&#8217; is a city in flux, where ideas of authorship and ownership are left at the door. It is information-rich and increasingly populated by not just local inhabitants but visitors from other communities.  What are the cultural implications of this emergent public domain and what possibilities do the architecture and protocol of networked space present to affect change in real space?</p>
<p>We are inviting artists, performers, visualists, filmmakers, designers, game-players, writers and others to stake claims, occupy space, command territory, re-imagine the public domain, uncover hidden spaces and return to our day jobs the next day leaving no trace.</p>
<p>The event will take place over one day, using Nottingham&#8217;s Digital Media Centre Broadway as the base of operations however we welcome submissions that engage with the public and spaces in and around the city.</p>
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		<title>City Centered: A Festival of Locative Media and Urban Community</title>
		<link>http://turbulence.org/blog/2010/02/06/city-centered-a-festival-of-locative-media-and-urban-community/</link>
		<comments>http://turbulence.org/blog/2010/02/06/city-centered-a-festival-of-locative-media-and-urban-community/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 16:36:07 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[body]]></category>

		<category><![CDATA[calls + opps]]></category>

		<category><![CDATA[city]]></category>

		<category><![CDATA[community]]></category>

		<category><![CDATA[festival]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[history]]></category>

		<category><![CDATA[intervention]]></category>

		<category><![CDATA[locative media]]></category>

		<category><![CDATA[mapping]]></category>

		<category><![CDATA[narrative]]></category>

		<category><![CDATA[new media]]></category>

		<category><![CDATA[participatory]]></category>

		<category><![CDATA[place]]></category>

		<category><![CDATA[play]]></category>

		<category><![CDATA[public]]></category>

		<category><![CDATA[site-specific]]></category>

		<category><![CDATA[surveillance]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[visualization]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/?p=10582</guid>
		<description><![CDATA[City Centered: A Festival of Locative Media and Urban Community :: June 11–13 &#38; 19, 2010 :: Invitation to Submit Proposals &#8212; Deadline: March 1, 2010 [Application Form]
Recent exhibitions, festivals and conferences across the US and in Europe have taken wireless networks, public space, locative media and urban environments as sites of intervention, creativity, and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-10581" title="citycentered" src="http://turbulence.org/blog/images/2010/02/citycentered.jpg" alt="" width="285" height="214" /><a href="http://www.gaffta.org/projects/city-centered/"><strong>City Centered: A Festival of Locative Media and Urban Community</strong></a> :: June 11–13 &amp; 19, 2010 :: Invitation to Submit Proposals &#8212; Deadline: March 1, 2010 [<a href="http://www.gaffta.org/wp/wp-uploads/2009/11/city-centered-rfp.pdf">Application Form</a>]</p>
<p>Recent exhibitions, festivals and conferences across the US and in Europe have taken wireless networks, public space, locative media and urban environments as sites of intervention, creativity, and critique. Formulated within the emerging context of networked urbanism and mobile media, <strong>City Centered: A Festival of Locative Media and Urban Community</strong> will focus upon dynamics of the shifting, locative, cartographic and social space of the city. It is organized by educational, arts, community-based and civic organizations and asks how locative media can act as a platform and venue for community-led expression.</p>
<p>From within San Francisco’s Tenderloin district, this festival will celebrate the rich possibilities that art and technology offer for urban communication of place and place-based media. <strong>City Centered</strong> focuses on the use of locative media and wireless technologies for site-specific and neighborhood-based interventions. Artists, designers, architects, community and cultural workers — people, places, and devices — will meet for four days of street-side celebration, public exhibitions, a symposium, and workshops. The festival seeks new work aligned with the themes of creative mapping, urban storytelling, sentient space, body awareness, local history, contested spaces and gaming.</p>
<p><strong>The festival’s main goals are:</strong></p>
<ul>
<li>to promote creative public use of free wi fi and open networks in the city of San Francisco</li>
<li>to encourage meaningful collaboration between artists and local organizations in connection with wireless networks</li>
<li>to introduce site-specific locative media art to urban places</li>
</ul>
<p><strong>Logistics and creative goals</strong></p>
<p>Proposals are invited around projects involving creative mapping, urban storytelling, body awareness, local history, contested spaces and gaming. We seek projects of the greatest interest and highest quality. That said, proposals should be created for or be highly relevant to urban communities such as those found in San Francisco’s Tenderloin district. Neighborhood, mapping or community-based projects adaptable to the district are desirable. All proposed projects should address the theme of ‘urban community’ and utilize wireless technologies in some relation to ‘location’ and ‘place.’ Imaginative responses to the district and critical interpretations of place are strongly desired. Proposals which include or seek to include collaboration with Tenderloin/Civic Center organizations will receive greater consideration than projects which do not.</p>
<p>Projects using locative media to explore unique histories in the Tenderloin and/or address the festival’s aims of fostering creative civic engagement are also sought. Members of local community-based organizations will review all submissions and identify proposals that they wish to support.</p>
<p>In addition, creative work is encouraged to engage with the following questions:</p>
<ul>
<li> What does neighborhood mean?</li>
<li>How might urban communities speak effectively about their cities through use of wireless networks?</li>
<li>Where do wireless creative practices intersect with and/or enhance citizen roles in civic engagement?</li>
</ul>
<p><strong>Themes</strong></p>
<p><strong>Creative mapping</strong></p>
<p>Location based media has so far involved much discussion of the role of maps, both their local and geopolitical importance, their history within political structures and the potentials of self-made or self-informed maps in terms of the production of and shaping of urban space. GPS and other applications enable the making of highly personal and information laden online spaces. What is cartography? What is mapped identity? How can groups and populations better see themselves, their history and their futures in the realm of maps?</p>
<p><strong>Urban storytelling</strong></p>
<p>Stories of the distant past or recent memory help hold groups together. Community groups and cultural critiques often address whose stories are told, and how. In San Francisco, the mural is a traditional form of commemorative media, making communities’ histories and concerns visible on the walls of their buildings. What remains invisible? Can wireless technologies enable understandings of the past — both accepted and controversial?</p>
<p><strong>Sentient space</strong></p>
<p>Surveillance cameras, motion sensors, and electronic forms of payment have moved substantially into public space. Computational means of tracking and responding to human actions increasingly pervade the urban infrastructure. San Francisco has recently deployed a test run of networked, sensor-based parking meters. Other cities have introduced wireless, networked monitoring of water systems, electrical grids and so forth. Is this the emergence of new ’sentient cities’ or an extension of automated modernity started a century ago? How might we imagine and make debatable the ways in which networked information processing animates, invades, enables or undermines urban places?</p>
<p><strong>Body awareness</strong></p>
<p>Often seen as places of strangers and strangeness, modern cities are places where, unlike villages, one can find both welcome anonymity and undesirable alienation. Ambivalence about relations between self and others experience has been a feature of urban life since the 19th century: we want to fade into the crowd, but also feel connected. What kinds of awareness of other humans — or non-humans such as animals, plants and trees — remind us of liminal and subliminal arenas of urban growth and transformation?  How do embodied experiences — of crowds and solitude, of comfort and anxiety — relate to awareness of self and others?</p>
<p><strong>Local history</strong></p>
<p>Locative media can be used to express specific attributes of place through local history, connecting us to and with histories of architecture, urban space, the changing city and the combinations of news, folklore, and data flows which allow us to interpret and understand where we live. How can local history be mapped? Is it collaborative or authorial? What kinds of stories constitute the history of a place? What kinds of data are place-based?</p>
<p><strong>Contested spaces</strong></p>
<p>Art projects are never neutral. Even in evading explicit discussion of politics or controversies they take a stand with respect to a community of makers and audience of participants, listeners, or seers. In particular, projects of civic engagement rely upon (often unstated) aspirations about urban life. This is so especially when situated within specific communities and drawing upon their hopes, desires and dreams. We invite projects framed as interventions in contested spaces; that work with intervention as an art practice and that introduce new forms or contestation or expand upon the already established path of community-based art in San Francisco.</p>
<p><strong>Gaming</strong></p>
<p>Gaming takes on many unusual forms in today’s media-saturated culture. Moreover, young people constitute one of the most prolific and literate groups of wireless users—and many enjoy gaming. Implementing simple urban games can sometimes tell participants much about themselves and their awareness of and connection to fictional and emotional aspects of place. What kinds of narratives are appropriate in challenging neighborhoods? How can games be used to deal with social ills or help inhabitants navigate through periods of urban change?</p>
<p><strong>Technical forms</strong></p>
<p>Locative media involves an emerging cluster of technologies that include mobile phones, Global positioning satellite systems (GPS), geospatial databases and wireless networks. These technologies enable inter-connectivity between locations, determine locations and mapping and enable participation in storytelling and games. They have become increasingly ubiquitous in our daily lives and public spaces, and are radically changing how people work and live. In addition, these technologies raise complex questions about public/private rights, laws and responsibilities. The festival encourages submissions in four areas of creative technical practice:</p>
<p><strong>Data visualizations </strong></p>
<p>What data is relevant to Tenderloin inhabitants? How can visualization expose previously unrecognized patterns of exchange and which change the experience of familiar locations?</p>
<p><strong>Mapping and cartography</strong></p>
<p>Maps produce and represent information about the meaning of place. Locative practices often engage the location-aware/context aware aspects of tools/networks, pinpointing and demarcating places according to creative interpretation.</p>
<p><strong>Participatory media</strong></p>
<p>How can projects weave diverse groups and foster conditions for increased civic engagement, learning, and questioning? What barriers to civic engagement and participation are there and how might they be overcome?</p>
<p><strong>Location tracking</strong></p>
<p>Tracking the movement of people and objects can also record and augment experiences often unrecognized or culturally invisible. What kinds of movements of people and goods combine to form the economies and exchanges of a neighborhood? What kinds of human movement alters the way we might think or conceive of a place and its changing milieus?</p>
<p>Games and playful interventions Introducing ideas of competition, speed, and fantasy into city streets may help engage local inhabitants, young people, kids and onlookers in experiences they see as new, surprising or special.</p>
<p><strong>Project criteria</strong></p>
<p><strong><em>Proposed art must have some place-based and/or locative aspect such as utilizing GPS or GPS and the web; utilizing cellphones or other mobile media and address site specifics or place-making. Projects which address sites or cultures of the Tenderloin and/or collaborate with Tenderloin based constituents, populations or organizations are encouraged.</em></strong> The festival seeks project proposals which specifically contend with and/or engage with the multiple languages, communities, and interests of the Tenderloin, and which utilize the variety of public urban sites available in some meaningful and site specific form. Playgrounds, schools, public lobbies, gallery space, community centers, sidewalk areas, the street, parking lots, rooftops, and open plazas all provide excellent inspiration for wireless public projects and locative media works.</p>
<p><strong>Other criteria and creative/artistic priorities:</strong></p>
<p>Projects must be designed for or adapted to locations in or in close proximity to the Tenderloin. Existing projects that can be adapted to the Tenderloin are welcomed. Priority will be given to submissions by those who have community art experience or have worked with populations in urban neighborhoods.</p>
<p><strong>About the Tenderloin and Civic Center</strong></p>
<p>San Francisco’s Tenderloin district is a densely populated, rapidly changing, loosely defined district with apartment buildings, single- room occupancy hotels, nightclubs, bars, galleries and restaurants. Located near San Francisco’s cable car tourist attractions, downtown convention center hotel district and Union Square, it is a flourishing, multilingual and multiethnic neighborhood home to many artists and galleries. Yet the Tenderloin is also notorious as a concentrated site of misery, known for violent crime, prostitution, drug addiction, and homelessness. Recently, the city has devoted considerable attention and resources to redevelopment in the Tenderloin, making engagement with locally led organizations a priority. There are numerous multilingual, multicultural organizations with substantial art programs –Glide Memorial Church, Hospitality House, the YMCA and The Boys and Girls Club. It is also site of the Main Library, the center of San Francisco’s public library system. The festival’s close proximity to San Francisco’s administrative buildings and historic Market Street make it an especially intriguing arena for urban artmaking and location based creative practice.</p>
<p>Free wi fi exists in the library system and wireless is found throughout the Tenderloin. More specific technical questions can be addressed once proposals are selected.</p>
<p>The Gray Area Foundation for the Arts at 55 Taylor Street in the Tenderloin and will operate as base for the festival and will assist artists to work with the neighborhood in the installation of their projects. In addition Gray Area has a window installation venue Tendorama to which proposals can be specifically made, and will offer information about organizations with which to partner. The Gray Area Foundation for the Arts <a href="(http://www.gaffta.org">(http://www.gaffta.org</a>/) is a San Francisco-based nonprofit dedicated to building social consciousness through digital culture. Guided by the principles of openness, collaboration, and resource sharing, our programs promote creativity at the intersection of art, design, sound, and technology. Its goal is to make digital culture accessible, substantive and inspiring from the physical neighborhood of the Tenderloin to extended digital communities. GAFFTA is committed to outreach both online and in the city.</p>
<p><strong>Selection process</strong></p>
<p>Proposals will be reviewed and selected by a panel of artists, curators, arts and community organizations.</p>
<p><em>Timeline</em><br />
Proposals due: March 1, 2010<br />
Participants notified: on or before April 1, 2010<br />
June 11–12: Opening and art exhibition<br />
June 13: Symposium<br />
Community Workshops: June 19<br />
Friday, June 11: Art opening and introduction to the symposium at GAFFTA<br />
Saturday, June 12: All-day art festival of interactive, locative works in the Tenderloin sponsored by Gray Area.</p>
<p>Sunday, June 13: City-Centered Symposium at KQED, hosted by KQED and SFSU.</p>
<p>Saturday, June 20: Community education workshops at KQED in the Mission District</p>
<p>Please direct questions and other correspondence to citycentered [at] gaffta.org</p>
<p>Invitation to submit proposals : APPLICATION PDF<br />
Submission deadline: March 1, 2010</p>
<p>Participating Organizations<br />
KQED: <a href="http://www.kqed.org/">http://www.kqed.org/</a><br />
Gray Area Foundation for the Arts: <a href="http://www.gaffta.org/">http://www.gaffta.org/</a><br />
Center for Locative Media: <a href="http://www.locative-media.org/">http://www.locative-media.org/</a><br />
Conceptual Information Arts/Art Department/SFSU:<a href="http://userwww.sfsu.edu/~infoarts/"> http://userwww.sfsu.edu/~infoarts/</a><br />
The Berkeley Center for New Media: <a href="http://bcnm.berkeley.edu/">http://bcnm.berkeley.edu/</a></p>
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