The first of a brand new series of Mathias Jansson's study of Videogame Appropriation in Contemporary Art. This article explores the videogame Tomb Raider and Lara Croft, using Anne-Marie Schleiner's question as it's central theme, "Does Lara Croft Wear Fake Polygons?" asked in a gender analyse essay published in 2000 in the Switch magazine. Including examples of works by artists who have appropriated, intervened, hacked and critiqued this popular videogame character.
Edward Picot reviews Andy Campbell's four-part digital mystery-story, "Nightingale's Playground", which appeared online last year. "Campbell has always been at pains not to place his text in front of his images, or beneath them or to one side, like labels on tanks at the zoo or explanatory plaques next to pictures in a gallery; instead he puts his words inside his graphical environments, sometimes hidden or partially-hidden inside them, so that we have to explore to read. It pulls us in, and it makes his work inherently immersive and interactive... His central characters are often living in a reality with two layers: the "ordinary" everyday world which is mean, dull, shoddy and constricting, but relatively safe; and an inner or underlying reality which can only be glimpsed rather than viewed as a whole, possibly because it is so dangerous and frightening - a reality which emerges fitfully via dreams, games, imaginings and doodles."
In the 5th and final part of his series on classic Videogames and their appropriation into contemporary art. Mathias Jansson guides us through the many works within the game art world that have been inspired by Super Mario. From Miltos Manetas to Cori Arcangel and Antoinette J. Citizen, this article unpacks the many ways in which this popular videogame character has influenced the work of various artists.
Is it possible to develop artistic projects that not only change the way we see and use technology but also affect real social change at the same time? Ruth Catlow introduces the Zero Dollar Laptop project and proposes that this might just be possible.
From Vooks to ebooks, from the iPad to the Google settlement, and from print-on-demand to new styles of writing, Edward Picot attempts to analyse the effects of the digital revolution on the publishing industry, and to make some educated guesses about how things may develop in the next few years.
This text (part 1/4) by Ellie Harrison addresses the ethical implications of continuing to choose the career of artist in the twenty-first century. This text is one outcome of Elllie's recently completed Leverhulme Scholarship on the Master of Fine Art programme at Glasgow School of Art.
A Rude Awakening. How history and art could have taken a very different path path in the early 1970s. "In a pre-neoliberal world, choosing the role of artist was seen as an alternative to the mainstream: a point of resistance, a political statement even". Part 2/4 by Ellie Harrison
The Plan of Action aims to cover all bases: active and/or passive responses to the situation; to use our roles as artists to incite the radical change to our societal structure (in the artworld and globally) needed to avert climate catastrophe whilst finding meaning and happiness should our active response fail. Part 3/4 by Ellie Harrison
Alternative Knowledge. From September 2008 - June 2010, Ellie Harrison undertook a Leverhulme Scholarship on the Master of Fine Art programme at Glasgow School of Art. The thesis published below forms one of the major outcomes of her research during this period. This is part four of four.
Annie Abrahams creates an Internet of feeling - of agitation, collusion, ardour and apprehension. This exhibition at HTTP Gallery presents three new collaborative works alongside documentation of recent networked performances created and curated by the artist.
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