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June 13, Next Level - Condon, Clarke & Mitchell 13.06.06 SMCS on 11, TUESDAY, June 13, 2006 Begins 8:00 p.m. Free admission Language: English As the exhibition ‘Next Level: Art, Games & Reality’ in Stedelijk Museum CS is drawing to a close, SMCS on 11 is once again devoting attention to the rise of computer games as the newest art form. When is a computer game ‘art’? And how should a game be exhibited? Interactively – or precisely not? And in what context should a game be shown? On this evening, several experts will be giving their answers to questions of this sort. On the basis of the exhibition, Brody Condon will provide a brief exposition of his work; Andy Clarke and Grethe Mitchell, the driving forces behind the COSIGN conferences and authors of a forthcoming book on computer games and art, will be present from London. Evert Hoogendoorn will act as moderator this evening. Brody Condon became famous in 2003 when he made the game 9/11 Survivor together with a group of students from the Andy Clarke and Grethe Mitchell have written a number of articles on video games together, and this year will be publishing a book on video games and art. The book includes interviews with artists, critics and gaming experts. Clarke and Mitchell provide an overview of the diversity of video games and place them in the wider context of contemporary and historic art practice. By mapping games and their history they lay a foundation on which the game can grow further as a part of our art history. They are also co-organisers of the COSIGN conferences, which are held more or less annually. More information on these can be found at www.cosignconference.org. Grethe Mitchell is a Senior Lecturer at Evert Hoogendoorn is head of Design for Virtual Theatre & Games at the Hogeschool voor de Kunsten, Utrecht (HKU). This programme approaches games from the angle of art, and seeks the crossovers with traditional media. In addition he is senior lecturer in Game Design and Development, also at the HKU. Here games are approached from a design perspective, in which the confrontation between the user and the game is central. Both programmes focus on the interface between art and technology, where innovation is of primary importance. |
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