Radical gaming
Subtitle: immersion, simulation, subversion
By: Sabine Himmelsbach, Boris Magrini (eds.).
Contributors: Haus für elektronische Künste (Basel, Switzerland)
Publisher: HEK (House of Electronic Arts); Christoph Merian Verlag
Published: 2021
Place of publication: Basel]; [Basel]
Language: eng
Number of pages: 192
ISBN-13: 9783856169589
Copyright date: 2021
Subjects: Video games in art; Exhibitions; Video games; Design
Description: This publication presents artists who engage with the structure, technologies and aesthetic of a meantime global video-game industry. The young artists use the latest technologies for games production so as to create virtual and augmented reality experiences, immersive surroundings, interactive stories and multimedia installations. While appropriating these media for their own artistic practice, they create alternative perspectives on identity construction, gender issues and social change. By radically spurning the commercial and leisure-oriented logic of video games, they succeed in making uncompromising, progressive works that encourage users to think.00Exhibition: HeK (Haus der elektronischen Künste Basel), Switzerland (01.09 - 14.11.2021).
Notes: Includes glossary.

Chiefly illustrated.

Includes bibliographical references.

On the occasion of an exhibition held at House of Electronic Arts, Basel, September 1 - November 14, 2021.