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Radical gaming

Sabine Himmelsbach, Boris Magrini · 2021

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About the book

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).

Book details

Year
2021
Language
English
Publisher
HEK (House of Electronic Arts)
Editions
1
Pages
192
ISBN
9783856169589

Data source: Wikidata

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