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      Video games 
        extend beyond the gaming console into nearly every aspect of contemporary 
        life. They are fun. They drive innovation, consumer engagement and employee 
        productivity. Is our culture turning everything into a game? 
         
        Video Games have had a greater impact on narrative form than any medium 
        since film. They are altering our experience of both virtual and physical 
        space. Gamespace is everywhere and nowhere (McKenzie Wark, Gamer Theory). 
        In Video Game Spaces: Image, Play, and Structure in 3D Worlds, 
        Michael Nitsche introduces five analytical layers — rule-based space, 
        mediated space, fictional space, play space, and social space. How do 
        artists and game designers use these spaces in their creative practice? 
        How does structured play impact our engagement with other people, both 
        online and in urban space? What are the political and cultural implications 
        of gaming practices? 
         
        Please join us for a lively discussion. 
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    | Participants | 
      | 
      Asi 
        Burak co-founded ImpactGames 
        to influence society and promote change through interactive media. The 
        company has developed the internationally acclaimed PeaceMaker 
        video game that sold more than 100,000 copies in over 60 countries. Their 
        current project, PlaytheNews, 
        was publicly launched in Spring 2008 and already garnered interest from 
        top-tier media partners. Asi has been interviewed by international media 
        and is recognized as a thought-leader in this space. He and his partner 
        Eric Brown are often asked to speak at conferences and institutions including 
        The Sundance Film Festival, The Serious Games Summit, Games for Change, 
        The Skoll Forum, Aspen Idea Festival, The US Army War College and many 
        others. Prior to that, Asi was VP of Marketing at Axis Mobile, Art Director 
        at Saatchi & Saatchi and a Captain in the Israeli Intelligence Corps. 
        He holds a Masters of Entertainment Technology from Carnegie Mellon and 
        a BA in Design from the Bezalel Academy in Jerusalem.  
         
        Adriana 
        de Souza e Silva is an Assistant Professor at the Department 
        of Communication at North Carolina State University (NCSU), and the director 
        of the Mobile Gaming Research Lab (http://mglab.chass.ncsu.edu). She is 
        also a faculty member of the Science, Technology and Society Program at 
        NCSU. In 2004/2005, she was a Senior Researcher at the UCLA Graduate School 
        of Education and Information Studies (GSE&IS) at CRESST (Center for 
        the Study of Evaluation). Dr. de Souza e Silva holds a Ph.D. on Communication 
        and Culture at the Federal University of Rio de Janeiro, Brazil. From 
        2001 to 2004 she was a visiting scholar at the UCLA Department of Design 
        | Media Arts. Dr. de Souza e Silva’s research focuses on how locative 
        mobile interfaces change our relationship to space and create new social 
        environments via media art and hybrid reality games. She holds a Masters 
        degree in Communication and Image Technology at the Federal University 
        of Rio de Janeiro, Brazil.  
         
        Australian artist Anita 
        Fontaine is internationally recognized for working in real 
        and virtual worlds using technology and other media. She has also worked 
        as a games artist at EA, a researcher at the Banff New Media Institute 
        and currently holds the position of interactive art director at the award 
        winning ad agency Modernista! Creating installations, location based experiences, 
        games, the internet and cinema, her work expands the parameters of new 
        media and the moving image. One of her most internationally acclaimed 
        works is the hypercute videogame modification CuteXdoom (2005), which 
        explores our global culture of consumerism in particular the obsession 
        with cuteness and Japanese Kawaii culture. Anita's Ghostgarden (2007) 
        is a compelling location based cinema project using new technologies and 
        GPS to bring a modern fairytale to life inside garden environments. Exhibited 
        at the Sydney Festival in early 2008, visitors to the Sydney Botanical 
        gardens could borrow devices from a refashioned Victorian cart, enabling 
        them to explore and unravel an animated lovestory set within the botanical 
        landscape. Recently Anita was commissioned to construct a fantastical 
        architectural vision inside Second Life. In August 2008, Technocolor, 
        the Harlequin Lodge was launched inviting Second Lifers a change to engage 
        in an overwhelming sensory treat. Most recently Anita completed the second 
        chapter in the CuteXdoom series and the installation is currently being 
        exhibited at the Gallery of Modern Art in Australia as part of the National 
        New media art awards. She currently lives and works in Amsterdam. 
         
        Jesper 
        Juul is a Video Game Researcher at the Singapore-MIT Game 
        Lab in Cambridge, MA. His research interests include video game history, 
        games and storytelling, and game design. His book Half Real: Video Games 
        Between Real Rules and Fictional Worlds was published by MIT press in 
        2005. He continues to write The Ludologist, a blog on video game theory. 
        His new book on the rise of casual video games title "A Casual Revolution" 
        will be published by MIT Press in 2009.  
         
        Friedrich 
        Kirschner is a filmmaker, visual artist and software developer. 
        He re-purposes computer games and realtime animation technology to create 
        animated narratives and interactive performances. His work has been shown 
        at various international animation festivals and exhibitions, including 
        the Laboral Gameworld exhibit in Gijon, the American Museum of the Moving 
        Image in New York, the Ottawa international Animation festival and the 
        Seoul Media Art Biennale. He currently works as an independent researcher 
        and is the director of the Machinima Filmfest in New York. 
         
        Marcin 
        Ramocki was born in 1972 in Krakow, Poland. He received his 
        BA from Dartmouth College and MFA from the University of Pennsylvania. 
        Marcin is a new media artist and independent curator based in Williamsburg 
        Brooklyn. His works have been exhibited at MoMa, Hirshhorn Museum, Pacific 
        Film Archives, White Box, Anthology Film Archives, Artmoving Projects 
        and many more. Recently Marcin directed his first feature documentary 
        "8 BIT" which premiered at the Museum of Modern Art NYC. he 
        is also the founder and of vertexList space in Brooklyn. Currently, Marcin 
        teaches New Media at Jersey City University. 
         
        Jason Rohrer is an independent game artist, programmer, and 
        critic. With game designs that explore complex and subtle aspects of the 
        human condition, his work has bolstered the acceptance of games as a serious 
        art form. Rohrer's games have been shown at festivals and art exhibitions 
        in Park City, Toronto, Montreal, Pittsburgh, Los Angeles, Seattle, and 
        Lleida, Spain. His 2007 release, Passage, received widespread industry 
        and critical acclaim, with God of War creator David Jaffe calling it "one 
        of the most emotional video games I've ever played" and Wired's Clive 
        Thompson writing, "More than any game I've ever played, it illustrates 
        how a game can be a fantastically expressive, artistic vehicle for exploring 
        the human condition." His 2008 release, Gravitation, won the Jury 
        Prize at IndieCade. Rohrer was selected, along with 27 other innovators, 
        for inclusion Esquire's December 2008 "Genius Issue". Rohrer 
        lives with his spouse and two children in the rural town of Potsdam, New 
        York, where they pursue a simple, frugal lifestyle.  
         
        Mushon 
        Zer-Aviv is a designer, an educator and a media activist 
        from Tel-Aviv, based in NY. He is interested in challenging the perception 
        of territory and borders and the way they are shaped through politics, 
        culture, globalization and the World Wide Web. His work explores media 
        in public space and public space in media. He is the co-founder of ShiftSpace.org, 
        YouAreNotHere.org, Shual.com, the Kriegspiel computer game and the Tel 
        Aviv node of the Upgrade international network. Mushon teaches new media 
        research design in NYU and in Parsons the New School of Design.   | 
  
   
    | Screening 
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      Friday, 
        March 20, 7:00 pm 
         
        Created by Marcin Ramocki and Justin 
        Strawhand, 8 BIT is a hybrid documentary 
        examining the influence of video games on contemporary culture. A mélange 
        of a rocumentary, art expose and a culture-critical investigation, 8 
        BIT ties together seemingly disconnected phenomena like the 80's 
        demo scene, chiptune music and contemporary artists using machinima and 
        modified games. 
         
        Produced in NYC, LA, Paris and Tokyo, 8 BIT brings a 
        global perspective on the new artistic approaches of the DIY generation 
        which grew up playing Atari and Commodore 64. Some of the artists featured 
        in 8 BIT include Cory Arcangel, Bit Shifter, Bodenstandig 
        2000, Bubblyfish, Mary Flanagan, Alex Galloway, Glomag, Paul Johnson, 
        John Klima, Johan Kotlinski, Nullsleep, Joe McKay, Tom Moody, Akiko Sakaizumi, 
        Eddo Stern, TEAMTENDO, Treewave and Carlo Zanni. 
         
        With the help of media critic Ed Halter and new media curator 
        and writer Christiane Paul, these very recent artistic strategies 
        are put in the historical context of modernist and postmodernist discourse 
        and examined as potential examples of a transition into fresh, uncharted 
        territory. 8 BIT insists that in the 21st century Game-Boy 
        rock, machinima and game theory belong together and share a common root: 
        the digital heritage of Generation X. More info here.  | 
   
    | Workshops | 
      | 
      Saturday, 
        March 21, 3:00 - 5:00 pm 
         
        Workshop 1 
        Kriegspiel: Guy Debord's 1978 "Game of 
        War" Produced for Computer 
        Mushon Zer-Aviv 
         
        In 1978 the French Situationist Guy Debord designed and fabricated a board 
        game called "The Game of War." Thirty years later, RSG released 
        a new, free, online computer game inspired by Debord's largely forgotten 
        work. We explore the contradiction between Debord, a symbol of radical 
        politics and art in 1960s France, and the Napoleonic war game he created. 
        In Debord's own words, the game was the only thing in his entire body 
        of work that had any value. Was it nostalgia, or a vision of things to 
        come?  
         
        Founded in 2000, RSG is a collective of programmers and artists working 
        on experimental software products. The Kriegspiel team consists of: Alexander 
        R. Galloway, producer and programming; Carolyn Kane, research; Adam Parrish, 
        programming; Daniel Perlin, sound; DJ /rupture and Matt Shadetek, music; 
        and Mushon Zer-Aviv (Shual.com), design. More details here. 
         
        Workshop 2 
        Introduction to Machinima 
        Friedrich Kirschner 
         
        Machinima (machine + animation + cinema) is a real world film making technique 
        applied with in the interactive virtual world of 3D games. Basically, 
        games are modified and altered so that scenery and characters ('characters' 
        are not human they are objects or avatars) can be controlled either by 
        human intervention or scripts - allowing the artists to 'shoot' movies 
        with the virtual environment.   |