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<nettime-ann> [ann] medi {AT} terra 06 gaming realities / CfP extension of deadline


medi {AT} terra 06
international art + technology festival

gaming realities

October 4 - 8, 2006

Athens, Greece



Gaming Realities: the Challenge of Digital Culture Conference

The Conference 'Gaming Realities: the Challenge of Digital Culture'
focuses on four Subject Areas covering a wide range of crucial issues and
questions concerning Games and their position in Digital Culture, studied
from the Observers? as well as from the Players? point of view: in
Subject Area &#913; the Socio-Political, Psychological, Cognitive and
Philosophical aspects of Game are analysed; in Subject Area B the
influences of Game in Art and the Game as 21st century?s New Art are
studied; in Subject Area C Technologies and Techniques that develop or
are developed by the Game are presented; and finally Subject Area D
concerns the emergence and growth of the New Economy of Games defining
its impact in Art and Society of the 21st century.

The subject areas that constitute the four basic axes of the Conference
are described by indicative topics around which the speakers are invited
to communicate.

A. The borders between Games and Reality
(when Games influence Reality)

a. the World of Game
_ Real Games ? Virtual Life
_ Net-Games and Virtual Communities: a utopian space
_ Social and Anti-Social games
_ MUDs and Net-Individualism
_ Game and Communication Utopia
_ Collective and Individual representation of the World through the Game

b. the Identity of the Player ? the Identity of the Digital World
_ The Embodiment and Dis-Embodiment of the Player and the Game
_ Virtual Bodies, Games and Gender
_ What avatars do we choose and what avatars do we create (or they create
for us)
_ Games and Identity
_ The Essence of Play and the Psychology of t he Player

c. Serious Games
_ Game Politics and politic propaganda in Games
_ Simulation and Game environments for learning and training
_ Scientific and Military Games
_ Freedom, Choice and Censorship in Games
_ Games and Cognitive Sciences

B. Game in Art and Art of Game
(Game as 21st century?s New Art)

a. Game as a new field for artistic expression
_ Game based artworks
_ Art criticizing Games
_ The Integration of Game in Art
_ The Aesthetics of the New Media and ?art games?
_ 'Commercial' Game as Art

b. Interactive Narratives and Multi-scenarios: the New Storytelling
_ Audiovisual and Narrative aspects of Games
_ Linear and non-linear narratives in art games, and in commercial Games
_ Multi-scenario strategies
_ From image to text and from text to image
_ Responsive Play Environments

c. Game Aesthetics: the emergence of a New Art
_ Game as a New Form of Art and the new Aesthetics of Digital Games
_ Artistic expression through Game
_ Aesthetics of New Interactive Media
_ Aesthetics of Multi-centric Narratives

C. Game Technologies
(Game Evolution through Technology and Technology Evolution through

a. History and Evolution of Game Technologies
_ Game and 'traditional' audiovisual media
_ From 2D to 3D Game
_ Mobile gaming: mobile phones and the evolution of Games
_ Artificial Intelligence Techniques and Intelligent Games
_ Integration of New Technologies in Game
_ New Technologies development for Game

b. 'Building' a Game: Design and Game Development
_ From conception to production
_ Creating a Game scenario: narrative techniques for
_ Aesthetics and Techniques for the creation of Virtual Worlds
_ 3D Game in the Web
_ Architecture and Game Design
_ 'Serious' gam es techniques
_ Sound and Graphics in Game
_ Designing the Interface: the contact with the Player
_ Games dramaturgy
_ Designing virtual actors

c. Game-Engines VS PC
_ Evolution of Game-Engines
_ Game-Engines and PC evolution
_ The Future of Game-Engines

d. Innovative and Experimental Game Techniques, Technologies and
_ Innovative interactive techniques for Games
_ Innovative and Experimental Game Interfaces
_ Special programs, software and programming for Games
_ New audiovisual techniques and original applications in Games
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