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&Playable
Kritika eta esperimentazioa bideo-jokoekin
Playful&Playable
Lara Snchez Cotern Lara Snchez Cotern
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+ Playful & playable; crtica y experimentacin con videojuegos +
den aldetik) arteko elkarketa logikotik sortzen La Narrativa Interactiva, que surge
dena, joera gorakorra da gaur egungo garatzaile del maridaje lgico entre los relatos
independenteen taldearen barnean. Hona hemen hipertextuales y el videojuego como
bilakatzen ari den formatu horren zenbait medio, es una corriente emergente dentro
adibide: Terry Cavanagh eta Stephen Lavelle de la comunidad de desarrolladores
egileak, erakusketan ikusiko den Judith lanaren independientes contemporneos. Autores
eta bestelako produktu batzuen (esaterako, como Terry Cavanagh y Stephen Lavelle
Pathaways) sortzaileak; Robert Yangek Radiator en trabajos como Judith, del que podemos
sailean egindako kontaketa alegorikoak; Tale disfrutar en la muestra, pero tambin en
Of Tales konpainiaren ipuinen eta istorio otros proyectos suyos como Pathaways; las
klasikoen berrikuspenak; edota Molleindustriak narraciones alegricas de Robert Yang en su
monotoniari buruz aurkezten digun kontakizuna, serie Radiator, las revisiones de cuentos e
Every day the same dream izenekoa. historias clsicas de Tale Of Tales, o incluso el
relato sobre la monotona que nos presenta
Musikarekin gertatzen den bezala, bideo- Molleindustria (Every day the same dream), son
jokoaren herri hizkuntzak zerikusi handia ejemplos de este formato en evolucin.
dauka sinestesiarekin. Badaude sentsazio
asko, oraindik bideo-jokoetan simulatu ezin Al igual que ocurre con la msica, el lenguaje
direnak, baina, gizakien burmuina behar vernculo del videojuego tiene mucho que ver
bezala motibatzen bada, hutsune horiek con la sinestesia. Hay muchas sensaciones que
osa ditzake. Ian Bogosten ludopoesiak ikus- aun no se pueden simular en un videojuego,
entzunezko kode sinestesiko berri horiek pero debidamente motivado, el cerebro
antolatzeko moduaren paradigma onak humano puede llegar a complementar estos
dira. Jolas poetikoak dira, egilearen beraren vacios. Las ludopoesias de Ian Bogost son
ideia baten irudikapen jarduten dutenak un buen paradigma del modo en el que se
eta jokalariak manipulatzen dituenak. Jolas articulan estos nuevos cdigos audiovisuales
irekia da, egileak neurri handian zehaztuta sinestsicos. Son juegos poticos, que
dauden esperientzietatik gidatzen ez funcionan como una representacin de una
gaituela; izan ere, ikurren eta kontzeptuen idea del propio autor, que el jugador manipula.
abstrakzioak eta kondentsazioak bidea Se trata de un tipo de juego abierto en el que el
zabaltzen diote jokalari bakoitzaren autor no nos gua por experiencias concretas
esperientzia bakarrari. altamente definidas sino que la abstraccin
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
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+ Playful & playable; crtica y experimentacin con videojuegos +
(3) Serious Game jokoak denbora-pasa hutsa ez den (3) Un Serious Game es un juego diseado para un
hasierako asmoarekin diseinatzen dira. Hala ere, etiketa propsito inicial distinto del mero entretenimiento. Esta
horrek gai oso ezberdinak barne hartzen ditu, gainera etiqueta comprende sin embargo disciplinas muy distintas
batzuetan elkarren kontrakoak direnak. (Advergames, y en casos incluso antagnicas. (Advergames, Games-Based
Games-Based Learning, Newsgames, Simulation Games, Learning, Newsgames, imulation Games, Persuasive Games,
Persuasive Games, Games for Health, Militainment, etab.) Games for Health, Militainment, etc.)
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
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Egilea/egileak +++ Relacin de artistas
+ Ian Bogost 12
+ Molleindustria 18
+ Robert Yang 24
+ Tale of Tales 28
+ Martin le Chevallier 30
A slow year
Egilea / Autor
Ian Bogost
Urtea / Ao
2010
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+ Playful & playable; crtica y experimentacin con videojuegos +
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Urtea / Ao
2008
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+ Playful & playable; crtica y experimentacin con videojuegos +
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
CuteXDoom II
Egilea / Autor
Mike Pelletier, Anita Fontaine
Urtea / Ao
2008
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+ Playful & playable; crtica y experimentacin con videojuegos +
eta axioma honi jarraitzen zion: objektuak en el que Sally era captada por la secta
eta materialak izateak zoriontasunera homnima, en la cual se adora el siguiente
eramango gaitu. axioma: la posesin de objetos y materiales
nos llevara hasta la felicidad.
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Urtea / Ao
2009
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+ Playful & playable; crtica y experimentacin con videojuegos +
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Gamebroker
Egilea / Autor
Derivart y David Pello
Urtea / Ao
2009
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+ Playful & playable; crtica y experimentacin con videojuegos +
galderak egiten dizkigute eta horiei nos retan con preguntas acerca de
erantzun zuzena eman behar diegu, gure estas pocas de crisis, que deberemos
azken puntuazioa handitzeko. Horrela, responder correctamente para aumentar
Gamebrokerek azken hamarkadetan nuestra puntuacin final. GameBroker
izan ditugun finantza krisien izaera ia nos invita as a una pequea reflexin
ziklikoari buruzko gogoeta txikia egitera sobre la naturaleza casi cclica de
bultzatzen gaitu. las crisis financieras que nos vienen
visitando en las ltimas dcadas.
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Judith
Egilea / Autor
Terry Cavanagh / Stephen Lavelle
Urtea / Ao
2009
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+ Playful & playable; crtica y experimentacin con videojuegos +
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Urtea / Ao
2009
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+ Playful & playable; crtica y experimentacin con videojuegos +
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Urtea / Ao
1998
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+ Playful & playable; crtica y experimentacin con videojuegos +
zen, eduki aktibista emanez. Jokoa Wilhelm incluyendo en ellos contenido activista. El
Reichen idazkietan inspiratzen da eta juego se inspira en los escritos de Wilhelm
jokalaria gonbidatzen du adin guztietako Reich e invita al jugador a descubrir
pertsonentzako doako prostituzio-etxe un prostbulo pblico y gratuito para
publiko bat ezagutzera. Jokoa gameboy personas de todas las edades. El juego
kontsolaren kartutxoetan argitaratu zen fue cargado en cartuchos de Game Boy y
eta alderantzizko lapurreta mekanikaren mediante la mecnica del robo inverso
bidez, dendetan saldu zen, benetako fue puesto en circulacin en tiendas,
merkataritza jokoen ordez. suplantando a juegos comerciales reales.
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
The Path
Egilea / Autor
Tale of Tales (Auriea Harvey & Michael Samyn)
Urtea / Ao
2009
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+ Playful & playable; crtica y experimentacin con videojuegos +
sentitzeko modu ezberdinetatik eramango nos guiara por distintos modos de vivir
du jokalaria, nahiz eta istorioaren zati el relato, aunque la mayor parte de la
handiena norberaren buruan dagoen... historia est en tu cabeza...
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Vigilance 1.0
Egilea / Autor
Martin le chevallier
Urtea / Ao
2001
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Urtea / Ao
2008
erotikoa du eta ez du irudirik. Audio ritmo ertico, sin grficos, que solo puede
seinaleetatik eta wii kontsolaren ser jugado a partir de las seales de audio
aurrera baino ezin da jokatu. Gainera, wii. Adems necesitaras fijarte en las
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+ Playful & playable; crtica y experimentacin con videojuegos +
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Playful&Playable
Lara Snchez Cotern way of work within the contemporary
community of independent developers.
PLAYFUL & Playable is a program of activities Authors like Terry Cavanagh and Stephen
addressing the new relationships between Lavelle in works such as Judith, which we
the field of video games and contemporary can enjoy at the exhibition, but also in
culture, from the position of the authors, other of his projects like Pathaways; the
creators and independent groups. allegorical narratives of Robert Yang in his
series Radiator, the review of classic tales
In these developments outside mainstream and stories by Tale Of Tales, or even the story
and commercial trends, the gaming experience of the everyday life monotony presented by
goes beyond the playful subject to settle in the Molleindustria (Every day the same dream),
territory of the critical and creative activity. are examples of this evolving format.
The program, which will run throughout the As with music, the vernacular language of
second half of 2010 with meetings, workshops, games has a lot to do with synesthesia. There
liveacts and projections, is looking for are many feelings that cannot be simulated
prospecting and analyzing videogames as a even in a videogame, but appropriately
cultural process, and begins with an exhibition of reasoned, the human brain can complement
projects that address the dialogical relationship these gaps. Ian Bogosts poetic games are a
between player and author- designer-developer good paradigm of the way in which these new
on a different perspective (1). codes are articulating visual synesthetes. These
poetic games function as a representation of
From the closeness provided by digital content an idea of the author himself, which the player
distribution, which avoids unnecessary and manipulates. This is an open type of game in
sometimes harmful intermediaries for this which the author doesnt guide us through
communication, new types of processes are particular or highly defined experiences. He
built that integrate indie playful content and offers abstraction and condensation of symbols
more sophisticated experiences. and concepts, leaving the way open to the
unique experience of each player.
Interactive Narrative, which arises from the
logical marriage between hypertext stories In addition we review a more committed
and the videogame medium, is an emerging kind of productions within the scope of
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+ Playful & playable; crtica y experimentacin con videojuegos +
technologically mediated games. Continuing In any case, the key of this exhibition is not
the task of mapping existing social models, supported by the presentation of objects or
the reformulation of Sid Meiers Civilization (2) contemplative drifting, but in the first person
by Kristian Vladan Lukic and Joler (Eastwood - play experience, on immersive interaction,
Real Time Strategy Group) which yield within so as great Elvis said, A LITTLE LESS
the criticism current that distinguishes itself CONVERSATION, A LITTLE MORE ACTION! (4)
from the broad and sometimes ambiguous
label of the so called serious games(3). Lara Snchez Cotern
We can even get out of the limited structures Lara Cotern Snchez has a degree in Fine
of the most orthodox definition of play to Arts at Universidad Pais Vasco and she is PhD
meet projects as Vigilance 1.0 (Martin le candidate at Universidad Complutense Madrid,
Chevallier), in which through the claim of developing his research within the convergence
entertainment we are playing the role of a of Contemporary Art and Cultural Practices
judgmental big brother with ubiquitous stare. with the Videogames. She is a founding
member of the group of Game Studies & Game
Without leaving the pragmatic style of this body Art ARSGAMES and supplements her teaching
of works, but without losing the playful tone with cultural management in collaboration
of the entire exhibition, Derivart group with with different institutions and groups (Amarika
David Pello have added to their Gamebroker Project, Intermediae Matadero Madrid, La Casa
project a vector of education commitment Encendida, Instituto Cervantes, etc.).
and discussion about certain socio-economic
(1) http://www.amarika.org/play/ This URL is the real time dynamic
events, using a device so innocent a priori as a repository, what will show the program throughout the 2nd half of
2010. It will show further extensions and updates of all activities.
series of mini games for Gameboy.
(2) Sid Meier is the creator of the most successful turn-based
strategy game series in history, Civilization (1991). In Civilization
And after those relevant and sublime
you play as a ruler of a civilization, starting with a simple settlers
experience we also review subversive and unit and trying to build an empire in competition with other
civilizations.The release of Civilization V is planned for late 2010.
fun projects that militate within the most
uncomfortable and sharp irreverence such as (3) A Serious Game is a game designed for a primary purpose
other than mere entertainment.This tag includes many different
Super Kid Fighter (Carbon Defense League)
disciplines, however, and in cases even antagonistic. (Advergames,
and Dark Room Sex Game of Copenhagen Games-Based Learning, Newsgames, Simulation Games,
Game Collective, even the LSD experience of Persuasive Games, Games for Health, Militainment, etc.).
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
A Slow Year
Author/s manipulates. As poetry, they rely on the
Ian Bogost condensation of symbols and concepts
rather than the clarification of specific
Year experiences. As images, they offer visually
2010 evocative yet obscure depictions of real
scenes and objects.
Kind of project (technically)
Videogame for Mac (PC and Atari)
Project description
A Slow Year is a collection of four
games, one for each season, about the
experience of observing things. These
games are neither action nor strategy:
each of them requires a different kind of
sedate observation and methodical input.
As games, these rely on the procedural
representation of an idea that the player
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+ Playful & playable; crtica y experimentacin con videojuegos +
Project description
In Eastwoods earlier modification of
Sid Meiers seminal computer strategy
game Civilization, Civilization IV players
took the role of corporate IT big players.
This work continues their project of
mapping the techno-capitalist tendencies
of real-time strategy and online worlds.
Civilization V Age of Love is a game that
addresses the competition for dominance
between companies working with Web 2.0
technologies, such as Facebook, YouTube,
persistently online games such as Second
Life and World of Warcraft, social networks,
social content aggregators and free labour
market. In order to advance through the
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
CuteXDoom II
Author/s Sanrio is drawn to the CuteXdoom cult,
Mike Pelletier, Anita Fontaine which centres around the notion that the
possession and worship of cute material
Project description
CuteXdoom II is a game modification that
transforms Unreal Tournament 3 into a
digi-Rococo experience. Players are tasked
with the mission of piloting their poisoned
character, Sally Sanrio, through a world
that is simultaneously cute and sinister
in search of the antidote. CuteXdoom II
expands the narrative developed in the
first instance of the project, wherein Sally
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+ Playful & playable; crtica y experimentacin con videojuegos +
Year
2008
Project description
A game about alienation and refusal of
labour. Every Day The Same Dream is a
short, bleak tale about a day / dream /
nightmare. A faceless one-dimensional man
is trapped in the daily routine. His liberation
/ damnation / awakening only happen when
player discovers all the possible avenues of
subtle disobedience.
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Gamebroker
Kind of project (technically) soaring oil prices in the early 1980s, the
Gameboy minigames surge in interest rates in beginning of the
1990s, or the technology stocks during the
Project description
Game Broker reflects upon the nature of
financial crises with three retro games with
8-bits aesthetics for the original Nintendo
Game Boy. Each of the three games brings
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+ Playful & playable; crtica y experimentacin con videojuegos +
Judith
Author/s
Terry Cavanagh and Stephen Lavelle
Year
2009
Project description
Judith is a first person adventure game
set in and around a castle. The game was
originally technically motivated, following
a quick collaboration in London at a games
jam in December 2008 (involving some
visual effects). Narrative structure, with
spatial and temporal jumps, puts us on
the skin of many different characters, the
ancient inhabitants of the castle.
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Year
2009
Project description
Issue 1, June 2009) POLARIS: Youre
stargazing in central California on what
could totally be both the lamest and
the cheapest date ever. Polaris was an
experiment both in having real-life
impact (finding Polaris with this technique
actually works in real-life throughout the
Northern Hemisphere) and in depicting
narrator voice. The narrators gender
is never specified -- and this was only
possible through text, as a voice over
wouldve ruined the effect.
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+ Playful & playable; crtica y experimentacin con videojuegos +
Project description
In 1998, the Carbon Defense League, a
collaborative art group, produced a game
called Super Kid Fighter for the Nintendo
GameBoy. In addition to the game, the
group published a development kit
complete with software, schematics, and
instructions called Child as Audience that
featured music by Creation is Crucifixion
and spoken word by Critical Art Ensemble.
The goal of the project was to reclaim what
was then a controlled medium (gaming) to
target children with activist content. The
game drew its inspiration from the writings
of Wilhelm Reich and invited a player to
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
The Path
Author/s
Tale of Tales (Auriea Harvey & Michael
Year
2009
Project description
The Path is a short horror game inspired by
older versions of Little Red Ridinghood, set in
modern day. The Path offers an atmospheric
experience of exploration, discovery and
introspection through a unique form of
gameplay, designed to immerse you deeply
into its dark themes. Every interaction in the
game expresses an aspect of the narrative. The
six protagonists each have their own age and
personality and allow the player to live through
the tale in different ways. Most of the story,
however, relies on your active imagination.
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+ Playful & playable; crtica y experimentacin con videojuegos +
Vigilance 1.0
Kind of project (technically) The goal of the project was to reclaim what
Video game mac/pc was then a controlled medium (gaming) to
target children with activist content. The
About the author/s game drew its inspiration from the writings
The player faces a series of screens allowing of Wilhelm Reich and invited a player to
him to watch over many places in the same discover a free public brothel for people of
time: streets, supermarkets, parking lots, all ages. The game was uploaded to hacked
shops, apartment buildings, schools, etc. Gameboy cartridges and reverse stolen to
Denouncement is his aim. In a limited time store shelves in place of existing games.
(his work time), he has to point out the most
important amount of infractions : robberies,
pocket-pickings, breaches of the highway
code, trash-abandoning, drug dealing,
drunkenness, sexual harassment, etc. Each
time the player catch one in the act, his
points increase; each time he defames, they
lower. Each citizen being a virtual offender,
all unpunished infractions increase the rate
of amorality of the society. Prevented from
using his critical sense by the lure of success,
the player faces a double bind.
Project description
In 1998, the Carbon Defense League, a
collaborative art group, produced a game
called Super Kid Fighter for the Nintendo
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+ Playful & playable; kritika eta esperimentazioa bideo-jokoekin +
Year
2008
Project description
Dark Room Sex Game is a no-graphics erotic
rhythm game, played only by audio and haptic
cues. The goal is to research climax with your
partner, by accelerating at the correct rate. In
the four-player mode (available on the groups
website), you need to figure out who your
partner is, and then race to reach climax before
the other two players.
pag. 48
Amarika projektua
/// Proyecto Amarika
Amarika Proiektua artearekin sozialki
edo lanagatik loturik dauden artisten,
sortzaileen eta lagunen taldea da. Proiektua
irekia eta anitza da, non kultur-praktika
garaikideekin erlazionaturiko ajenteak
aintzakotzak hartzen diren. Taldeak,
bere burua independentetzat hartzen
duenak, tokiko arte-sormena garatu eta
suspertu nahi du eta bitarteko profesionala
duintzearen alde lan egiten du.
El proyecto Amarika es un colectivo
de artistas, creadores y personas
relacionadas social y/o laboralmente con
el arte y la cultura, abierto y plural en
el que tienen cabida los agentes locales
vinculados a las prcticas culturales
contemporneas. Es un proyecto
independiente que pretende desarrollar
e incentivar la creacin artstica dentro
de la comunidad local buscando la
dignificacin de su medio profesional.
Amarika Project is a group of artists,
creators and people social or professionally
related with art and culture. Its an open and
pluralistic project in which local actors are
linked to contemporary cultural practices.
It is an independent project that aims to
develop and encourage artistic creation
within the local community seeking to
dignify their professional environment.
Playful&Playable
Comisariado: Lara Snchez Cotern
Coordinacin: Proyecto Amarika Proiektua
Produccin: Ana Valdeolivas
Diseo Grafico: Javier Noguerol
+ info.: http://amarika.org/play
Imgenes cedidas por los autores.
Sala Amarika
Entrada libre
Proyecto Amarika Proiektua