If you've been keeping up with the latest trends in the art world, you may have come across the term NFT art. NFTs, or non-fungible tokens, have been making waves in the digital space, especially in the realm of art. But what exactly is NFT art, and why is it becoming such a hot commodity? In this article, we'll explore the world of NFT art, from its definition and history to its impact on the art market and the future of collecting.
This document discusses whether hacking can be considered an art form. It argues that hacking is a performance art, as hackers perform and manipulate technology. Just as cinema uses technology as a medium, hacking uses information as its medium of representation. The document contends that a skilled hacker commenting on and manipulating technology and culture through hacking makes a valid artistic statement. It acknowledges that while some see hackers as disruptive, hacking culture provides an alternative vision that can help people evade control and surveillance from mainstream culture and institutions.
Online-Aesthetics. From Genre to SubcultureAnton Hecht
油
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
The document discusses the history and analysis of games from several perspectives. It covers how gameplay and representation/symbolism should both be considered in understanding games. Early digital games included tic-tac-toe programs from 1952 and Spacewar! from 1962. The commercial video game industry began with the Magnavox Odyssey and Atari's Pong in the early 1970s. Scholars have analyzed games from artistic, industry, technological, social, and other perspectives to understand their development and cultural impact over time.
The document discusses using interactive digital media to convey and evaluate tacit knowledge of cultural practices and concepts. It suggests that recreating linear narratives through games may not be effective and that simulating procedural knowledge of rituals and symbol-making through thematically similar interactions could work better. It also notes the need for more comprehensive testing of how tacit knowledge is learned and evaluated using digital games.
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
油
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
This document provides an overview and introduction to a lecture on video game law:
- It discusses whether video games should be considered a form of "mass media" and how audience interactivity made the concept of mass media obsolete.
- It covers some of the innovations and firsts that video games have introduced, such as interactivity, voice control, online communities, and virtual reality.
- It references debates around whether virtual worlds like World of Warcraft constitute their own countries or jurisdictions, and how real-world laws may apply to virtual environments.
- It touches on issues like whether video games deserve legal recognition and protection as an art form, the limitations this recognition brings in terms of intellectual property law,
Today video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Digital heritage aims to preserve cultural heritage through virtual and immersive technologies. However, it faces several challenges:
1) Projects often fail to be robust, usable or reused as infrastructure is missing to support long-term preservation and research.
2) While new technologies can suggest new ways to engage with heritage, there is an inherent conflict with preserving heritage content over time as technologies change.
3) Virtual experiences struggle to authentically convey the emotions and significance felt when experiencing real cultural sites and objects. While technologies advance quickly, virtual heritage has not proven it can meaningfully replace encounters with real heritage.
NFTs_ Beyond the Hype - A Deep Dive Into Digital Ownership.pdfnickysharmasucks
油
This presentation provides a detailed overview of NFTs (Non-Fungible Tokens), exploring their significance, applications, and future potential. Beginning with a clear definition of NFTs, it delves into their role in the art world, the broader digital ecosystem, and the growing interest from industries like music and gaming. The environmental impact of NFTs is also addressed, along with responses to mitigate it. The future of NFTs is discussed, speculating on how they could shape the future of digital ownership. Finally, the presentation concludes with reflections on NFTs as a revolutionary force in the digital economy.
The Rise of NFTs in the Media Industry Transforming Ownership, Creativity, and Revenue
Introduction
In recent years, the media industry has witnessed a remarkable transformation with the emergence of Non-Fungible Tokens (NFTs). These digital assets have revolutionized the way we think about ownership, creativity, and revenue generation in the media landscape. NFTs have become a driving force behind digital art, music, literature, and even virtual real estate, offering new opportunities for artists, creators, and investors alike. In this article, we will explore the rise of NFTs in the media industry, dissecting their impact on various sectors and discussing the challenges and opportunities they bring.
Understanding NFTs
Before delving into their role in the media industry, it's essential to grasp the fundamentals of NFTs. NFTs are unique cryptography tokens that represent ownership of a specific digital item or asset, often built on block chain technology. Unlike cryptocurrencies like Bitcoin or Ethereum, which are fungible and interchangeable, NFTs are non-fungible, meaning each one is distinct and cannot be exchanged on a one-to-one basis with another NFT. This uniqueness is a fundamental characteristic that underpins their value and utility.
NFTs utilize blockchain technology, which provides a transparent and immutable ledger to track ownership and provenance. This ensures that the authenticity and rarity of digital assets can be verified, a feature that is particularly valuable in the media industry, where piracy and copyright infringement have long been prevalent challenges.
NFTs Demystified
Before diving into their influence, it's crucial to understand the essence of NFTs. Unlike cryptocurrencies such as Bitcoin or Ethereum, which are fungible and interchangeable, NFTs are non-fungible, meaning each token is distinct and irreplaceable. This uniqueness is the cornerstone of their value and utility. NFTs utilize blockchain technology, ensuring transparency, security, and immutability, which are critical in an industry plagued by copyright issues and piracy.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
- The document discusses using interactive digital technologies to preserve and recreate cultural heritage sites and artifacts, allowing global online access and educational experiences through virtual manipulations of time and space.
- It also covers using games and gamification to crowdsource scientific problems like protein folding, as well as ideas for integrating biofeedback into gaming to enhance the experience.
- The challenges of recreating cultural narratives and conveying tacit knowledge digitally are discussed, along with ideas for more comprehensive testing of how such games impact learning.
This document outlines an agenda for a GAMES+museums event discussing the history and trends of games in museums. The agenda includes introductions, overviews of notable exhibitions and events, and panels on curation, integrating games into exhibits, and wrap-up. Biographies are provided for three organizers and the agenda lists several past and current museum exhibitions focusing on video games and their increasing presence and recognition in art institutions. Emerging technologies like augmented reality, RFID, and mobile are discussed for their potential to enhance museum experiences. Types of play-focused installations like playgrounds and game installations are also outlined.
VHEs require cultural agents?
How to distinguish social from cultural agents?油
Cultural agents meet VHE/DC objectives?
See https://digitalheritageresearch.wordpress.com/conference/
The document discusses various perspectives on whether video games can be considered an art form. It presents views that video games are a new art form that should be studied as such. However, it also notes that video game criticism has tended to focus on mechanics and gameplay rather than aesthetics, implicitly viewing games as design rather than art. The document also references how new mediums in art are often initially met with lack of respect or indifference from the art world before gaining acceptance.
This document discusses the ethics issues surrounding NFTs and digital art. It describes how a young artist named Qing Han had her art stolen after her death and sold as NFTs without permission or credit to her. This caused pain to her family while thieves profited. It then provides background on what NFTs are and examines the sustainability and environmental impact issues of NFT transactions given their large carbon footprint. The document concludes by raising questions about property rights, copyright and ethics in the art world regarding digital works and NFTs.
What are the emerging trends in technology shaping the visit experience at the museum? How can museums harness their collection and displays to create a playful inviting immersive environments? How can museums encourage new forms of storytelling by blending digital technologies and the physical realm?
Keynote at the ICOM conference "The visitor experience in museums in the digital age."
Playlist available - https://www.youtube.com/playlist?list=PLlM0ESI_brIWnOO2XlTf3dWEh7wEAqbtc
In the rapidly expanding world of blockchain technology, Non-Fungible Tokens (NFTs) have emerged as a groundbreaking innovation. While many are familiar with NFTs in the context of digital art, the scope of assets that can be tokenized as NFTs is far-reaching and diverse. This article delves into the exciting possibilities and explores the various assets that can be represented as NFTs.
A media industry perspective on digital gamesStefan Werning
油
This document summarizes a presentation on digital games from a media industry perspective, focusing on production, distribution, and cultural aspects. It discusses topics like game production as a playful process, issues in representing diversity in character customization, and how games are transitioning from goods to services. It also examines distribution topics such as games functioning as platforms, crowdfunding campaigns as narratives, and remediation of other media formats. A culturally comparative perspective is provided by examining bootleg games, expressing culture within technological constraints, and performativity in transcultural game production.
The document discusses various topics related to virtual reality and computer games including types of games, narrative experiences in games, and debates around whether games can be considered a form of art. It provides examples and references various scholars who have studied immersion, narratology, and the relationship between games and artistic expression.
The Interactive culture in the XXI centuryFabio Viola
油
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? 際際滷s from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
...A SIMPLE CHART WE USE TO BRAINSTORM THE USE OF HUMAN/COMPUTER INTERFACES WITH THE PERFORMING BODY. THIS INVOLVES THE CONFLUENCE OF THE 'NOOSPHERE' WITH THE HUMAN BODY IN ART AND TECHNOLOGY....A DOSE OF HISTORY AND NARRATOLOGY.
Beyond the Buzz: The Transformative Power of NFTs in Digital OwnershipLiveplex
油
Non-Fungible Tokens (NFTs) have emerged as a landmark innovation in the digital world. Unique and non-interchangeable, each NFT carries its own digital signature, authenticated through blockchain technology, primarily Ethereum. This distinctiveness assures authenticity and transparency, transforming how digital assets like art, music, and virtual real estate are owned and traded. Unlike traditional digital items prone to duplication, NFTs establish a direct link between creators and consumers, sidestepping conventional middlemen. The journey of digital ownership has seen significant evolution. Initially, digital content faced rampant piracy, being easily replicable. Attempts to curb this through digital rights management (DRM) systems were somewhat effective but often at the expense of flexibility for users and creators. The advent of blockchain and the introduction of NFTs marked a paradigm shift. For the first time, it became possible to possess a verifiable and indisputable record of ownership for digital items. This development not only changed the mechanics of buying and selling digital assets but also brought a newfound sense of value and scarcity to them. NFTs introduced the concept of digital rarity, a notion traditionally reserved for physical collectibles, thus reshaping the landscape of digital ownership and opening new avenues for digital creativity and commerce.
Cyborgs in the music? Computer, digital culture and music practicesMiguel De Aguilera
油
Western popular culture includes many stories (with different formats and media, including musical works) concerning the man-machine relationships. Most of them with strong mythic resonances (from Greek and other mythologies nourishing Western culture) and more oriented towards the dystopian than utopian.
The influence of these visions of mythical background has provoked an interesting debate in recent decades on the man-machine relationship, mainly affecting the agency (who controls the actions of the machine?)
That debate moves (with much of its resonances) to the field of music, where the recent development of IAMUS intensifies the controversy. In that field, this debate is connected with other elements that have nurtured the "myth of music" (established within industrial society): especially, the author (genius) and the authenticity".
Understanding the man-machine relationships in the field of music, and ponder their future considering inventions like Iamus, requires the consideration of a number of ideas and items.
Among others, the "authorship" as an idea established within industrial society (and its system of cultural industries). Also, that all musical composer has always used in his/her creative activity any technology (mechanical, electrical, digital). This digital technology, by the way, is one of the factors that influence the profound changes affecting the various phases of musical activity, that show many examples like these: remix, music selection lists, Shazam, failure of fixed contexts for music listening, breaking the IP model ... But the use of such technology is not yet affecting several major foundations that established the cultural industries to guaranty the success to their products -and to boost consumption. For example, that the relationship between listener and music product relies on the existence of recognizable musical patterns and in the right combination between repetition and innovation.
This intervention observes the Iamus and its creations from the cultural analysis, which provides some of the key ideas with which to better understand the present and future of music.
Personal Essay For College Format Beautiful 100 Best PRobin Morales
油
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if pleased. 5) Request revisions to ensure satisfaction, with a refund offered for plagiarized work.
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
NFT Mania: Unraveling the Phenomenon of Non-Fungible Tokens.pdfjoebiden6574
油
we're here to bring your project into the spotlight. In the fast-paced world of Crypto and Blockchain, timely and effective communication is key. That's where we come in, ensuring that your project's story reaches the right audience at the right time.
Digital heritage aims to preserve cultural heritage through virtual and immersive technologies. However, it faces several challenges:
1) Projects often fail to be robust, usable or reused as infrastructure is missing to support long-term preservation and research.
2) While new technologies can suggest new ways to engage with heritage, there is an inherent conflict with preserving heritage content over time as technologies change.
3) Virtual experiences struggle to authentically convey the emotions and significance felt when experiencing real cultural sites and objects. While technologies advance quickly, virtual heritage has not proven it can meaningfully replace encounters with real heritage.
NFTs_ Beyond the Hype - A Deep Dive Into Digital Ownership.pdfnickysharmasucks
油
This presentation provides a detailed overview of NFTs (Non-Fungible Tokens), exploring their significance, applications, and future potential. Beginning with a clear definition of NFTs, it delves into their role in the art world, the broader digital ecosystem, and the growing interest from industries like music and gaming. The environmental impact of NFTs is also addressed, along with responses to mitigate it. The future of NFTs is discussed, speculating on how they could shape the future of digital ownership. Finally, the presentation concludes with reflections on NFTs as a revolutionary force in the digital economy.
The Rise of NFTs in the Media Industry Transforming Ownership, Creativity, and Revenue
Introduction
In recent years, the media industry has witnessed a remarkable transformation with the emergence of Non-Fungible Tokens (NFTs). These digital assets have revolutionized the way we think about ownership, creativity, and revenue generation in the media landscape. NFTs have become a driving force behind digital art, music, literature, and even virtual real estate, offering new opportunities for artists, creators, and investors alike. In this article, we will explore the rise of NFTs in the media industry, dissecting their impact on various sectors and discussing the challenges and opportunities they bring.
Understanding NFTs
Before delving into their role in the media industry, it's essential to grasp the fundamentals of NFTs. NFTs are unique cryptography tokens that represent ownership of a specific digital item or asset, often built on block chain technology. Unlike cryptocurrencies like Bitcoin or Ethereum, which are fungible and interchangeable, NFTs are non-fungible, meaning each one is distinct and cannot be exchanged on a one-to-one basis with another NFT. This uniqueness is a fundamental characteristic that underpins their value and utility.
NFTs utilize blockchain technology, which provides a transparent and immutable ledger to track ownership and provenance. This ensures that the authenticity and rarity of digital assets can be verified, a feature that is particularly valuable in the media industry, where piracy and copyright infringement have long been prevalent challenges.
NFTs Demystified
Before diving into their influence, it's crucial to understand the essence of NFTs. Unlike cryptocurrencies such as Bitcoin or Ethereum, which are fungible and interchangeable, NFTs are non-fungible, meaning each token is distinct and irreplaceable. This uniqueness is the cornerstone of their value and utility. NFTs utilize blockchain technology, ensuring transparency, security, and immutability, which are critical in an industry plagued by copyright issues and piracy.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
- The document discusses using interactive digital technologies to preserve and recreate cultural heritage sites and artifacts, allowing global online access and educational experiences through virtual manipulations of time and space.
- It also covers using games and gamification to crowdsource scientific problems like protein folding, as well as ideas for integrating biofeedback into gaming to enhance the experience.
- The challenges of recreating cultural narratives and conveying tacit knowledge digitally are discussed, along with ideas for more comprehensive testing of how such games impact learning.
This document outlines an agenda for a GAMES+museums event discussing the history and trends of games in museums. The agenda includes introductions, overviews of notable exhibitions and events, and panels on curation, integrating games into exhibits, and wrap-up. Biographies are provided for three organizers and the agenda lists several past and current museum exhibitions focusing on video games and their increasing presence and recognition in art institutions. Emerging technologies like augmented reality, RFID, and mobile are discussed for their potential to enhance museum experiences. Types of play-focused installations like playgrounds and game installations are also outlined.
VHEs require cultural agents?
How to distinguish social from cultural agents?油
Cultural agents meet VHE/DC objectives?
See https://digitalheritageresearch.wordpress.com/conference/
The document discusses various perspectives on whether video games can be considered an art form. It presents views that video games are a new art form that should be studied as such. However, it also notes that video game criticism has tended to focus on mechanics and gameplay rather than aesthetics, implicitly viewing games as design rather than art. The document also references how new mediums in art are often initially met with lack of respect or indifference from the art world before gaining acceptance.
This document discusses the ethics issues surrounding NFTs and digital art. It describes how a young artist named Qing Han had her art stolen after her death and sold as NFTs without permission or credit to her. This caused pain to her family while thieves profited. It then provides background on what NFTs are and examines the sustainability and environmental impact issues of NFT transactions given their large carbon footprint. The document concludes by raising questions about property rights, copyright and ethics in the art world regarding digital works and NFTs.
What are the emerging trends in technology shaping the visit experience at the museum? How can museums harness their collection and displays to create a playful inviting immersive environments? How can museums encourage new forms of storytelling by blending digital technologies and the physical realm?
Keynote at the ICOM conference "The visitor experience in museums in the digital age."
Playlist available - https://www.youtube.com/playlist?list=PLlM0ESI_brIWnOO2XlTf3dWEh7wEAqbtc
In the rapidly expanding world of blockchain technology, Non-Fungible Tokens (NFTs) have emerged as a groundbreaking innovation. While many are familiar with NFTs in the context of digital art, the scope of assets that can be tokenized as NFTs is far-reaching and diverse. This article delves into the exciting possibilities and explores the various assets that can be represented as NFTs.
A media industry perspective on digital gamesStefan Werning
油
This document summarizes a presentation on digital games from a media industry perspective, focusing on production, distribution, and cultural aspects. It discusses topics like game production as a playful process, issues in representing diversity in character customization, and how games are transitioning from goods to services. It also examines distribution topics such as games functioning as platforms, crowdfunding campaigns as narratives, and remediation of other media formats. A culturally comparative perspective is provided by examining bootleg games, expressing culture within technological constraints, and performativity in transcultural game production.
The document discusses various topics related to virtual reality and computer games including types of games, narrative experiences in games, and debates around whether games can be considered a form of art. It provides examples and references various scholars who have studied immersion, narratology, and the relationship between games and artistic expression.
The Interactive culture in the XXI centuryFabio Viola
油
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? 際際滷s from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
...A SIMPLE CHART WE USE TO BRAINSTORM THE USE OF HUMAN/COMPUTER INTERFACES WITH THE PERFORMING BODY. THIS INVOLVES THE CONFLUENCE OF THE 'NOOSPHERE' WITH THE HUMAN BODY IN ART AND TECHNOLOGY....A DOSE OF HISTORY AND NARRATOLOGY.
Beyond the Buzz: The Transformative Power of NFTs in Digital OwnershipLiveplex
油
Non-Fungible Tokens (NFTs) have emerged as a landmark innovation in the digital world. Unique and non-interchangeable, each NFT carries its own digital signature, authenticated through blockchain technology, primarily Ethereum. This distinctiveness assures authenticity and transparency, transforming how digital assets like art, music, and virtual real estate are owned and traded. Unlike traditional digital items prone to duplication, NFTs establish a direct link between creators and consumers, sidestepping conventional middlemen. The journey of digital ownership has seen significant evolution. Initially, digital content faced rampant piracy, being easily replicable. Attempts to curb this through digital rights management (DRM) systems were somewhat effective but often at the expense of flexibility for users and creators. The advent of blockchain and the introduction of NFTs marked a paradigm shift. For the first time, it became possible to possess a verifiable and indisputable record of ownership for digital items. This development not only changed the mechanics of buying and selling digital assets but also brought a newfound sense of value and scarcity to them. NFTs introduced the concept of digital rarity, a notion traditionally reserved for physical collectibles, thus reshaping the landscape of digital ownership and opening new avenues for digital creativity and commerce.
Cyborgs in the music? Computer, digital culture and music practicesMiguel De Aguilera
油
Western popular culture includes many stories (with different formats and media, including musical works) concerning the man-machine relationships. Most of them with strong mythic resonances (from Greek and other mythologies nourishing Western culture) and more oriented towards the dystopian than utopian.
The influence of these visions of mythical background has provoked an interesting debate in recent decades on the man-machine relationship, mainly affecting the agency (who controls the actions of the machine?)
That debate moves (with much of its resonances) to the field of music, where the recent development of IAMUS intensifies the controversy. In that field, this debate is connected with other elements that have nurtured the "myth of music" (established within industrial society): especially, the author (genius) and the authenticity".
Understanding the man-machine relationships in the field of music, and ponder their future considering inventions like Iamus, requires the consideration of a number of ideas and items.
Among others, the "authorship" as an idea established within industrial society (and its system of cultural industries). Also, that all musical composer has always used in his/her creative activity any technology (mechanical, electrical, digital). This digital technology, by the way, is one of the factors that influence the profound changes affecting the various phases of musical activity, that show many examples like these: remix, music selection lists, Shazam, failure of fixed contexts for music listening, breaking the IP model ... But the use of such technology is not yet affecting several major foundations that established the cultural industries to guaranty the success to their products -and to boost consumption. For example, that the relationship between listener and music product relies on the existence of recognizable musical patterns and in the right combination between repetition and innovation.
This intervention observes the Iamus and its creations from the cultural analysis, which provides some of the key ideas with which to better understand the present and future of music.
Personal Essay For College Format Beautiful 100 Best PRobin Morales
油
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if pleased. 5) Request revisions to ensure satisfaction, with a refund offered for plagiarized work.
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
NFT Mania: Unraveling the Phenomenon of Non-Fungible Tokens.pdfjoebiden6574
油
we're here to bring your project into the spotlight. In the fast-paced world of Crypto and Blockchain, timely and effective communication is key. That's where we come in, ensuring that your project's story reaches the right audience at the right time.
How games use maze structures. Looking at the design principles of how games are made with mazes and such structures create game worlds. An accompanying activity is that a class in groups make tape mazes, using garrer tape form these principles.
- Qualitative and quantitative research methods each have their own advantages and disadvantages, and often complement each other. Qualitative research focuses on experiences and qualities while quantitative research relies on numeric data.
- Ethnography is a type of qualitative research that involves immersing yourself in a community or organization to observe behaviors and interactions up close. The researcher participates in the group to gain an insider's perspective and experiences.
- T.L. Taylor's book analyzes the rise of game live streaming, particularly on Twitch. It explores how live streaming has transformed everyday gaming and amplified esports growth. Broadcasters' labor is affective and precarious, while entertainment emphasizes media and passion.
The document discusses several key concepts related to mazes and spaces in video games:
1) Ergodic texts require work along a path to experience them, such as unicursal labyrinths with a single path and multicursal mazes with multiple paths.
2) Affordances are things that enable certain actions, while constraints rule out actions. Good affordances cue players that interaction is possible.
3) Rhizomes have no beginning or end and favor nomadic growth over hierarchies, opposing arborescent models with vertical connections.
4) Games represent space spatially through navigation, with indoor spaces using doors and outdoors being open. Time combines play time and in-game event
Game structures and play can be used as organizing principles in art. Jane McGonical argues that reality feels "broken" compared to engaging games. Artists use games and play in public spaces to transform places or support public activity. Game modifications, machinima, and artistic games that subvert or critique society position games as an artistic medium. Artists explore play, ambiguity, and serious topics through game-based forms.
The document discusses several theories related to defining and understanding games:
- Berys Gaut's "cluster theory" proposes 10 common features among artworks, including aesthetic properties, emotional expression, intellectual challenge, and being an intentional work.
- Wittgenstein analyzed games as a "family resemblance" concept without a single shared feature, but rather overlapping similarities and relationships.
- Caillois categorized games based on their dominant modes: competition (agon), chance (alea), simulation (mimicry), and inducing vertigo (ilinx).
- Other theorists discussed include patterns in games related to learning and mastery (Koster), the neurological rewards of pattern recognition (dopamine release), and distinguishing between
This document discusses several topics related to game music and ludomusicology. It addresses frame analysis and diegesis in games. It also discusses interactive music games like Guitar Hero and how they can encourage physical and musical engagement from players. The document notes that each player's experience of a game's music will be unique based on their individual path through the game. It introduces the ALI model of video game music immersion and discusses concepts like disjunctive-conjunctive relationships and transmedia connections between game music and other media like film soundtracks. Research methods like analytical play are described for analyzing game music. Game mechanics and taxonomical investigations of grouping games by mechanics are also mentioned.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document discusses various topics related to games, art, and culture. It begins by defining epistemology and exploring knowledge domains. It then discusses the nature of entertainment, sport, and wrestling as spectacles. Brecht's epic theatre and liminal spaces are mentioned. The document examines what constitutes playing a game versus passive experiences. It also explores narrative, ceremonies, folklore, emotion and games. Various game designs, mechanics, and artists are summarized. In the end, the document questions whether games can be considered a form of art.
This document provides an overview of the Cinemania module. It discusses film festivals and curation, experiential activities like alternate reality games, and fan culture. Potential film festival clients are listed, along with a reminder about the importance of safeguarding training to work with young people. Students are asked to consider subjective and objective ways of categorizing films, as well as traditional and non-traditional approaches to curation. The document encourages collaboration within the class and with outside communities.
This document discusses how game structures can inform participatory art practices. It explores how existing participatory artworks have revealed game structures and mechanisms. The research aims to synthesize game studies with the creation of new participatory artworks. Key questions addressed are how gameful artworks balance participation and aesthetic creation, and how Johan Huizinga's concept of the "Magic Circle" can be used to examine art game activities and their relationship to location. The document outlines various game taxonomy systems and mechanics that could be incorporated into participatory artworks, such as meaningful breakthroughs, lusory calibration, and collusion. It also discusses some examples of artists who have used game structures and considers ethical implications around participant involvement and consent.
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Where does value lie - in the digital age.pptx
1. Art in the age of mechanical reproduction
Walter Benjamin
distinguishing his categories from traditional aesthetic values, those of creativity and genius, eternal value and mystery
modern technological reproduction strips these institutions and their iconic artworks of their aesthetic authority
Here the artworks use value was located in its central position within ritual and religious tradition (223-4). A statue or idol conveyed a
sense of detached authority, or frightening magical power, which inhered in (and only in) that particular historical artifact.
The reproduction in mass of such an item would have been unthinkable because it was its unique
aura. As the term implies, the aura includes the atmosphere of detached and transcendent beauty and power supporting cultic
societies. It also includes the legitimacy accorded to the object by a lengthy historical existence..
2. Authenticity -
The statue is not like any other object produced or used within a society; it appears free from the taint of ideological control
or human interference, as though its power, like that of the mountain, issues independently from within.
3. AURA - auratic art.
the authenticity of a thing is the essence of all that is transmissible from its beginning, ranging from its substantive duration
to its testimony to the history which it has experienced
The film actor, unlike stage performers, does not face or respond to an audience. The audiences view also becomes
synonymous with the imperious perspective accorded to the camera. The net effect of these innovations is to place the
viewer in the impersonal position of criticsomething prior cultic experiences of art would never have allowed (229). The
prevalence of film, as well as other mechanical reproductions, also creates a culture of minor experts ready to judge art
rather than loose themselves in participatory ritual (231). Benjamin also notes that film relies on a series of cut and spliced
images that must be assembled to form an aesthetic whole. Like Dadaist painting, films swift juxtapositions and movements
strike the viewer violently, disrupting contemplation and easy consumption of the image
4. The Work of Art in the Age of Its Electronic Mutability
Krzysztof Ziarek
Benjamin investigates the role that technological reproduction plays in shaping aesthetic experience as he
catalogues the profound consequences that film and photography have had on the decline of autonomous
aesthetic experience. Specifically, Benjamin teases out the role of art historically in providing a ritualistic basis
for the cult which places the work of arts uniqueness, what he calls its aura. Through technological
reproduction, the aura of the artwork is stripped of its esthetic and historical resonance, its role within ritual and
religious tradition entirely removed.
3-D printing and the many friends who were once thriving photographers, now struggling to keep up with the
era of selfies and the death of photography as an artistic field.
5. The death of photography: are camera phones
destroying an artform
6. Phygital
The Phygital Experience is one of the latest marketing trends that alludes to the union between the physical and digital
worlds as part of a much more complete, human and efficient experience by integrating electronic commerce or e-
commerce with traditional physical stores.
Thus, the idea of phygital items has appeared in the industry they are physical souvenirs with
digital data kept on an internal chip. This idea already has some practical implementations, and
still, it promises much bigger potential growth. And this growth is good news for consumers of
gaming products and for business people in the industr
7. amiibo by Nintendo its almost the perfect
implementation of phygitality. Advantages here
are a huge variety of high-quality popular
characters in an amazing artistic style, and the
possibility to get additional content in games. The
most obvious limitation of amiibo is the strong
connection to Nintendo devices and the whole
Nintendo ecosystem. Also, the functionality of
these figurines and cards could be much bigger
in fact, amiibo only open some additional content
in games; they dont offer, for example, data on
release or edition, which is quite a significant
aspect for collectors.
Toys-to-life is a video game feature using physical
figurines or action figures to interact within the game.[1]
These toys use a near field communication (NFC), radio
frequency identification (RFID), or image recognition data
protocol to determine the individual figurine's proximity, and
save a player's progress data to a storage medium located
within that piece.[2] It was one of the most lucrative
branches of the video game industry, with the Skylanders
franchise alone selling more than $3 billion worth over the
course of four years.
8. NFTs non-fungible token
NFT stands for 'non-fungible token'. Non-fungible means that
something is unique and can't be replaced. By contrast, physical
money and cryptocurrencies are fungible, which means they can be
traded or exchanged for one another
Its inevitable that NFT gaming will take off. NFTs, or non-
fungible tokens, are a digital currency held on a blockchain that
can track ownership of an asset wherever it goes, and can offer
resell percentages to past owners. The act of seeking out rare
items, collecting limited trinkets, and unlocking scarce art and
souvenirs to hold and cherish should be a no-brainer for the
worlds 3 billion gamers.
9. Where does the Value lie in the digital.
Is it in the artefact - the object - or the ideas.
the paratext of a novel would be the novels title, the authors name, the synopsis on the back cover, chapter titles, publication details, or the
cover art. It appears marginal to the experience of the text, but actually provides a significant network of ideas around which our approach to
the text is shaped
.
10. What are NFTs?
NFTs are designed as way for digital files to be secured in a way that ensure ownership and create scarcity. Like physical
art an NFT can be sold but the artist can retain the copyright, or they can offer it to the buyer, or decide the on a percentage
of secondary sales an owner can have.
What are NFTs used for?
Essentially, NFTs can represent any form of digital file, whether that's a jpeg of a piece of art, a video, or even real estate.
Turning these files into 'tokens' and securing them on a blockchain make buying, selling and trading these files efficient and
reduce fraud.
11. A single NFT represents unique ownership of a physical or digital asset. NFTs appeared as early as 2012, evolving
from digital art to phygital assets physical assets that are linked with digital tokens. In the world of art,
collectibles, fashion, events, music, real estate, golf courses, virtual land, in-game assets and beyond, NFTs
represent ownership.
12. A few weeks ago, Beeple (aka Mike
Winklemann) made history when
his piece Crossroads, an NFT
issued work, resold for $6.6 million.
On Thursday, March 11, his digital
artwork Everyday: The First 5000
Days sold for over $69 million at
the conclusion of a Christies
auction held with MakersPlace (an
NFT issuer). Making history again,
the artwork is both the most
expensive NFT ever sold, as well
as the first to be hosted by a major
auction house.
13. Axies are registered on a blockchain their rarity and
value can earn you real money. This play-to-earn
model is what NFT games are known for, and it can
be great when values go up but not so good when
they decline. To offset the market forces imposed on
the game Axie Infinity now has a free-to-play model
similar to games such as Elder Scrolls Online, so
players can join without needing to pay, but their
Axies have limited development.
NFTs place more power in players hands,
and will enable them to sell items, and
even earn a percentage from future
resales.
his is where major game
publishers are already exploring
NFTs. Konami released a 35th
anniversary collection of NFTs
for Castlevania, to fan backlash.
Yet these NFTs still sold,
averaging $12,000 per NFT,
showing there's demand.