Examples of, the design of intersubjective communications and human-machine communications as art...

These websites present art and gaming culture: production of game patches or the invention of whole new games which deploy the interactions among participants or interaction between human and machine as art.

Specific ARTIST-PRODUCED GAMES (on-line or downloadable):

[Note: the phrase "artist-produced" is vague and problematic. Generally, here, it is used to indicate works that are (1) productions made independent from the commercial gaming industry, (2) are (usually) non-commercial, made on a shoestring budget, (3) are free of profit-requirements and thus independent of the production-distribution circuits of the mass culture industry; and (4) are developed (beyond whatever "fun factor"), explicitly or implicitly, to intervene in some cultural discourse,

such as these few examples:

  • Killer Instinct, Exhibition at the New Museum, NYC (2003-04), including these related links:
  • Eric Zimmerman, SiSSYFIGHT 2000 (2000, U.S.)
  • Natalie Bookchin, The Intruder (1999, U.S.)
  • Mongrel, Blacklash (1998, England)
  • JODI (Joan Heemskerk and Dirk Paesman), SOD (1999, based on the primitive-now-classic 1992 first-person-shooter game, "Castle Wolfenstein 3D")
  • A new work by JODI, titled... Untitled Game (2001, downloadable Mac and PC versions)
  • Maciej Wisniewski, Jackpot
  • Lonnie Flickinger, Pencil Whipped
  • Thomson & Craighead, Trigger Happy
  • Margarete Jahrmann/Max Moswitzer, LinX3D ("LinX3D is a 3rdWeb MultiUser game on ASCII loginfiles datavatars.")
  • Josephine Anstey and Dave Pape, The Thing Growing, (1999, immersive Virtual Reality storytelling, documented at Anstey's website)

OTHER GAMING scenes and resources

  • RE-PLAY website for the 1999 influential conference of the same name which brought together game developers, artists, theorists, hackers, etc. to dialogue about the digital game as a cultural form.

Some Games Studies websites (among others):

  • - "non-profit organization aimed at providing the 'electronic art scene' with a forum for communication and for sharing their work."

    "A demo is a program that displays a sound, music, and light show, usually in 3D. Demos are very fun to watch, because they seemingly do things that aren't possible on the machine they were programmed on." - Trixter's PC Demos Explained. [The "demo scene" was active in the 1980s, reaching its peak in the early-mid 1990s.]

These websites examine "hacktivist culture" and "culture jamming" (combining cultural activism and art). Although in many obvious ways dissimilar to gaming (e.g. its explicit politics), hacktivism is often discussed in parallel terms to gaming culture (e.g., emphasizing as important value: the process-oriented aspect of play within activist interventions and agit-prop.)

These websites animate and "play with" data as abstract entities with uncanny "personality".