Can you run a pop-up arcade in your spare time? And if so why would you? A short talk about LIKELIKE I gave at the first Game Arts International Assembly (GAIA), a gathering of game curators and event organizers in Buenos Aires. It’s about game curation from a perspective of a practitioner and about reducing […]
A LIKELIKE show featuring videogames beyond video.
“The Government has taken a major step in opposing foreign influence in our way of life. Starting today, the possession of UnAmerican food is illegal. You are a sniffing dog for the Department for the Enforcement of the American Diet. Approach the suspects, sniff them, and bark if you detect foreign food smell. We’ll take care […]
Wonderville is a new bar, arcade, and event space in Brooklyn. Nostalgia-driven arcade bars are making a comeback all around the States but what makes Wonderville special is its selection of contemporary indie games and handcrafted cabinets. As a director of LIKELIKE, I was asked to contribute to their (successful) Kickstarter campaign, which included a […]
GlitchScarf is a playful performance and a system to mess with knitting patterns in real time. Design or glitch a scarf as it’s being made, wear your artful errors with pride. The project is a collaboration with Tenley Schmida. It was for the most part developed during a 3-day game jam at the Carnegie Mellon University […]
The Ills of Woman is a faux Victorian-era board game imagined as a precursor of Hasbro’s Operation. It was co-designed by Molleindustria and Tenley Schmida who came up with the idea after reading about the “wandering womb”, an ancient belief that the uterus could freely move around the body of a woman causing all sorts […]
I made a short documentary/Let’s Play about one of the first artgame makers: John O’Neill who, in the early ’80s, created strange videogames about the meaning of life and dolphin communication. It contains material that has never been recorded or put together before. I was doing some research for one of my classes when I […]
I was asked by my colleague Jesse Stiles to give a talk about video games, interactive music videos and other playthings specifically created to promote music. What follows is an incomplete list of projects I found, thematically sorted. Thank you tweeple for all the recommendations, let me know if I missed any good ones.
In a world of self-driving cars, what’s going to happen to the art and tradition of bumper stickers? Will our gaze be ever drawn to these cheeky statements while traveling automatically? Is the car going to be less of extension of the self and more of a family member, with its own personality, affiliation and […]
This talk was delivered as keynote for the Art History of Games conference, that took place during DiGRA 2013. While the infamous Can Games Be Art? question is now being carefully avoided like an inappropriate text you sent while drunk, some references and questions may still be valuable to the world beyond the small group […]
I took Tristan Tzara’s DADA manifesto from 1921 and replaced every instance of DADA with BIG DATA. Big Data Manifesto
To Build a Better Mousetrap, a long-awaited management game about innovation and labor, is finally out! The game premiered last December at FACT gallery in Liverpool along with the article/talk Videogames and the spirit of capitalism. I tried to describe To Build a Better Mousetrap as “Richard Scarry meets Karl Marx” or “Information visualization without […]
For the first week of March I’ve been invited to be a guest of Empyre, a longstanding mailing list for artists, programmers, and curators of new media art. The theme of the month is “Videogames and Art: Incite/Insight”. I’m re-posting some of my discussion starters here, for the rest of the world. You can read […]
Last summer I was invited to participate to the Gwangju Design Biennale in Korea. Apparently it’s a big deal for designers down there, with over 5,000 daily visitors from all over the world. The art/design section was co-curated by Chinese bad-ass artist Ai Wei Wei, who didn’t actually have the chance to curate that much […]