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Everything I Shoot Is Art

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“Everything I Shoot Is Art” is a collection of essays and interviews written by Swedish art critic and researcher Mathias Jansson along the last few years, and first published on various online magazines and journals. Their main, though not unique, concern are the various possible connection lines that can be drawn between what we usually call “games” and what we usually call “art”, in the constant effort to help finding a broader, more comprehensive definition for the latter. Included are interviews with artists and indie game designers, from Rafael Rozendaal to Pippin Barr.

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LINK Editions

Domenico Quaranta, In Your Computer, 2011

Valentina Tanni, Random, 2011

Miltos Manetas, In My Computer – Miltos Manetas, 2011

Gene McHugh, Post Internet, 2011

Domenico Quaranta (ed.), Collect the WWWorld. The Artist as Archivist in the Internet Age , 2011.

Exhibition Catalogue. Texts by Josephine Bosma, Gene McHugh, Joanne McNeil, Domenico

Quaranta

Brad Troemel, Peer Pressure, 2011

Domenico Quaranta (ed.), Gazira Babeli, 2011

Yves Bernard, Domenico Quaranta (eds.), Holy Fire. Art of the Digital Age, 2011

Kevin Bewersdorf, Spirit Surfing, 2012

Mathias Jansson

Everything I Shoot Is Art

Publisher: LINK Editions, Brescia 2012

www.linkartcenter.eu

This work is licensed under the Creative Commons Attribution-

NonCommercial-ShareAlike 3.0 Unported License. To view a copy of

this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/

or send a letter to Creative Commons, 171 Second Street, Suite

300, San Francisco, California, 94105, USA.

Printed and distributed by: Lulu.com

www.lulu.com

ISBN 978-1-291-02050-2

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Mathias Jansson is a Swedish art critic and researcher. He writes about New Media Art andGame Art for blogs and magazines such as Gamescenes, Digimag and Next Level. His main bodyof work consists of a huge corpus of interviews with the pioneers of Game Art, as well as critics,curators and gallery owners operating in the field of Game Art. www.janssonswebb.se

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Contents

Preface 1

ESSAYS 5

> Confessions of a Game Art Addict 7

> Insert Art to Play 13

> From Plaintext Players to Avatar Actors: A Short Survey of

Online Gaming Performance 19

> Pain is not the Game: Virtual and Real in Video Game Art 31

> Video Game Appropriation in Contemporary Art 37

INTERVIEWS 61

> Pippin Barr 63

> Nils Deneken 69

> Constant Dullaart 73

> Jakub Dvorsky 81

> Sachiko Hayashi 85

> Krystian Majewski 97

> Christy Matson and Melissa Baron 101

> Iman Moradi and Max Capacity 109

> Shinji Murakami 117

> Jason Nelson 123

> Martin Pichlmair 131

> Raf el Rozendaal 135

> Jonatan Söderström 143

> Jeroen D. Stout 147

> Erik Svedäng 151

> Anders Weberg 155

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Preface

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ESSAYS

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Confessions of a GameArt Addict

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Tobias Bernstrup, Palle Torsson, Museum Meltdown, 1996 – 1999. Above: screenshot from The Contemporary Art Centre of Vilnius, 1997; below: screen shot from TheModern Museum, Stockholm 1999. Images courtesy the artists

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Game Art is any art in which digital games played a significantrole in the creation, production, and/or display of the artwork.The resulting artwork can exist as a game, painting,photography, sound, animation, video, performance or galleryinstallation.

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Insert Art to Play

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Bill Viola, The Night Journey, 2005 – 2008. Screenshot, © 2005-2008 University ofSouthern California

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From Plaintext Playersto Avatar Actors: AShort Survey of OnlineGaming Performance

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Eva and Franco Mattes aka 0100101110101101.org, Reenactment ofGilbert&George's The Singing Sculpture, 2007-10. Online performance. Exhibitionview, Galerie Mirchandani+Steinruecke Gallery, Mumbai. Image courtesy the artists.

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Antoinette LaFarge

I got involved with MOOs in early 1994 while I was in graduateschool. I was initially entranced by the immersive quality ofthese spaces and the way they straddled a line betweenperforming and being, and between writing and doing. Fromthe outset I had a strong impulse to play in MOO, to make upstuff, to not take part under my own name and history. Some

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of my fellow students had a similar impulse, and at first wewould just meet up online and improvise very loosely. Forinstance, we might change our avatar names (@rename) 4 or5 times an hour just to prod each other to change how wewere interacting. We were the puppetmasters and thepuppets. [2]

Joseph DeLappe

It was in the spring of 2001 that I engaged in my first onlinegaming performance – Howl: Elite Force Voyager Online. Ientered the game as Allen Ginsberg and proceeded toperform the entirety of his seminal beat poem Howl, word forword. [3]

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I see these works as a way to break through and perhapsexpand the notion of “the magic circle” in gaming. We do not'play' in contexts that are unrelated to our political, social andeconomic realities. Reactions during the first performance,Howl were mostly humorous. I recall one player noting “wow,poetry and shooting!”. Reactions to my work have been mostfierce within the context of the ongoing project, dead-in-iraq,commenced in 2006. Other players routinely insult me,demand to know why I am doing what I am doing and aregenerally very hostile. [5]

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Eva and Franco Mattes aka 0100101110101101.org

Synthetic Performances are online live gaming sessionsinside the virtual world of Second Life, performed by Eva and

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Franco Mattes through their avatars, which were constructedfrom their bodies and faces. People can attend and interactwith the live performances connecting to the video-game fromall over the world. [6]

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Rainey Straus and Katherine Isbister

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Games invite our participation and projection – we are actorsin these virtual spaces, and they are such plastic, malleableworlds. They are a tremendously powerful venue for exploringissues of representation, of identity, of control of our ownimage, as well as issues of aesthetics and how our sensesare framed by the context in which we experience art. TheSims itself is a world in which these kinds of explorations arehappening on a mass scale for everyday consumers, and wasa ripe context for conducting such investigations. [7]

Caleb Larsen

Mark Beasley and Pippin Barr

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Waiting is such a no-no in games […] it's regarded as soabusive, and yet it's a major part of life. To the extent we wantgames to (sometimes) be “about life”, waiting is fair game.

Conclusion

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Pain Is Not the Game:Virtual and Real in VideoGame Art

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Volker Morawe, Tilman Reiff, PainStation, 2001 - 2004. Installation view at the O.KCenter for Contemporary Art Upper Austria, during Ars Electronica 2002. Imagecourtesy O.K Center

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The most popular was probably Folter-Mau-Mau: a simplecard game where the looser would be punished according tothe cards that remain in his hand. We remember the specialtension that arose from the threat of possible punishment andthe excitement that came with it. The relief if you came awayunpunished. It simply adds a lot of feelings to the experience.

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The group met at the Academy of Media Arts Cologne. It wasduring our studies – we moved in together and had a sharedoffice in our apartment. One year later – in 2001 – thePainstation was born and we founded //////////fur//// as a labelfor our collaborative work. Painstation is based on the idea toincorporate the body into the gaming experience, to makegaming a more physical experience.

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Video GameAppropriation inContemporary Art

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Miltos Manetas, after TombRaider #2, 1996. Vibracolour print on superglossy paper,50x75 inches. Edition: unique. Image courtesy the artist

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Appropriation is a fundamental aspect in the history of the arts(literary, visual, musical). Appropriation can be understood as“the use of borrowed elements in the creation of a new work.”In the visual arts, to appropriate means to properly adopt,borrow, recycle or sample aspects (or the entire form) of man-made visual culture. [1]

Pong

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The exhibition “pong.mythos” installed at the Kunstverein Stuttgart (february 11 –March 19, 2006). Photo: Mathilde Mupe

No other video game has been the origin of artistic productionquite as often as the simple black-and-white tennis game. Inaddition to its popularity, it seems to be this minimalism thatespecially appeals to artists, since the playing pattern is avirtual prototype of the essence of each and everycommunication situation: the ball as the smallest possible unitof information, oscillating between sender and receiver. [2]

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David Kraftsow, First Person Tetris, 2010. Screenshot

Tetris

For me creating works by stacking and organizing ordinaryobjects is very much about putting things we all recognizefrom a certain situation into a new context, and by this alteringtheir meaning. And I think for me the most fascinating thing

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with the Tetris-effect is the fusion of two different worlds, thatsomething you recognize from the world of the video gamemerges into the real life as well, and makes you step out fromyour daily routine and look at things in a different way. [3]

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Super Mario

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Miltos Manetas, Supermario Sleeping, 1998. Dvd after SuperMario for Nintendo 64.Courtesy the artist.

Space Invaders

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Douglas Edric Stanley, Invaders!, 2008. Screenshot, courtesy the artist.

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Pac-Man

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Katie Sokoler, Real Life Pacman, 2010. Image courtesy the artist.

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Racing Games

Objects of Virtual Desire exploits the augmented value ofimmaterial objects to create and market tangible products,thereby reversing the process and highlighting the materialityof the immaterial. [4]

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Garnet Hertz, OutRun, 2009 – 2012. Sketch of the cabinet with electric drivetrain.Image courtesy the artist.

Users look at a screen that combines both physical, realtimerecorded elements, in a digital game with digital objects. Theyplay the game with with a custom made joystick that controlsa small real life car and moving elements in the installationcompeting against digitally generated objects in a race againsttime. The car and other mechanic objects are realtimerecorded with a small camera which transports its signal to acomputer that runs the game. Users see a screen where bothdigital and physical elements are visible and controllable inthe game. [5]

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Where game simulations strive to be increasingly realistic(usually focused on graphics), this system pursue “real”driving through the game. Additionally, playing off the game-like experience one can have driving with an automobilenavigation system, OutRun explores the consequences ofusing only a computer model of the world as a navigation toolfor driving. [6]

Lara Croft

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Miltos Manetas, Untitled (Lara Croft), 1998. Vibracolour print on super glossy paper,courtesy the artist and Gloria Maria Gallery

This shows the male dominancy within the game world byhaving a female lead appearing like a super model. Bypresenting her naked, it makes the game seem satirical justpushing the creators’ ideas a little further. [8]

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Grand Theft Auto (GTA)

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Stefano Spera, Grand Theft Auto, 2009. Oil on canvas, 120 x 100 cm. Courtesy ArtraGallery, Milan.

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I find it ironic that these beautifully serene landscapes weredesigned to house horrid simulations of unspeakable andappalling violence – a world where thievery, murder, warfare,and prostitution are the order of the day. Mesmerized by theseatmospheric digital surroundings, I intended to capture and re-emphasize this intangible, sublime, and fleeting reality. [9]

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Burn Out / Erased by the First Rain is comprised of twosequences staged and recorded from within the game GTA –San Andreas. The virtual biker does an extended circular burnout, using the motorcycle’s image of freedom and rebellion asa starting point, yet alluding to the repetition and futility ofcontemporary society.” [10]

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INTERVIEWS

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Pippin Barr

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Pippin Barr, The Artist Is Present, 2011. Image courtesy the artist.

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Mathias Jansson: In your game The Artist Is Present yourecreated a performance by artist Marina Abramovi ,presented at the Museum of Modern Art in New York 2010.What’s your own relationship to Abramovi 's art and why didchoose to turn this particular performance into a game?

In your games Safety Instructions (2011) and The Artist IsPresent you describe the graphics as “Sierra-style”, afterSierra Entertainment, a video-game developer very active inthe eighties. Why do you (and many other indie gamedevelopers) choose to work with the style of old video gamesinstead of adopting the photo-realistic approach used in thecommercial game scene?

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How do you experience the development and interest forindependent video games during the last years? And how doyou like to contribute to the indie game scene?

Your academic expertise is “video game values”. What does itmean? And do you see any difference in values between indiegames and commercial games?

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Nils Deneken

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Die Gute Fabrik, Rückblende, 2006. Screenshot, courtesy the artists.

Mathias Jansson: What is the history behind Die Gute Fabrik?

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Why are you so interested in recycling old game concepts?

The game Johann Sebastian Joust was part of the artexhibition “Space Invaders” at the Nikolaj Contemporary ArtCenter in the beginning of 2012. Can you tell me about thegame and why do you think it was selected to be exhibited inan art hall?

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What qualities do you think a video game should have to bean interesting work of art?

Both Where is my heart? and Rückblende are based on achildhood memory. The childhood is a common theme inliterature and film, but how can personal experiences andmemories from a person’s childhood be used in video games?

What's your experience of the indie game scene inCopenhagen?

And how do you see the future for indie game developers?

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Constant Dullart

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Constant Dullaart performing DVD Screensaver at The Influencers Festival,Barcelona 2012.

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Mathias Jansson: On the 18th of January you and many otherartists followed Wikipedia’s example and blacked out yourhomepage as a protest against the SOPA act [1]. You alsomade the page thecensoredinternet.com, that displayscensored search results from Google. As an artist using andremixing material from different sources on the internet, what'syour position in the ongoing discussion about copyright on theinternet?

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In your art you are trying to visualise the internet grammar andsoftware dialects, in a way that reminds me of JODI's work. IsJODI an inspiration for you, or where else do you findinspiration?

In your works baselitz.org, internetspread.com, thedis-agreeinginternet.com and therevolvinginternet.com you work

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with simple methods as flipping the page and rotating it inorder to change the viewer's perspective on everyday internetservices. What’s the idea behind these works?

In Youtube on the Floor, you sit on the floor and move circlesto create the effect of the loading icon of Youtube.Furthermore, in the DVD screensaver performance you use aDVD sign to create a performance about the floating DVD signyou can see on the screen when your DVD is inactive. Whydid you choose to go off-line?

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You took part in Transmediale 2012 in Berlin. What were youshowing there and how important are festivals likeTransmediale for you as a net artist?

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Jakub Dvorsky

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Amanita Design, Machinarium, 2009. Wallpaper

Mathias Jansson: You made Samarost when you still were astudent at the Academy of Arts in Prague. How was theattitude towards games and art games back then?

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Where do you find inspirations for your games and art?

What did Amanita Design 's success mean for the indie gamescene in the Czech Republic?

Amanita Design’s latest game Machinarium will be availablefor iPad. How did the last year’s explosion of smartphonesand handheld devices affect you as game developer?

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Sachiko Hayashi

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Alan Sondheim's Yoshikaze “Up-In-The-Air” residency project. Image courtesyYoshikaze

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Mathias Jansson: Since the middle of the nineties, you havebeen working with interactive media. What, in the beginning,made you so interested in these media?

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Which main issues interest you as an artist?

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The development of new media and technology has been veryfast in the last 20 years. How working with that tool kit hasaffected you as an artist?

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You are also involved in the Swedish organisation Fylkingen.What kind of organisation is it?

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For Fylkingen you are editing the online Hz-journal. What is itsfocus?

Togehether with HUMLab, you set up a Second Life residencyprogram. Can you tell me about its background?

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What are the conditions for the residency program and howmany artists have joined it so far?

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Do you like to mention some outcomes of the programme?

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Why is SL so interesting for artists? What does it offer that noother virtual world can offer?

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Krystian Majewski

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Krystian Majewski, TRAUMA, 2011. Screenshot

Mathias Jansson: What inspires you?

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You mention TRAUMA, can you tell me more about it?

Besides creating games you are also running a blog calledGame Design Reviews. Can you tell me the idea behind theblog and what do you think makes a good game design?

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What do you think about the current German indie gamescene?

Finally do you have any advice to give to someone that isthinking of working as an indie game designer in the future?What kind of education and skills does she need to succeed inthis hard branch?

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Christy Matson andMelissa Baron

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Melissa Barron, Jacquard Weavings, 2010. Image courtesy the artist.

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Mathias Jansson: Christy, what's your relationship with videogames?

Melissa, when did you fall in love with old Apple games?

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Christy, your experience with the adventure game Loom(Lucasfilms Games,1990) resulted in the project Loomscapes(2008). Can you tell me why you choose that game?

Melissa, you also work with the Jacquard Loom. In your Apple2 crack screens woven on a tc-1 jacquard loom, you usedcrack screens, that is the intro crackers made to show theworld who had cracked the copyright protection of the game.Why?

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Melissa, you mention you tried to “glitch” the Loom. What kindof glitches are you looking for in your art?

Christy, you have returned to the game Loom in one of youlater works, Future Positive (2011). In this case there is alooser relationships between the virtual game world and thereal installation...

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You both mention the importance of the MECC game OregonTrail, an educational game about the 19th century pioneer lifeon the Oregon Trail. The game was first release in 1971, andsince then have been re-published many times. Melissa, youspent hours to translate the game into L337, chatspeak andLOLcats grammar. The final work is called 73H 0r3g0n 7r41L(2009). Why did you choose Oregon Trail?

So, how did you create73H 0r3g0n 7r41L?

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Iman Moradi and Max Capacity

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Rosa Menkman, A Vernacular of File Formats – Bitmap File (.BMP). Windows 24bit(irreversible databend), 2011. Digital print on Dbond, 30 x 40 cm. Image courtesyFabio Paris Art Gallery.

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Mathias Jansson: Iman, when did glitch art start?

In your PHD thesis Glitch Aesthetics (2004) you categorizeglitch-art into pure-glitches and glitch-alike. What is thedifference between these two categories?

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Why are so many glitch artist interested in working with oldsoftware and hardware?

Is there any special genre in glitch-art dealing with video-games and glitches?

In your thesis you compared glitch art with modernist painting,with references to Juan Gris, Gerhard Richter etc. Could you

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say that Cubism, Constructivism etc. are result of errors ormistakes during the painting process?

What about glitch art and the contemporary art scene? Does ithave a position in the New Media Art landscape?

Max Capacity, currently living in Santa Cruz, California, is anartist and illustrator often concerned with retro-style graphics,pixels and glitches. His work is well represented on Flickr andTumblr. Max, when did you realize that you could use glitchesas a medium for aesthetic expression?

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Max Capacity, from the series Analog Video Glitch, 2011. Images courtesy the artist.

What are you looking for when you create your glitch art?

Is there any particular category of games or programs that ismore interesting for you to use?

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Glitch theorist Iman Moradi distinguishes between twocategories of glitches: the pure glitch, that is “the result of amalfunction or error”; and the glitch-alike, that happens whenthe artist creates the environment that is required to invoke aglitch and anticipate one to happen. What do you think aboutthis?

How do you experience glitch art on the contemporary artscene?

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Shinji Murakami

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Shinji Murakami, Happy Meal, 2011. Wood blocks, glue, acrylic, resin, screw andplastic tray, 5.5 x 13.5 x 10.5 in. Image courtesy the artist.

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Mathias Jansson: What's so fascinating in 8-bit graphics?What kind of games inspires you?

You started as a street artist and used to tag cities with your8-bit characters Boco and Kid Snz. Can you tell me somethingabout these characters?

What do you think about street art as an illegal act?

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In a series called RPG you have worked with maps, forexample you have created a map over Central Park in NewYork in Final Quest 1 style. Can you tell me how this RGPmaps are created and why did you choose to work with a stylethat reminds traditional Japanese art?

In your latest work you started to explore 3D-8bit. Whatbrought you from 2D to 3D?

Can you tell me something about the Japanese Game Artscene? Are there many contemporary artists inspired by videogames in Japan today? Are museums and galleries interestedin displaying this kind of art?

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Jason Nelson

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Jason Nelson, Game, Game, Game and Again Game, 2010. Online game,screenshot.

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Mathias Jansson: What kind of video games and poetry doyou like, and what inspires you as an artist?

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How do you think the internet and video games have changedand will change how we read and experience poetry in thefuture?

Can you tell me something about your trilogy of poetic artgames: Game, Game and Again Game, I made this. You playthis. We are enemies and Evidence of everything exploding?

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What about I made this, you play this, we are enemies?

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Which role has the player / reader in your games?

Evidence of everything exploding has a SF-story backgroundabout 10 important sheets of paper. Why these 10 papers andwhat are these levels represented in the game?

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Martin Pichlmair

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Broken Rules, And Yet It Moves, 2007. Screenshot

Mathias Jansson: You started as a new media artist but youthen shifted focus from art to video games. Why?

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In your artist’s days, together with Fares Kayali, you createdthe Bagatelle Concrete (2006-2007), a pinball machine turnedinto a musical instrument. What was the concept behind thispiece?

So, what's your opinion about games as art today?

You are working for Broken Rules, an independent gamestudio based in Vienna. What does Broken Rules focus on?

One of Broken Rules' recent games is And Yet It Moves. Canyou tell me what is it that makes it stand out from other gamesin this genre?

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Finally, can you tell me something about Chasing Aurora, thegame you are working on? What should the player expect thistime from Broken Rules?

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Raf el Rozendaal

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Rafael Rozendaal, Color Flip, 2008. Installation view at NIMk, Amsterdam. Photo OlofWerngren

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Jonatan Söderström

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Cactus, Evac, 2012. Computer game, screenshot

Mathias Jansson: When did you start making your owngames? Where do you find inspiration?

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Game developers can spend months and years to make agame, but your games are often made in a very short time.Why?

What's your take on the distrubution possibilities of indiegames?

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Can you tell me about the game Norrland that you made foran exhibition in Sweden 2010?

Would you describe your games as art?

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Jeroen D. Stout

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Jeroen D. Stout, Dinner Date, 2010. Promotional image

Mathias Jansson: What inspires you as an artist and gamedesigner?

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Your biggest success is the game Dinner Date, which hasbeen recognised and nominated for the IGF award. What is itthat makes it so special?

What about the leading character, Julian Luxemburg?

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What about the Dutch indie game scene? Last year, theStedelijk Museum in Amsterdam has worked with artists andgame designers. Do you feel that art games are recognisedas an art form in the Netherlands?

And what do you think about the future of indie games?

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Erik Svedäng

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Erik Svedäng, Blueberry Garden, 2008. Computer game, screenshot

Mathias Jansson: When did you start making your owngames?

Where do you find inspiration for your games?

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In the game Kometen you collaborated with Swedish artistNiklas Åkerblad. How important is for you the artistic quality ofthe graphics in your games?

Your game Shot Shot Shoot was developed for iPad. How didthe advent of smartphones and handheld devices affect youas a game developer?

Your latest project is called Clairvoyance. Can you tell mesomething about it?

What do you think about the future of indie games?

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Anders Weberg

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Anders Weberg, Two screenshots from 101010, 2010.

http://www.theurlistheartwork.com/http://you-talking-to-me.com/http://lrntrlln.org/p/thisisart/http://canyoubelievethisdomainwasavailable.com/http://asdflkjhasdflkjhasdflkjhasdflkjhasdflkjhasdflkjhasdflkjhasdflkj.com/http://www.thissiteisnotavailableinyourcountry.com/

http://you-talking-to-me.com/http://well-i-am-the-only-one-here.com/http://who-the-fuck-do-you-think-you-are-talking-to.com/http://you-talking-to-me-you-talking-to-me-you-talking-to-me.com/http://then-who-the-hell-else-are-you-talking-to.com/

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Anders Weberg, The URL Is the Artwork, 2009

Mathias Jansson: When did your interest for net art and P2Pstart?

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In 2009 you made a net art work called The URL is theArtwork. How did you come up with the idea?

What does the URL mean for you as an artist?

Is there any similarity between your URL-art and your P2P-art? Which ideas or concept do you like to explore or discussin your art?

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Anders Weberg, This Site Is Not Available in Your Country, 2010.

In your latest www.thissiteisnotavailableinyourcountry.com,the user finds a statement similar to the one that sites asYouTube present when there are copyright or censorshiprestrictions...

What do you think about copyright as an artist?

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