Archive
Search
Artist Index
Institution Index
Thesaurus
[Default Title]
ADA Help
About
(current)
Magazine
Tools
Community
Feedback
Join
Theme
Theme
Light
Dark
Auto
Login
Login
Archive Search
Search
Date
1979–1989
1990–1995
1996–2000
2001–2005
2006–2010
2011–2015
2016–2020
2021–now
Genre
Digital Animation
Digital Graphics
Net Art
Social Network
Database Art
Bio Art
Digital Performance
Nano Art
Robotics
Telematics
Installations
Game Art
Glitch Art
Digital Activism
Events
Festival
Exhibition
Other
Conference
Reset
Artist
Scholar
Work
Work with Video
Literature
Institution
Event
Feature
All Categories
1
…
(more)
121
122
123
124
(current)
125
(more)
164
sort by relevancy (down)
Sort by Alphabeth (up)
sort by date (up)
sort by category (up)
Perceptual Play: Optical Illusion Art as Radical Interface
2008
Oliver, Julian. Perceptual Play: Optical Illusion Art as Radical Interface .
Critical Play: Radical Game Design
2009
Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, MA: MIT-Press, 2009.
6.26.27.86 v01
1991
-
2021
Archival Digital Print, Sizes: 8”x10” and 13”x19” Epson Pigment inks on cotton rag substrate or Light Jet digital photo prints. (plus custom sizes or NFT by special order) Date created: 1991 6.26-27.86 is named after the approximate date that
Marnix De Nijs
Marnix de Nijs is a Rotterdam based artist who explores the dynamic clash between bodies, machines and other media. His works include mainly interactively experienced machines that play with the perception and control of image and sound, but also,
Venkata Sivakumar Kappala
A multidisciplinary artist working or inspired to the subject matters related to the surroundings. Works simultaneously between panting, Drawing, Video art etc. the surface Work of Art is figurative and much of common play. The public transit,
Nina Sobell
Artist Statement: I am interested in exploring notions of transformation, energy transfer, bridging the conscious and unconscious realms, and rendering the invisible visible through action and reaction. The results manifest themselves either as an
Values at Play in Digital Games
2014
Flanagan, Mary and Helen Nissenbaum. Values at Play in Digital Games. Cambridge, MA: MIT-Press, 2014.
Sustainable Cinema No. 4: Shadow Play
2012
Hessels, Scott. Sustainable Cinema No. 4: Shadow Play Leonardo 4, no. 40 (2012): 384-395.
They Are Born to Play: Japanese Visual Entertainment from Nintento to Mobile Phones
2004
Kusahara, Machinko. They Are Born to Play: Japanese Visual Entertainment from Nintento to Mobile Phones Art Inquiry (2004).
Mary Flanagan
Known for her theories on playculture, activist design, and critical play, Mary Flanagan has achieved international acclaim for her novel interdisciplinary work, her commitment to both theory and practice, and her ongoing pioneering contributions to
1
…
(more)
121
122
123
124
(current)
125
(more)
164