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GAMENOT OVERYET 電玩藝術特展

/羅禾淋

電玩遊戲是當今最具魅力的休閒娛樂之一,它的影響也如同革命般,使人們的生活習慣有所轉變。電玩遊戲是電訊時代的消費產物,除了娛樂外,在近代也開始轉為教育層面的探討,於中衍伸出對社會現象的思辯。

府中15今年夏季推出「GAMENOT OVERYET 電玩藝術大展」,希望用「GAME」、「NOT OVER」兩個關鍵字,呼應電玩遊戲中的「續關」精神,用一種「永不放棄」的態度,面對任何關卡的困難與挑戰。而電玩也從打發時間轉為益智學習,從益智轉為模擬教學,再從教學轉為強身健體,其詮釋在大眾生活之中不斷轉變,所以「遊戲仍未終結(GAMENOT OVER)」。

這次特展集結16位藝術與動漫創作者,共同展出包含電玩文件、電玩影像、電玩裝置等作品,透過不同媒材的詮釋,呈現出電玩的藝術美學。展覽規劃為3個展區,分別提出「電玩的日常製造」、「電玩的科技體感」與「電玩的藝術思索」3個面向,探討電玩對近代的影響。在「電玩的日常製造」中,以消費娛樂的多樣性為議題,將英雄、歷史、宣揚正義等文本,透過娛樂消費產品,將其精神轉譯而傳播,這區會以漫畫、動畫、遊戲等媒材展出。在「電玩的科技體感」中,以原始體感為探討焦點,玩家透過操控的快感,使得如同身歷其境,展出作品以互動式新媒體科技藝術作品為主。「電玩的藝術思索」則以電玩的延異與塑造,將其變成藝術家創作與思考的問題意識與素材,在此展區中以與電玩有關的當代藝術作品為呈現。

展覽希望以各式媒材的表現,挑戰「電玩」與「藝術」之間的界線,探討電玩的「日常」、「科技」與「藝術」,試圖以全新觀點解構電玩,讓大眾對於電玩與藝術有了重新思考的機會與體驗。


Video Games Art Exhibition

Ho-lin Luo

Video Game is one of the most attractive entertainments, and it is revolutionary that changed people's life. Be consumer products of telecom era , in addition to entertainment, it also began to turn to explore education level in modern times, and in the derivatives speculation extend to social phenomena.

This summer, Fuzhong 15 launched the "GAMENOT OVERYET Games Art Exhibition" with two keywords "GAME" and "NOT OVER" for echoing the spirit of Games that "continued Off" , with a "never give up "attitude, face any difficulties and challenges. From pass the time stuff turns into learning, educations, and into physical fitness, their interpretation changes among the public life so that "the game has not been dissolved (GAMENOT OVER ). "

The exhibition gathered 16 artists and animation creator, co-exhibited works contain texts, images, hardware devices, etc., through the interpretation of various mediums, showing the art of video games. Exhibition is divided to three zones, for proposing "Games of daily manufacturing", "Games of technology somatosensory " and "Games of artistic thinking" three aspacts that investigate the effects of video games on the Modern. "Games of daily manufacturing" focus the diversity of consumer entertainment, through the texts of hero, history, justics, through entertainment consumer products, will be translated and spread its spirit, this area will be comics, animation, games, etc. mediums on display. In the "Games of technology somatosensory", we explore the somatosensory original focus, the player through the manipulation of pleasure, so as immersive, interactive exhibit works of art based New Media Technology. "Games of artistic thinking" shapes and extending video games into consciousness of thinking and the material of artists by artworks.

Performance by various of mediums , challenge the boundaries of "Games" and "Art" between the video game to explore the "daily", "technology" and "arts", tries to deconstruct Games new perspective, so that the public and for the Games Art has the opportunity to rethink and experience.

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