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robertogreco : gta   35

Making art from Grand Theft Auto - BBC News
"With a reputation for violence, Grand Theft Auto (GTA) is one of the world's most successful video games, but a new art work sees a pair of artists and a group of teenagers use it to create "a series of self-portraits".

Larry Achiampong and David Blandy worked with the young people from Newcastle to create both the avatars that populate their film, FF Gaiden: Alternative, and the stories told within it.

The piece is part of a trilogy the pair have put together based on the works of psychiatrist and philosopher Frantz Fanon, who wrote extensively about violence and colonialism.

Blandy says they decided to use GTA V to create their work for "a mixture of reasons".

"In our series Finding Fanon, we've been looking at the history of cultures of violence and when we were thinking about taking that into the virtual realm, it seemed to make sense to place that within something that synonymous with violence.

"So GTA made a lot of sense.

"And also it had a lot of practical possibilities. We could actually use it as though it is a film set - you can manipulate the camera, make it move around, make the whole environment feel cinematic.

Achiampong agrees it fit both the "practical and philosophical" nature of the work they wanted to produce.

"GTA has a strong history connected with violence and we felt the question of violence had relevance with Fanon's work.

"What's great about GTA V is the possibilities for filming within the game.

"You can film any moment of activity and edit it, setting up cameras like they were on cranes or a dolly or even a helicopter.

"That's the types of logistics you would have within a multimillion-dollar film so that range of possibilities felt like a really sweet deal."

Charlene Maningding was one of the teenagers involved in creating the work and says the pair were "really cool to work with".

"They encouraged my ideas. There was never really a right or wrong answer, which made me confident in what I was doing."

She says it was "interesting to use video games" to create the work, because they are seen as "something really passive, where you just press buttons and float your way through".

"As teenagers, we have a similar stereotype and people under-appreciate what we go through.

"So it was nice that we reclaimed that and were really active in turning video games into something that means something to us, something artistic."

Her story, one of seven included in the work, was inspired by "the experiences I had had as a young adult, in the transition between a teenager and an adult", she says.

"It was about the things that I was interested in, like my role in society.

"It was really satisfying, because I think I'm at the age where I just need to verify things about myself, especially when progressing through sixth form.

"It made me realise more about myself."

Blandy says he "wasn't expecting the stories to be as bleak or as thoughtful".

"They're very philosophical pieces - some of them reflect on how we all wear masks every day, while others think about the limbo of the young person's space, where you have all the thoughts but none of the possibilities of the adult world yet.

"As a suite of works, it's an interesting portrait of contemporary youth."

His artistic partner Achiampong says he too was surprised by "the amount of maturity that was in the stories".

"I wasn't surprised that they came back with ideas that were intuitive and thought-provoking, but I was proud that they had enough independence of thought to take the idea away and make it their own.

"We're talking about stories that don't belong to myself or David, that really are their own.

"It was a great process to have conversations with them and see that openness returned and the bravery they applied in talking about their ideas."

Blandy says the mood of the pieces comes from "a mixture of the teenage state and life in a political situation where the youth is not the centre of political thought".

"It is all about consolidation of wealth and a lot of the cuts that have taken place have cut resources for young people and education.

"So you can see why there may be a lack of optimism.

"And then there's the wider structural developments, such as the increasing robotisation of jobs and the use of algorithms to perform things people used to do - so what is the future?

"It seems to lead to a dark place at the moment. I wish it didn't, but it does."

He does, however, see some optimism in the work and thinks any audience will too.

"I hope that they are both given an introduction to the thoughts of young people today and also see the virtual landscape in a different light.

"It's not just a space for escapism, it's actually a space for philosophical inquiry and self-discovery.""
gta  videogames  film  games  gaming  grandtheftauto  2016  larryachiampong  davidblandy 
july 2016 by robertogreco
San Andreas State: Animal Cam
"San Andreas Deer Cam is a live video stream from a computer running a hacked modded version of Grand Theft Auto V, hosted on The mod creates a deer and follows it as it wanders throughout the 100 square miles of San Andreas, a fictional state in GTA V based on California. The deer has been programmed to control itself and make its own decisions, with no one actually playing the video game. The deer is ‘playing itself’, with all activity unscripted… and unexpected. In the past 48 hours, the deer has wandered along a moonlit beach, caused a traffic jam on a major freeway, been caught in a gangland gun battle, and been chased by the police.

For more information about the San Andreas Deer Cam project, click here. [ ]

To donate to the San Andreas Deer Cam, click here. All donations go directly to The Humane Society."
gta  gtav  deer  animals  ai  videogames  games  gaming  brentwatanabe 
march 2016 by robertogreco
@illsnapmatix • Instagram photos and videos
"illsnapmatix Daily inspiration from GTA V next-gen. ^^^ Hit Follow. Full-res images at the link. (All GTA money ig accounts are blocked and reported, give up)."

[via: ]
instagram  gta  grandtheftauto  landscape  videogames  games  gaming  instagrams 
february 2016 by robertogreco
Fanon 1 trailer on Vimeo
"'Finding Fanon' is the first part in a series of works by artists Larry Achiampong and David Blandy; inspired by the lost plays of Frantz Fanon, (1925-1961) a politically radical humanist whose practice dealt with the psychopathology of colonisation and the social and cultural consequences of decolonisation.

In the film, the two artists negotiate Fanon’s ideas, examining the politics of race, racism and the post-colonial, and how these societal issues affect their relationship.

Their conflict is played out through a script that melds found texts and personal testimony, transposing their drama to a junkyard houseboat at an unspecified time in the future. Navigating the past, present and future, Achiampong and Blandy question the promise of globalisation, recognising its impact on their own heritage.

'Finding Fanon' is supported by Arts Council England. With thanks to Hamish Mckenzie."

[Fanon 2

"Finding Fanon 2, made by Larry Achiampong and David Blandy, uses the Grand Theft Auto 5 in-game video editor.

Finding Fanon 2 was commissioned by Brighton Digital Festival 2015, supported by Arts Council England.

The Finding Fanon series is inspired by the lost plays of Frantz Fanon, (1925-1961) a politically radical humanist whose practice dealt with the psychopathology of colonisation and the social and cultural consequences of decolonisation."]
frantzfanon  film  larryachiampong  davidblandy  gta  gta5  filmmaking  decolonization  colonization  postcolonialism  globalization  grandtheftauto 
december 2015 by robertogreco
The photographer subculture inside Fallout, GTA and Left 4 Dead — Hopes&Fears — flow "Video Games"
"Karl "Illsnapmatix" Smith was walking through a homeless community underneath the light rail tracks in a place called Strawberry when he spotted something. Lit in silhouette by the dying light, just barely visible, a man sat alone against a wall with a bottle in his hand. Smith pulled out his camera and, in his words, "caught this gentleman having a quiet drink." It's a snapshot of life on the edge, but it's not real. All of it happened in a video game.

Smith was playing Grand Theft Auto V, and the photo he snapped was taken with his character's smartphone. GTA V is unusual among games in that it presents its players with all of the limitations of real photography, transplanted onto the virtual space. You can't take a photo of something unless your character can see it, and you can only shoot from positions and angles that he or she can reach. You're restricted by the capabilities of your run-of-the-mill virtual smartphone, which comes equipped with basic zooming and Instagram-like filters, and by the physical abilities of your avatar.

Smith is one of many virtual photographers focused on capturing life in the bits and bytes of GTA V. Most take pictures of pimped-out cars in the persistent online mode where they can meet and hang out with like-minded players. Some pretend to be photojournalists documenting the perpetual violence on the streets of Los Santos. Others, like Smith, work more like street photographers. Photos are shared on Twitter, Instagram, Reddit, developer Rockstar's Social Club, and Imgur. Smith posts his photos on his own website, where he occasionally also interviews other GTA V photographers."
pov  screenshots  photography  games  gaming  via:ableparris  digital  screenshottery  gtav  gta  fallout  left4dead  videogames  edg  srg  streetphotography  richardmoss  Illsnapmatix  karlsmith  duncanharris  robertoverweg  grandtheftauto 
june 2015 by robertogreco
Women as Background Decoration: Part 1 - Tropes vs Women in Video Games - YouTube
[See also:

and part 2: ]

[Previous series from 2013:
"Damsel in Distress (Part 1) Tropes vs Women"

"Damsel in Distress (Part 2) Tropes vs Women"

"Damsel in Distress (Part 3) Tropes vs Women" ]

[This is horrifying:
"Trolls drive Anita Sarkeesian out of her house to prove misogyny doesn't exist" ]

[See also: “Tropes vs Anita Sarkeesian: on passing off anti-feminist nonsense as critique:
Anita Sarkeesian makes videos looking at how poorly women are represented in games, and gamers hate her for it, insulting her work and accusing her of dishonesty. It's almost like they're trying to prove her premise.”

“We Might Be Witnessing The 'Death of An Identity'” ]
feminism  sexism  videogames  gaming  2014  gender  anitasarkeesian  tropes  games  gamingculture  women  edg  mysogyny  gta  trolls  abuse  onlineabuse  terror  domesticviolence  violence  victimization  grandtheftauto 
august 2014 by robertogreco
Beyond Pong: why digital art matters | Artanddesign | The Guardian
"When critical thinking is at its strongest, it often comes from exactly the sort of fluidity of practice that does run through Digital Revolution. The London-based architect and artist Usman Haque has been creating innovative software products alongside interactive artworks for more than 15 years. In 2007, he founded Pachube, a global data-sharing network that anticipated by years the current buzz around big data and the internet of things. In 2011, Pachube enabled hundreds of Japanese civilians to quickly and easily share weather and radiation data in the aftermath of the Fukushima disaster, boosting monitoring and relief efforts. Haque's Umbrellium team has produced a new artwork for Digital Revolution, which takes up the entirety of The Pit, the Barbican's subterranean theatre space. Called Assemblance, the piece allows about 25 people at a time to physically shape beams of light with their hands, pushing and pulling them around the space – while also bumping into and potentially messing up the shapes created by other people.

Haque calls it "a virtual reality", but not in the sense of a purely digital realm: "It's there, it's responding to you, you can see it, but as you try and approach it you can't actually feel it. For me, the idea is to question this distinction between the physical and the virtual." The process is akin to building a sandcastle on the beach, where you are building a structure that anyone else, or the elements, can destroy in a moment.

Assemblance attempts to answer the question: "How do we create things together in a shared environment, where we can't always trust each other, but we need to act together regardless?" This, indeed, is the situation we find ourselves in now. In the modern digital world, the question of participation is crucial as our various networks – social, media, national – require us to constantly mediate between acting as individuals and acting as a group. For Haque, the digital has given us "the capacity to have an effect on the other side of the world almost instantaneously", from news events and economic flows to disaster response and warfare. "We can do things to other people in distant lands, and so the question of our responsibility, and our culpability, is thrown up in ways that it hasn't been before. On the other hand, we now have the capacity to connect with each other, and develop new ways to work together, rather than against each other."

Assemblance asks the audience to see itself as part of a networked whole, where actions have consequences. It also points towards the fact that "the digital" is not a medium, but a context, in which new social, political and artistic forms arise. After 50 years, at least, of digital practice, institutions are still trying to work out its relevance, and how to display and communicate it – a marker, perhaps, that it is indeed a form of art."
jamesbridle  2014  digital  digitalart  art  usmanhaque  dotsasmen  umbrellium  assemblance  criticalthinking  pachube  collaboration  internet  web  online  audience  participatory  networks  context  social  socialnetworks  digitalarchaeology  olialialina  susankare  timberners-lee  liamyoung  dronestagram  jamesgeorge  jonathanminard  christophernolan  pong  raspberrypi  minecraft  geocities  martinbircher  chrismilk  aaronkoblin  wecreate  conradbodman  gta  cpsnow  eniac  grandtheftauto 
june 2014 by robertogreco
barbara bestor interview
"DB: what’s been the biggest singular influence on your work?
BB: I’d have to say popular culture. I like to think that I have a pretty good historical knowledge of architecture and am always surrounded by it. I keep myself up to date on what’s happening – so to pick a reference from the ‘architecture world’ is hard, it all filters through.

what I’m interested in is seeing how architecture can stay relevant and relate to the issues of today and how people live today, where our minds are at. keeping an open mind and an eye on popular culture is how I try to do that. I love contemporary art, music, music videos, films – seeing how those mediums push technology and seeing how ideas from those fields can become part of what we do.

for example, I would never play the video game grand theft auto, but the way that the fictional city ‘los santos’ (based on LA) is depicted in that game is incredible. thousands of hours have gone into achieving that level of detail and it will probably shape a lot of people’s perceptions of how los angeles is – even though it’s wildly distorted. what I get from that is comparing it to my reality; how does that version of LA compare to the city where I live? those ‘outside’ influences are what stimulate me the most."

"DB: do you have any superstitious beliefs?
BB: I’m not superstitious but I do avoid certain things regarding my work. I don’t like things that are too slick and I don’t like to be too ‘architecty’ – I want our studio to be non-conformist. I don’t want us to tow the party line of any movement or follow trends that are promoted by magazines. sometimes you notice that what you are doing has become the norm and then it’s time to change. if you think of it like music, you wouldn’t start a project and find any reason to use autotune – because it’s already been done to death.

DB: what’s your most prized possession?
BB: if I have to name one I would say it’s a bright and brilliant artwork I own, which illustrates the cycle of life and the encroaching forces. the message of the piece is to have a good time, ‘make hey while the sun shines’ so to speak.

DB: what’s the best piece of advice you have been given?
BB: if you get stuck on something go for a long walk. sometimes I can get very intense and obsessive and in those situations it’s best to take a moment and breathe. for me taking a walk helps me to breathe and gather my thoughts.

DB: what’s the worst advice you have been given?
BB: wear a suit."
2014  interviews  design  architecture  barbarabestor  losangeles  grandtheftauto  gta  popculture  srg  art  education  technology  solviturambulando  walking 
february 2014 by robertogreco
"Way Beyond Anything We've Done Before": Building The World Of "Grand Theft Auto V"
"How the hell did a studio in Edinburgh build the most ambitious digital recreation of Southern California ever attempted? To find out, we asked Aaron Garbut, the man behind the look and feel of every modern Grand Theft Auto."
california  losangeles  socal  2013  videogames  aarongarbut  games  gaming  gta  grandtheftauto  worldbuilding 
august 2013 by robertogreco
GTA 5 preview – to live and die in Los Santos | Technology |
"But I love the fact that somehow, all of the characters are victims of this crazy city of Los Santos; a depiction of LA that goes far deeper than geography. "LA is totally made up," say Houser during my interview last year. "It should be desert scrub; it should all be cliffs and hills, but the hills have been smoothed off and the cliffs have been removed and they've made it wet with water from Canada.

"All cities are artificial to some extent, but LA isn't set on top of its environment, it changed it. It's as fake as a game world. It's lunacy. And it works well for GTA. Being simultaneously involved in the production of LA Noire and GTA V was interesting because the place changed so much in that time. It's a fascinating city to look at and engage with. It lets you be free of your past. When people are in New York, they continue to have pretty strong roots in Europe; by the time they get to LA they drop that - they love America. LA is about the love of America."

Is GTA V about that? Or is it about games, and how they represent cities and people and criminals? Whatever, it looks like a hell of a lot of fun; just classic GTA fun. Los Santos is the city at the end of Grand Theft Auto's America: there is no escape. It is going to make us do bad things. And we are going to enjoy them."
gta  gta5  lossantos  losangeles  cities  fakery  worldbuilding  environment  grandtheftauto 
may 2013 by robertogreco
cityofsound: Gangs Of New York, World-Building
"But, many of us spent a bit of the last year talking about world-creation, particularly as regards Grand Theft Auto or The Sims (others have discussed Buffyverse etc. - or created worlds like Gameneverending). I guess once you get used to immersing yourself in virtual worlds you're somehow complicit in the construction of, it's an increasingly attractive mode of experience. Sometimes you just want to experience a virtual city as a player/participant - to wander through it, moving the camera around, affecting it in small, subtle, but meaningful ways, making your mark - rather than let any trappings of linear-media get in the way."
gta  immersion  games  gaming  videogames  exploration  worldbuilding  2003  grandtheftauto 
may 2013 by robertogreco
cityofsound: Journal: Video game flâneur
"Rockstar and others have virtually (pun intended) built the digital infrastructure to generate generic large city forms. All they have to do is drape a particular cultural fabric over it, and the architecture, clothes, music, adverts etc. all just fall into place, as defined by a talented new form of 'curator' perhaps. (Hey Rockstar, if you're listening, I'll have that job!).

[Thought about this before, after reading about Gangs of New York and similar potential in films; read also about the way Rockstar design this stuff; about some future potential of Rockstar's city-based games; and Manhattan as muse for video games.]

If it is The Warriors, then just inhabiting a version of NYC in the early 80s would be a blast. One of my favourite near-mythical urban eras, as witnessed in the incredibly flawed but compelling film Downtown 81. I'd struggle to do address any of the usual Rockstar narrative ploys though, instead trying to track down John Zorn, Arto Lindsay & DNA, Grandmaster Flash and Melle Mel, The Kitchen, James White & The Blacks, Talking Heads, Thurston Moore, Basquiat etc. Materialising in the almost deserted early-80s Lower East Side, I'd probably get my head kicked in anyway (which is standard Rockstar plot device of course)."
gta  danhill  videogames  gaming  archives  exploration  immersion  nyc  cities  flaneur  games  grandtheftauto 
may 2013 by robertogreco
Steven Poole: Urban warfare
"You might not have played a Grand Theft Auto game yourself, or even seen someone else playing one, but you can hardly pass the day in a modern city without seeing someone playing a videogame, on Facebook or on their smartphone. And Rockstar have played a crucial part in gaining mass cultural acceptance for the medium, ever since they inspired other game-makers, according to Ste Curran, to emulate GTA’s “potent, lucrative blend of mainstream cool and commercial success”. Now videogames have indeed become as mainstream as music and the movies. We live in an age of ambient play. And perhaps it is not just a coincidence that the recent videogame trend of repurposing cities as zones of anarchic fun has coincided with developments in the wealthy rich world such as urban riots and the Occupy movement. If so, roll on Grand Theft Auto V: we can still reclaim the virtual streets, if not the real ones."

[via: ]
2012  exploration  virtualtourism  pseudo-films  film  videogames  cities  urbanism  urban  exploring  rockstar  situationist  anarchy  anarchicfun  play  ambientplay  gaming  games  gta  anarchism  grandtheftauto 
june 2012 by robertogreco
James Bridle – Waving at the Machines | Web Directions
"These are sculptures by Shawn Smith. There’s going to be an ongoing problem with this, that if you sit way at the back, you might not see quite how pixelated these things are. There’s a whole different art-​​historical dissertation about what that means, the distance of the viewer."

"James Bridle’s closing keynote from Web Directions South 2011 was a a terrific end to an amazing couple of days, but don’t despair if you weren’t there. You can watch a full length video, read a transcript with the bonus of all the links James refers to, or even listen to a podcast.

So sit back, relax and enjoy Waving at the Machines."

[Video also at: ]
newaesthetic  stml  artisyourfriend  vantagepoints  via:straup  art  future  robotflaneur  hawk-eye  gta  gregkessler  jenhesse  renderghosts  imaginaryplaces  carinaow  shawnsmith  maloescouture  minecraft  andygilmore  coll-barreau  gerhardrichter  helmutsmits  douglascoupland  beforeandafter  architecture  2011  fashion  camouflage  pixelization  waysofseeing  humans  design  8-bit  satelliteimages  googleearth  googlestreetview  tomarmitage  tomtaylor  thenewaesthetic  jamesbridle  jenshesse  marloescouture  gehardrichter  grandtheftauto 
december 2011 by robertogreco
GRAND THEFT AUTO IV - Map: Liberty City
"Plunge into the boroughs of Liberty City from the safety of your own chair."
architecture  games  maps  mapping  gaming  libertycity  googlemaps  gta  grandtheftauto 
june 2011 by robertogreco
Random Markers: Fictional Worlds in Street View
"Recently, I discovered a map on a fan site for Grand Theft Auto IV. It's actually not the first one, the first one I've seen was on IGN. Both these sites use Custom Projections and map tiles to define a map that shows only Liberty City with no reference to Google Map tiles.

The new site though has a significant new feature, it uses Custom Street View Panoramas to display the Street View of Liberty City. Go ahead, try it, drop pegman onto the city and check out the panoramas. I'll wait…

I'm hoping we'll see more of these kind of fictional places in Street View Maps API implementations. The code for it is reasonably simple, creating the actual panoramas is more difficult. I hope this sort of thing inspires people to use the Maps API to show planning projects too, showing interiors of buildings yet to be built, etc."
gta  libertycity  maps  googlemaps  videogames  fiction  fictionalmaps  mapping  streetview  grandtheftauto 
june 2011 by robertogreco
Subversion: a procedurally-generated city to infiltrate
"But Introversion Software, the independent games studio behind cult titles Uplink, Defcon and Darwinia doesn't have the resources to hire legions of artists and designers, so it's taking a different strategy -- procedural generation. Procedural generation is a programming technique where pseudorandom number generators are fed into an algorithm, and that then cranks out a near-infinite amount of content. Streets, lamp-posts, rooms, buildings, and anything else that a city needs can be assembled in a relatively short space of time just from a string of numbers."
architecture  urbanism  random  gta  procedurally-generated  subversion  games  gaming  videogames  grandtheftauto 
july 2010 by robertogreco
Video games are protected speech - McClatchy Network -
""Censorship will not avail against this kind of compelling cultural shift - nor should it. 'Grand Theft Auto IV' is a work of genius - but it's genius in the service of nothing more than sensation and profit. With this game, the interactive video industry has turned an aesthetic corner and is now an art form in search of an artist."
games  gaming  gta  videogames  art  speech  freespeech  censorship  culture  change  grandtheftauto 
may 2010 by robertogreco
Grand Theft Auto: Chinatown Wars Review | iPhone Games App | Macworld
"Rockstar Games doesn’t do anything half-way, and the violent, gritty, and epic Chinatown Wars is no exception. It’s a big, ugly, raw title. It’s huge in scale and depth—something iPhone players aren’t used to. If many games play like thin leaflets, consider Chinatown Wars your copy of War and Peace. Minus the Peace."
iphone  games  gaming  applications  gta  ios  grandtheftauto 
march 2010 by robertogreco
What Did Slavoj Zizek Think of ‘Kung Fu Panda‘ Anyway? -- Vulture -- New York Magazine
"I don’t buy the theory that, ‘You think you are playing, but you are generating violence.’ I don’t think there is a clear connection between that kind of violence and real violence. This eternal fear of liberals who claim if you play video games, you’ll think reality is like this and you’ll go out and beat someone. It’s a much more complex system … If anything, playing Grand Theft Auto is more of a superstition. In order not to do something in reality, you play it virtually. I think it functions much more on that level. You know it is a very complex topic; psychoanalysis can learn something here.”"
via:preoccupations  games  gaming  gta  film  philosophy  batman  violence  theory  videogames  zizek  grandtheftauto 
july 2009 by robertogreco
LRB · John Lanchester: Is it Art?
"The only thing which isn’t ridiculous about Rand & her ‘objectivism’ is the number of people who take her seriously. It would be a good time for someone to publish a work of fiction or make a movie going into Rand’s ideas and duffing them up a bit – for instance, imagining what it would look like if a society with no laws were turned over to the free will of self-denominated geniuses. Well, someone has done that, except it isn’t a book or movie, it’s a video game. BioShock" "The other way in which games might converge on art is through the beauty and detail of their imagined worlds, combined with the freedom they give the player to wander around in them. Already quite a few games offer what’s known as ‘sandbox’ potential, to allow the player to ignore specific missions and tasks and just to roam around."
via:preoccupations  videogames  art  culture  games  gaming  writing  bioshock  aynrand  objectivism  miyamoto  mario  gta  littlebigplanet  willwright  spore  thesims  grandtheftauto 
december 2008 by robertogreco
'Grand,' but No 'Godfather' -
"Critics have hailed 'Grand Theft Auto IV' as equal to great movies and books. But here's what it's missing"
gta  games  videogames  art  via:preoccupations  gamedesign  narrative  film  critique  criticism  grandtheftauto 
july 2008 by robertogreco
Games Without Frontiers: 'Grand Theft Auto IV' Delivers Deft Satire of Street Life
"I may never finish the game. In a city this vibrant, it's hard to stop getting distracted. At one point, I finished a mission on top floor of decrepit apartment...started to head back downstairs to my car, then wondered: "Hey, what's up on the roof?"
immersion  games  gaming  gta  clivethompson  nyc  detail  exploration  gamedesign  reviews  simulations  openplay  open-endedplay  grandtheftauto 
may 2008 by robertogreco
Confessions of an Aca/Fan: The Official Weblog of Henry Jenkins: Why Grand Theft Auto Should Be Taught in Schools?: An Interview With David Hutchison (Part One)
"just as traditional media literacy involves learning to think critically about mass media, games literacy has to include asking hard questions of this still emerging medium, questions concerning representations, ideology, and of course, commercial motive
education  games  videogames  schools  davidhutchison  play  gaming  gta  grandtheftauto 
october 2007 by robertogreco
Grand Theft Auto Japanimation mod
"The unknown hacker has modified the game so you now control a pair of giggling, uzi-toting schoolgirl anime twins who blow away gleeful Pikachu's and a bad-ass Doraemon cruising around on the hovercycle from Metal Gear Solid."
videogames  games  play  personalization  modding  hacks  gta  grandtheftauto 
september 2007 by robertogreco
The Morrinho Project at the Venice Biennale
"Morrinho means 'little hill' in Portuguese and alludes to the shantytowns, or favela, located on the hills surrounding Rio de Janeiro."
brasil  favelas  art  children  glvo  film  games  videogames  gta  learning  lcproject  architecture  video  brazil  grandtheftauto 
august 2007 by robertogreco
Projeto Morrinho
"Finally, the Morrinhio Social intends to offer workshops to provide these proffessional skills for the residence of the "Pereirão" community. These workshops focus on areas such as audiovisual, art education, Brazillian culture, Youth and Citizenship an
brasil  favelas  art  children  glvo  film  games  videogames  gta  learning  lcproject  architecture  video  brazil  grandtheftauto 
august 2007 by robertogreco
The Morrinho Project: My First Favela Playset -- Daddy Types
"Fabio Gaviao went to make a documentary about Morrinho, and ended up founding a non-profit, teaching the kids video production, helping them turn their stories into movies. Different kids control different areas of Morrinho; some of their films focus on
brasil  favelas  art  children  glvo  film  games  videogames  gta  learning  lcproject  architecture  video  brazil  grandtheftauto 
august 2007 by robertogreco
cityofsound: GTA IV
"It would be lovely to move around, and listen to, this New York, though - as I've noted before, the sense of having an imagined New York 'in a box' like this is more than enough for me."
videogames  cities  urban  games  play  design  architecture  virtual  gta  danhill  exploration  immersion  grandtheftauto 
march 2007 by robertogreco

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