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Artistic and Communication Strategies of Creating Playful Experiences in New Media Arts

A Reconnaissance

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HCI in Games (HCII 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13334))

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Abstract

New media art (or cyberarts) can be treated as an experimental field or laboratory for testing various interactions between man and technology, discovering new dependencies and boundary conditions of communication, and expanding the limitations of interfaces. VR & AR technology and animation are core areas of these artistic activities. They are the subject of experiments related not only to the image (simulation, visualization, reproduction), but also to the problems of narrative and interaction (especially in the area of testing new interfaces, indicating the conditions of user identification with narrative and embodiment). Experiences of artists specializing in interactive art, often related to social activities (cyberactivism) and subversive (counter-systemic) activities, are of particular interest in this regard. The artists often create works that cross the generic limits between games, public intervention and spectacle. The presented analysis is devoted to selected artistic practices and works in the field of cyberarts, which can be perceived as innovative in relation to consumer games. Artistic and communicative strategies which lead to the creation of an experience of playfulness and receivers’ pleasures that contribute to the communicative success of both a work and an artist – will be discussed.

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Correspondence to Anna Maj .

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Maj, A. (2022). Artistic and Communication Strategies of Creating Playful Experiences in New Media Arts. In: Fang, X. (eds) HCI in Games. HCII 2022. Lecture Notes in Computer Science, vol 13334. Springer, Cham. https://doi.org/10.1007/978-3-031-05637-6_16

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  • DOI: https://doi.org/10.1007/978-3-031-05637-6_16

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05636-9

  • Online ISBN: 978-3-031-05637-6

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