ITU

The potential of the contradictory in digital media: The example of the political art game PoliShot

Research output: Conference Article in Proceeding or Book/Report chapterBook chapterResearchpeer-review

Standard

The potential of the contradictory in digital media : The example of the political art game PoliShot. / Grabowski, Susan; Cermak-Sassenrath, Daniel.

Playful Disruption of Digital Media. Springer, 2018. p. 47–64 (Gaming Media and Social Effects).

Research output: Conference Article in Proceeding or Book/Report chapterBook chapterResearchpeer-review

Harvard

Grabowski, S & Cermak-Sassenrath, D 2018, The potential of the contradictory in digital media: The example of the political art game PoliShot. in Playful Disruption of Digital Media. Springer, Gaming Media and Social Effects, pp. 47–64. https://doi.org/10.1007/978-981-10-1891-6_3

APA

Grabowski, S., & Cermak-Sassenrath, D. (2018). The potential of the contradictory in digital media: The example of the political art game PoliShot. In Playful Disruption of Digital Media (pp. 47–64). Springer. Gaming Media and Social Effects https://doi.org/10.1007/978-981-10-1891-6_3

Vancouver

Grabowski S, Cermak-Sassenrath D. The potential of the contradictory in digital media: The example of the political art game PoliShot. In Playful Disruption of Digital Media. Springer. 2018. p. 47–64. (Gaming Media and Social Effects). https://doi.org/10.1007/978-981-10-1891-6_3

Author

Grabowski, Susan ; Cermak-Sassenrath, Daniel. / The potential of the contradictory in digital media : The example of the political art game PoliShot. Playful Disruption of Digital Media. Springer, 2018. pp. 47–64 (Gaming Media and Social Effects).

Bibtex

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title = "The potential of the contradictory in digital media: The example of the political art game PoliShot",
abstract = "When we created PoliShot, a political Dada game and interactive installation, we were confronted quite unexpectedly with the question of what is morally or ethically tolerable in digital games. When it was exhibited, it provoked shocked and concerned reactions from curators and visitors alike. The stumbling block was the use of violence, or more specifically, asking the players to act violently in the game. We take our experiences as an occasion to enquire into and discuss the contradictions of the actual and the virtual, of concept and content. We attempt to draw historical and contemporary parallels and reflect on how art production is not limited to the work, but includes the artists and the audience as essential players in a dynamic system of meanings, motives, and interpretations, full of (un)intended and (un)anticipated conflicts, provocations, breakdowns and shifts, creating exciting and challenging opportunities for play.",
author = "Susan Grabowski and Daniel Cermak-Sassenrath",
year = "2018",
doi = "10.1007/978-981-10-1891-6_3",
language = "English",
isbn = "978-981-10-1889-3",
pages = "47–64",
booktitle = "Playful Disruption of Digital Media",
publisher = "Springer",
address = "Germany",

}

RIS

TY - CHAP

T1 - The potential of the contradictory in digital media

T2 - The example of the political art game PoliShot

AU - Grabowski, Susan

AU - Cermak-Sassenrath, Daniel

PY - 2018

Y1 - 2018

N2 - When we created PoliShot, a political Dada game and interactive installation, we were confronted quite unexpectedly with the question of what is morally or ethically tolerable in digital games. When it was exhibited, it provoked shocked and concerned reactions from curators and visitors alike. The stumbling block was the use of violence, or more specifically, asking the players to act violently in the game. We take our experiences as an occasion to enquire into and discuss the contradictions of the actual and the virtual, of concept and content. We attempt to draw historical and contemporary parallels and reflect on how art production is not limited to the work, but includes the artists and the audience as essential players in a dynamic system of meanings, motives, and interpretations, full of (un)intended and (un)anticipated conflicts, provocations, breakdowns and shifts, creating exciting and challenging opportunities for play.

AB - When we created PoliShot, a political Dada game and interactive installation, we were confronted quite unexpectedly with the question of what is morally or ethically tolerable in digital games. When it was exhibited, it provoked shocked and concerned reactions from curators and visitors alike. The stumbling block was the use of violence, or more specifically, asking the players to act violently in the game. We take our experiences as an occasion to enquire into and discuss the contradictions of the actual and the virtual, of concept and content. We attempt to draw historical and contemporary parallels and reflect on how art production is not limited to the work, but includes the artists and the audience as essential players in a dynamic system of meanings, motives, and interpretations, full of (un)intended and (un)anticipated conflicts, provocations, breakdowns and shifts, creating exciting and challenging opportunities for play.

UR - http://www.agis.informatik.uni-bremen.de/sgrabowskiE/material/polishot-springeraufsatz.pdf

U2 - 10.1007/978-981-10-1891-6_3

DO - 10.1007/978-981-10-1891-6_3

M3 - Book chapter

SN - 978-981-10-1889-3

SP - 47

EP - 64

BT - Playful Disruption of Digital Media

PB - Springer

ER -

ID: 83032503