Let's Entertain

"Video games also continue to gain new life as an important dimension of technology penetration into popular culture."

Over the past few years, discussions about technology have taken over the public eye with increasing frequency. Blockchain technology, new forms of internet architecture, alternatives to human intelligence, and so on, have drawn our attention to that technological vision that took place 30 years ago.In 1994, Kevin Kelly, the editor-in-chief of Wired Magazine, published the spiritually symbolic Runaway: The New Biology of Machines, Society, and the Economy, which prophesied on a biological scale a digital world opened up by technologies such as computers and infocommunications. technologies such as computers and information communication.

As an important dimension of technological penetration into popular culture, video games continue to gain new life. It inherits the tradition of games from the bottom of civilisation and becomes a multidimensional digital entertainment and cultural expression. Along with the establishment of its own subjectivity, games as a discipline have begun to dialogue with philosophy, art, and education on an equal footing. Game scholar Jasper Ruhl suggests that the relationship between games and the arts is not a simple juxtaposition or distinction, but rather one that is interdependent and intertwined in some ways. It doubles as a self-organising and complex adaptive system, and in doing so explores the possibilities of human perception.

The exhibition is an attempt to explore this intertwining and fusion, where artists, independent game developers, and game UP masters will respond to reality and depict the future through gameplay. In order to bring the audience closer to this “Let’s entertain”, more than 20 works are divided into seven sub-sections, all of which are named after classic online games – “The Machine is Calling”,”Nature Adventure”, “Classical Magic”, “Development Game”, “Body Sense Game “, “Role Playing”, and “Leisure Time”. The programme ranges from interactive installations that reflect on mechanisation and digitisation, to immersive experiences that lead the audience to think about the state of ecology and urban space through virtual reality, to interactive mechanisms that connect physical experiences and emotional philosophies.

The language of play redefines the subject-object relationship between the “viewed” work and the viewer. If the “meta-universe” is a broad game world based on individual creation and exists in the virtual experience, then we need to think about how to mobilise physicality and redefine the art scene in the physical world. Nowadays, with the continuous improvement of game engines and the enhancement of silicon-based computing power, artists and young creators can easily use these technologies to express themselves. As a result, a paradise has been created that confuses the “game room experience” with a serious exhibition.

The exhibition consists of seven modules, namely, The Machine is calling, The Great Adventure of Nature, The Classic Magic Transformation, Developing small games, Experiencing games, Role playing and Leisure time, and discusses the electronic games that are constantly gaining “new life” from the perspectives of machinery, natural environment simulation, recreation mode reorganization, and the development of simulation games.

Participating Artists:

ACE Lab, Chen Zijian, Fu Yunxue, k2s, Lea Coquoz, Li Jiabao, Continuous Track, Lu Fei, Meditations creators, MarkCup, Marc Lee, Peng Jiayuan, Pippin Barr, Wang Tianxin, Wei Tao, Xie Mingxuan, Ye Zitao, Zhang Haichao, Zhang Handuo

Thanks

Author: Zhao Yan
Curatorial agency: Raiden INST
Academic Director: Li Chuan
Organizer: Chongqing Museum of Times Art
Co-organizers: School of Experimental Art, Sichuan Fine Arts Institute, Shanghai Fengyuzu Culture and Technology Co., LTD., Huaxi International Investment Group, Huaxi LIVE· Fish Cave