Category Archives: video games

One Year After Beeple, the NFT Has Changed Artists. Has It Changed Art?

And yet for all his success Gerrard feels that the art world has mostly turned its back on digital work like his, in favor of the paintings that dominate an ever more conservative and analog scene. The popularity of NFTs might lead to something like a new gallery neighborhood, the equivalent of Chelsea or TriBeCa in New York — except that it would be virtual, a marketplace for the most fascinating of digital files instead of brilliant objects.

Born In The Metaverse: Will RTFKT’s New Avatar Project Be The Next Big Thing In NFTs And Fashion?

With more brands like Dolce & Gabbana and celebrities like Doja Cat recently launching NFTs, some brands still have a wait-and-see attitude. Brands are having to rethink how they engage with audiences in virtual spaces, where authenticity and community are kings, and the old advertising ways of Madison Avenue no longer work.

The cinemas now hiring out their screens to gamers

“When thinking about how to make use of empty cinema spaces, I noticed that games nowadays boast excellent graphics and well structured stories just like movies,” he says. “Both have a storytelling aspect to them, so if someone can enjoy watching a film in the cinema, I thought they would also enjoy playing computer games in one.” Read more (BBC)

Japan is the Canary in the Coal Mine – The Great Virtual Escape

Rich in tradition and material wealth, Japan’s reclusive youths are often completely uninterested in sex, relationships, or work.

The country’s youth – especially men – are seeking escape from the job and romance market. Video game addiction and shut-in adults (almost all male) make up a large part of what could have been Japan’s workforce. Suicide is rampant.

This may involve some unique Japanese cultural and economic factors, but the trend won’t be uniquely Japanese. This transition from productive nation to virtually reclusive, depressed, and aged nation is one that may be the natural course of the First World.

Artificial intelligence, more immersive virtual mediums, and continuing existential loss of purpose and direction. These factors are likely to drive many other rich First World nations into a solipsistic virtual escape. Read more (Dan Faggella)

Animal Crossing: Can Luxury Leverage the Hype?

From fast fashion to luxury, forward-thinking apparel companies have been collaborating with the gaming industry lately. In fact, esports and gaming have become a field that’s too lucrative for brands to ignore, and the global investment banking group Goldman Sachs predicted that virtual and augmented reality technologies will be worth more than $81 billion by 2025. Virtual opportunities provide a glimpse into the fashion industry’s future, and in light of the growing demand, fashion groups should continue to partner with gaming companies like Nintendo on offline clothing collections. Read more

How can we create new types of documentary experiences inside our living room, on a smartphone, in virtual reality or outside in public space? (conference talk)

With traditional exhibition venues and physical festivals hampered by a global pandemic, filmmakers and new media artists are exploring new platforms online and in public spaces. But if the last six months have taught us anything, it is that Zoom and Netflix are not the only answer. How are filmmakers and new media artists creatively responding to this challenge? What can filmmakers and artists from the interactive and immersive field learn from eachother? How can we create new types of documentary experiences inside our living room, on a smartphone, in virtual reality or outside in public space? How can they inspire new formats and even inspire audiences to see public space, the internet, and the physical world in a different light? Read more