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Exploring the Fringes: Interactive Entertainment for the 21st Century
Price $5.95
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SKU GDC-03-005
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Exploring the Fringes: Interactive Entertainment for the 21st Century,
234

Game Design, Lecture

Ernest Adams
,
The game industry does an excellent job at reaching its traditional market with its traditional products, as its continuing growth attests. The industry is less efficient, however, at seeking out new creative opportunities for interactive entertainment. Most developers are too busy with their current projects, and without a clear financial incentive, most publishers aren't interested.

This lecture conducts a survey of the fringes of interactive entertainment, the areas that many developers don't have the time or incentive to study now, but that may be the keys to our future. He looks at such diverse endeavors as the the formal art world (particularly as seen at Ars Electronica, the oldest and most prestigious exhibition of electronic art in the world); the machinima movement; the demo scene; the interactive fiction movement; text MUDs and MUSHes; and the use of computer games for subversive or political ends, e.g. Velvet-Strike. By exploring the fringes of interactive entertainment, this session

What happens when interactive entertainment isn't about selling units at Wal-Mart? When gamers sieze control of games for their own ends? Attendees hear about the political, social, psychological, and aesthetic activity on the fringes of gaming.

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