Thursday, July 15, 2010

1000 character statement for Angry Gamers (for Guggenheim)

Angry Gamers (2010) examines our culture’s fixation with social media, gaming and ultimately, our emotional interconnectivity as a populace through these mediums. Research techniques such as trend watching and content curation were utilized in combination with editing in Final Cut Pro to execute the work. The goal of Angry Gamers is to create the next page in the dialogue within the digital world regarding our concept of reality. Emotional absorption into “virtual” worlds calls into question what the meaning of “virtual” actually is. Code, binary and pixels are not real in the same way the senses are real. Our senses can offer us corporal tangibility. However, bodily reactions and immersion in the culture of social media and its content along with the relationships that are created with others who also participate in it are physically real.  Is reality and its effects on the self limited to situations of the physical world? 

2 comments:

  1. On first read I'd say the intro and middle are good but the second to last sentence seems to be a mash of ideas. Regarding the question at the end, what does it serve that your work does not already pose or that the reader is not already contemplating? There are few items worth mentioning grammatically speaking. A comma comes before "such as" when what follows is an example of what proceeds. Well done.

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  2. You raise good points but the sentences get progressively longer. You're cramming too much into the second-to-last sentence. At the least an em dash helps:

    "However, bodily reactions and immersion in the culture of social media — and its content along with the relationships that are created with others who also participate in it — are physically real."

    Beyond a couple punctuation marks and making the above sentence tighter, it works.

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