Submitted by gameplay on July 13, 2006 - 14:28.
The particular skills that we evolve with different kinds of play help to construct and shape who we are, how we view our world and what we become capable of as individuals and societies. Among other things play informs our ideas about agency, social relations and the technologies that we develop. The works in the Game/Play exhibition subvert and extend the logic of everyday play and games. They invite audience members (individually and collectively) to take the role of players and contributors to their meaning. When interacting with these pieces in physical space or across digital networks, audiences/players generate alternative, active ‘social spaces’ through their experience of the work and dialogues with each other. The aesthetic experience is primarily “based on the dynamics of communicated consciousness rather than visual criteria” (Larner, C. et al. 1995).1
Submitted by gameplay on July 7, 2006 - 10:35.
Tag is played by children all over the world, dating back to ancient Egyptian times. Tag requires no teams, no scoring or equipment just a group of people chasing around tagging each other to be ‘it’ by simply touching them with their hand. Its inherent simplicity makes the game of Tag popular in the playground arena.