Videogames as digital audiovisual performance

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Video games are an ideal medium for creating a live-cinema experience because of their potential for cinematic narrative and open structure. "Performing digital media' as opposed to 'performing with digital media' or using digital media in performance, means to play the media like a musical instrument as much as possible. This is to be able to control and finely nuance the audiovisual and kinetic data stream through live manipulation and interaction on stage. This is, in a sense, to grant the performance an immediacy that belies remediation. This paper looks at recent instances in which the media itself is being performed and a similar audiovisual contract to that of cinema is being entered to by an audience. Thus, the performance or live event itself becomes a product of media technologies yet is indistinctly unified with them.
Original languageEnglish
Title of host publicationxCoAx 2014
Subtitle of host publicationProceedings of the Second Conference on Computation, Communication, Aesthetics and X.
EditorsMiguel Carvalhais, Mario Verdicchio
Place of PublicationPortugal
PublisherXcoax
Pages248-259
Number of pages12
ISBN (Print)9789897460364
Publication statusPublished - 2014
Event2nd Conference on Computation, Communication, Aesthetics and X - Porto, Portugal
Duration: 26 Jun 201427 Jun 2014
Conference number: 2
http://2014.xcoax.org/ (Link to Conference Details )

Conference

Conference2nd Conference on Computation, Communication, Aesthetics and X
Abbreviated titlexCoAx 2013
CountryPortugal
CityPorto
Period26/06/1427/06/14
Internet address

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Cite this

D'Escrivan Rincon, J. (2014). Videogames as digital audiovisual performance. In M. Carvalhais, & M. Verdicchio (Eds.), xCoAx 2014: Proceedings of the Second Conference on Computation, Communication, Aesthetics and X. (pp. 248-259). Portugal: Xcoax.