Video game as a contemporary art
This first of three editions within the context of Artecitya included four projects: “Amanda” – a socially aware virtual reality game against bullying, winner of the 1st Prize in Microsoft’s Imagine Cup 2016 competition; “Enter the Game” – a selection of art works appropriating the gaming format created by students of the MA programme “Art, Virtual Reality and versatile artistic expression systems” run by the Athens School of Fine Arts and Université Paris 8; “AURA – Advanced Urban Responsive Art” – a preview of a concept to be developed for the coming editions of the festival; and finally the hugely successful E-Gaming event, hosted by Helexpo since 2012 – the largest gaming event in the Balkans, with more than 10.000 visitors, most of them between 15 to 30 years old.hugely successful E-Gaming event, hosted by Helexpo since 2012 – the largest gaming event in the Balkans, with more than 10.000 visitors, most of them between 15 to 30 years old.
Using gaming as a common ground, the Festival successfully reached out to the -mostly young- gamers who were not interested in responding to the question “is this art?”, but threw themselves into experiencing the actual works. The barrier has been broken. This year’s approach was inspired by Jane McGonigal (Director of Games Research and Development at the Institute for the Future) and her theory on the talents of Gamers, that if applied in the real world, could have significant impact on the improvement of society.