"The game’s perversity is what makes it provocative: we expect to have fun playing a video game, for the experience to serve as entertainment. Here, Barr uses Marina’s performance as a metaphor for how art can work against its viewer, fighting against expectations. “The Artist is Present” video game “may not be fun, but maybe it’s interesting for another reason.” Barr wrote. “I certainly had a surprisingly intense experience when I played it — in particular I became incredibly panicky about missing the queue moving up and losing my place.”"

- Article about a videogame inspired by Marina Abramovic’s “The Artist is Present” - games don’t have to be fun (and often aren’t, grinding in WoW is not fun but it is rewarding in other ways…) And here: what if the aim of a game is to introduce panic rather than delight or adrenaline-fuelled shoot-em-up fear? So many games fundamentally are about fear or acquisition - kill your enemies, make your city larger, build your tower higher, run and duck and hide… And all of that is great, just as it should be. But other feelings or states can we try and evoke?
Source: artinfo.com
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