Book chapter
Defacing the ‘Balloon Dog’: Art, Algorithmic Culture and Augmented Reality
Augmented Reality Games II: The Gamification of Education, Medicine and Art, pp.263-274
Springer International Publishing
2019
Abstract
This chapter examines gamification through selected artworks that deploy augmented reality (AR) techniques. Gamification is approached as a form of ‘algorithmic culture’ in which algorithms can be, to varying degrees, both positively guiding or negatively coercing a user. After analyzing examples of gamification in the mobile entertainment industry, such as Snapchat and Pokémon GO, examples from contemporary media art that blend augmented reality techniques with algorithmic structures and tendencies are investigated. This research considers AR as a processual entity, rather than a discrete form or technical medium. Its interfaces are not simply dynamically engaged across the physical and the digital but entangled with social and cultural forces.
Details
- Title
- Defacing the ‘Balloon Dog’: Art, Algorithmic Culture and Augmented Reality
- Authors
- Rewa Wright (Corresponding Author) - UNSW Australia
- Contributors
- Vladimir Geroimenko (Editor) - British University in Egypt
- Publication details
- Augmented Reality Games II: The Gamification of Education, Medicine and Art, pp.263-274
- Publisher
- Springer International Publishing
- DOI
- 10.1007/978-3-030-15620-6_12; 10.1007/978-3-030-15620-6
- ISBN
- 9783030156206
- Organisation Unit
- Indigenous and Transcultural Research Centre; University of the Sunshine Coast, Queensland; School of Business and Creative Industries
- Language
- English
- Record Identifier
- 99679196302621
- Output Type
- Book chapter
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