concrete press

BOOK: VRAL S03 IS NOW AVAILABLE

Edited by Matteo Bittanti, Gemma Fantacci, Luca Miranda, Riccardo Retez
Release date: August 2 2023 (S), August 5 2023 (Rest of the world)
Series: GAME VIDEO/ART STUDIES
Features: Softcover, 332 pages, 186 color illustrations
Format: 6×9 inches, 15×23 cm
Language: English
ISBN: 9798854159364
Price: $/€ 22,99

Introduced in April 2020 amidst a global pandemic, VRAL is an online platform offering screenings of machinima created by artists and filmmakers whose work lies at the intersection of video art, cinema, animation, and gaming. The program features outstanding video works selected on the basis of their cultural relevance, artistic achievement, and innovative style. This book collects all Season Three interviews (i.e., exhibitions 44 to 64) Featured artists: Felix Klee, Elisa Sanchez, Jason Rouse, Sebastian Schmieg, Letta Shtohryn, Federica Di Pietrantonio, Iain Douglas and Mark Coverdale, Zuza Banasińka, Gina Hara, Babak Ahteshamipour, Martina Menegon, Christian Wright, Alix Desaubliaux, Steven Cottingham, Kamilia Kard, Jordy Veenstra, Thomas Hawranke, Lasse Scherfigg, Calum Rodger, Jake Couri, Søren Thilo Funder, and Simonetta Fadda.

Both a critical and creative laboratory, GAME VIDEO/ART. STUDIES promotes open dialogue, constructive debate, and sometimes idiosyncratic investigations of ideas, practices, and artefacts that – by their very nature – occupy different layers of today’s visual culture. Using a comparative rather than specialized approach, GAME VIDEO/ART. STUDIES probes the most diverse visual experiences inspired by digital gaming and gives voice to a new generation of researchers as well as established scholars.

NOW AVAILABLE ON/ORA DISPONIBILE SU

AMAZON US, AMAZON ITALIA, AMAZON UK, AMAZON DE, AMAZON FR

LINK: VRAL S03

BOOK: VRAL SEASON TWO IS NOW AVAILABLE

We are delighted to announce the publication of VRAL Season Two by Concrete Press. Edited by Gemma Fantacci, Luca Miranda, Riccardo Retez, Matteo Bittanti, the book is now available worldwide.

Introduced in April 2020 amidst a global pandemic, VRAL is an online platform offering screenings of machinima created by artists and filmmakers whose work lies at the intersection of video art, cinema, animation, and gaming. The program features outstanding video works selected on the basis of their cultural relevance, artistic achievement, and innovative style.

This book collects all Season Two's interviews (i.e., exhibitions 22 to 43), including extra content. Featured artists: Florian Hofnar Krepčik, Cassie McQuater, Gweni Llwyd and Owen Davies, Li Zhu, UBERMORGEN, Kent Sheely, Theo Triantafyllidis, The Cool Couple, Kara Güt, Amir Yatziv,Jamie Jancović, Deborah Findlater, Benoit Paillé, Benjamin Hall, Chloé Desmoneaux, Grayson Earle, Cecilia Hillevi Högström, Kadir Kayserilioğlu, Matthieu Cherubini, Ricardo Miranda Zúñiga, Sebastian Blank, Jonne Hansson, and Sjors Rigters.

VRAL S02 is the fourth volume in the GAME VIDEO/ART. STUDIES series, a critical and creative laboratory encouraging open dialogue, constructive debate, and sometimes idiosyncratic investigations of ideas, practices, and objects that – by their very nature – occupy different layers of today’s visual culture. Applying a comparative rather than specialized approach, GAME VIDEO/ART. STUDIES probes the most diverse visual experiences inspired by digital gaming and gives voice to a new generation of researchers as well as established scholars.

Order your copy here

NEWS: VRAL SEASON ONE NOW AVAILABLE ON AMAZON US

We’re happy to announce that VRAL S01 is now available in the United States through Amazon, in addition to Blurb.

Introduced in April 2020 amidst a global pandemic, VRAL is a uniquely online platform offering screenings of machinima created by artists and filmmakers whose work lies at the intersection of video art, cinema, animation, and gaming. The program features outstanding video works selected on the basis of their cultural relevance, artistic achievement, and innovative style. Published by Concrete Press, this book collects all Season One’s interviews (i.e., exhibitions 01 to 21), including extra content previously released online. Featured artists: Victor Morales, Aleksandar Radan, Jordy Veenstra, Petra Széman, Thomas Hawranke, Brenton Alexander Smith, Jón Bjarki Magnússon, David Blandy, Brent Watanabe, Edwin Lo, Fantastic Little Splash, Mikhail Maximov, Luca Miranda, Mario Mu, Antoine Chapon, Bob-Bicknell Knight, Isabelle Arvers, Total Refusal, COLL.EO, Carson Lynn, and Mateus Domingos.

Head to this page to purchase your copy

The book’s official page

NEWS: MMF MMXXII DISPATCH #5

Hello everyone,

My name is Matteo Bittanti and I am the artistic director of the Milan Machinima Festival, which showcases game-based video art at the end of the end of history. 

On behalf of the entire curatorial staff, I am happy to reveal additional details about the fifth edition, which takes place between March 21st and 27th 2022.

The Milan Machinima Festival - a non-profit project that was born at IULM University in Milan - is made possible by the contribution of several people. In this dispatch, I’d like to share some details about our curatorial staff. Specifically, I would like to introduce three key curators: Gemma Fantacci, Luca Miranda, and Riccardo Retez.

Gemma Fantacci is a Doctoral candidate in Visual and Media Studies at IULM University. Her research focuses on the relationship between counter-gaming practices and the avant-garde. She holds an MA in Arts, Markets and Cultural Heritage from IULM, and an MA in Game Design from the same institution. She is interested in machinima, in-game photography and the visual arts. Gemma is the Communication Manager of the Milan Machinima Festival and co-curator of VRAL. 

Among her most recent publications is VRAL SEASON ONE published by Concrete Press, which she co-edited with Matteo Bittanti. Introduced in April 2020 amidst a global pandemic, VRAL is a uniquely curated game video experience, offering screenings of machinima created by artists and filmmakers whose work lies at the intersection of video art, cinema, animation, and gaming. The book collects all Season One’s interviews (i.e., exhibitions 01 to 21), including extra content previously released online. The second volume in the series will be released in the upcoming months 

Luca Miranda is an artist and independent researcher. His scholarly practice focuses on the relationship between reality and simulation. He is especially interested in the notion of the avatar as an aesthetic entity. Luca is interested in the logic of game mechanics and notions such as immersion, identification, and interpassivity. He received a Master of Arts in TV, Cinema and New Media at IULM University, Milan, and previously a B.A. in Media and Art from the University of Bologna. In 2018, he co-founded Eremo, an artistic collective based in Milan operating at the intersection of video game, sound art, performance and contemporary art. His most recent publication is titled GIOCARE A CAMMINARE (Walking as a game) which focuses on the walking simulator, a video game genre that has emerged in the last decade in the context of the so-called indie scene. The book examines the origins, development, and influence of this genre sui generis within the field of digital gaming. Additionally, the author compares the aesthetics, mechanics, and ways of playing the walking simulator with several works and artistic practice, suggesting that the two have much in common.

Born and raised in Florence, Riccardo Retez received a Master's Degree in Television, Cinema and New Media from the IULM University in Milan in 2019 and a Degree in Graphic Design and Multimedia from the Free Academy of Fine Arts in Florence in 2017. Passionate about cinema, video games and visual culture, Riccardo has produced several short films and video clips. He is the author of MACHINIMA VERNACOLARE (Vernacular Machinima), the first academic study of the Rockstar Editor, a popular video editing software embedded in Grand Theft Auto V (2013). The author describes the dynamics of production, consumption and distribution of machinima within the fandom community, which now represent an increasingly complex media ecosystem. 

This year, Gemma, Luca and Riccardo are each curating a special program that will be exclusively screened on March 26 at the MIC, the Museum of Interactive Cinema in Milan. Tickets are still available on EventBrite although seats are limited.  

For more information about the Milan Machinima Festival please visit the official website.

Stay tuned for more and thank you for your attention.