Games have traditionally been thought of as an interactive mode of fun for every generation, but recently, researchers have been activating games as research tools for larger social issues. During March break 2019, the ARCADE 11 programming turned 4TH SPACE into a games arcade, delving visitors into the world of research-creation in games and challenging the idea that games are just pleasurable pastimes. The activities and research presented tackled issues such as intimacy, trust, accessibility, and agency through gameplay.
As a regular highlight of the Montréal Joue festival, ARCADE 11 was presented by members of Technoculture, Art and Games (TAG) and the Milieux Institute for Arts, Culture and Technology and engaged students, researchers, and the public-at-large in the latest research happening at Concordia.
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Residual Media Depot
As Super Smash Bros is the only game not updated since its inception, this research project explores why it is important to preserve seemingly obsolete hardware.
Alt Ego
A game designed for four participants that brings the epitome of the virtual, the avatar, into real life through a responsive biofeedback system.
CTRL.ME
In this game, the player is blindfolded and controlled by a teammate through the vibrating joysticks, to understand how we can build trust and intimacy through games.
Chogue
This game was created as a hybrid between the traditional board game Chess and the video game Rogue. It asks the player to explore what it means to make one game out of two and how you decide which game to take which rules from.
HSH Go!
This game, a collaboration between two creative studios, invites participants to explore the setting on screen, restore the light, and reveal, step by step, the entire scene.