Is this London installation the most dangerous ride in the world? Jason Johnson speaks with artist Ryan Doyle about The Liquidator, a kinetic sculpture he built using radioactive metal collected from the site of the 1986 Chernobyl disaster.
The Path capitalizes on the horror of imagined terrors in a no-win journey; contemporary art like Jeremy Blake's Winchester Trilogy and Hein's Invisible Labyrinth have similarly terrifying and labyrinthine aspects.
Most sports stories play out the same way. Two baseball narratives, The Rookie and The Natural, offer a different understanding of the game by beginning at the end. Our sports columnist responds in-game.
We have come to expect everything from gimmicky machinations to pure innovation in videogames. But are they part of a broader historical tradition? Diana Poulsen delves into the Baroque to shed light on gaming's modern tricks.
The bifurcation of society into jocks and geeks was supposed to end with high school. So why do the two groups eye each other with mutual suspicion? Our sports columnist argues that the videogame community has wrongly ousted sports gamers.
We tend to think about the "uncanny valley" as something that we can only register visually. But is the it harder to stomach the almost human faces in L.A. Noire or the game's replica and relic of a soundtrack? Music columnist David Raposa looks at the game's sound and music design and wonders if historical realism is really effective for a game's soundtrack.
An experimental videogame called Hokra invites comparisons to sports, but not only for its rules. For Abe Stein, sport is a feeling that runs deeper than the inner workings of games, existing in the events and dramas that we cause to emerge from them. So how do a few pixel squares pull that off, and what does this have to do with Brazilians?
What do boardgaming's stars look like? If Donald X. Vaccarino is any indication, they are difficult to grasp. The designer of runaway favorite Dominion builds games that change and remake themselves nearly to infinity. In his latest column Gus Mastrapa tries to get a foothold in Vaccarino's twisty world.
Somewhere in the desert, Aram Bartholl is about to build a life-size reproduction of Counter-Strike's most famous map, "de_dust." Our architecture columnist Michelle Young talks to Bartholl about how he intends to disrupt space by bringing virtual reality into the air we breathe and walk in.
The Duck, Duck, Goose model of kids games emerges in the latest entry into The Global Games Project. James Dilks explains how a South American rodent provides the basis to a simple Brazillian amusement.
In our new sports column, Abe Stein reminisces about playing Dr. J and Larry Bird Go One on One, how it compares to a modern sports videogame like NBA 2K12, and what is lost in designing for the realism of sports rather than the surrealism of games.