Showing posts with label SL environment. Show all posts
Showing posts with label SL environment. Show all posts

26 December 2012

A conversation with FreeWee Ling about the nature and impermanence of Second Life art

A few nights ago I contacted FreeWee Ling (art curator for the University of Western Australia's Second Life sims) about a couple of minor topics. Our conversation drifted onto the subject of ArtGyro (FreeWee's group for open discussion of various issues in SL art aimed at arts stabilization and collaboration), UWA, and then the preservation, sustainability, and nature of SL art itself. Like all conversations it wanders from topic to topic, sometimes modulating ideas or not completing them, but it occurred to me that other people might find it thought-provoking. So with Free's permission I've copied part of our conversation below (with edits for typos, clarifications, etc).



FreeWee Ling's profile photo,
much in need of updating
FreeWee Ling: [UWA is] starting another big money competition like the Centenary show last year. That'll be the first few months. Starting Feb.

Dividni Shostakovich: Open submission again?

FreeWee: Yes. I'd like to have some [ArtGyro] sessions to talk about what it all means. Is what we're doing here important? Is it good? Does it have lasting value? Art with a capital A? That kind of thing. The ephemeral nature of art here defines its legacy in some ways.

Dividni: Yes -- there are complicated feelings about that issue, not surprisingly.

FreeWee: Of course. People who value the work, whether their own or not, feel like it should be preserved. I think so, too, but maybe for other reasons.

Dividni: I think it should at least be documented, but even doing that can be a challenge.

FreeWee: Right. That's why I document every show we do here. But the difficulty is preserving the idea of the work, not the work itself.

Dividni: Yes. But defining what "preservation" means is actually not so simple.

FreeWee: I feel pretty strongly that the strength of art in virtual worlds is the ability to do a rapid prototype of an idea. The actual technical quality [of the SL platform] is pretty much crap. Even the best of it. But it's so easy to express compelling ideas despite the limitations.

Dividni: Hm, but how does the experience of immersion and interaction fit into that view?

FreeWee: That's what makes it easy. I think of it like Picasso sitting in the Lapin Agile, talking about art and sketching ideas on a napkin.

Dividni: But a sketch of an interaction isn't an interaction: that's a real experience (so to speak, given we're in a virtual world). Regardless of technical quality, psychologically we project ourselves into the virtual space.

FreeWee: The sketch is the idea. An illustration of an idea. But not a fully fledged artwork.

FreeWee: SL is a napkin ... heehee.

FreeWee: No... SL is the Lapin Agile... ideally.

Dividni: Yes, I understand your analogy, but I'm questioning it.

FreeWee: The interaction is the interaction. The others at the table. My point is SL is a place to gather and exchange ideas. The technology is crude, but highly effective because it's easy. It's accessible.

Dividni: So in RL it would be an interaction through the medium of the napkin?

FreeWee: So we can't necessarily critique work here the same as we would in a formal gallery with finished works that are complete unto themselves. We have to see beyond the form to the idea. We make allowances for technical weaknesses if the idea is compelling enough. A lot of the winning entries at UWA are far from the strongest technically. I think there's a consensus that the idea is implicitly transcendent over form.
          This is a different observation than a gallery curator would get. I'm observing a larger population making specific judgments. And I see trends in that. The Artists Choice series reflects the temperaments of artists. The UWA challenges reflects the temperaments of a different type of judging population. But in all cases, they tend to support the rendition of a compelling idea over technical quality.

Dividni: I agree that technically SL doesn't present what many artists have in mind, but I don't think that "draft" quality applies to interaction and immersion. I think that stands more clearly, even if still not precisely what an artist might dream of. But that issue applies in RL too.

FreeWee: Well the question might be, then, what is the quality of the interaction? Is it comparable to RL? Better even? Or is it the facility? The opportunity? Again, it's a matter of simplicity over technical quality that allows interaction to take place on a global stage with few barriers.

Dividni: Why can't the quality of SL art -- including technical -- be exactly what the artist wants? Cartoons can be art after all.

FreeWee: If the artist is satisfied with it, that's fine. What makes a cartoon effective is not its artistic merit but the ability to convey an idea in a simple way. Certainly it's art. And it can be a complete expression. But there's a difference between a cartoon and a Rembrandt. There is depth that can't be achieved simply. A novel instead of a limerick. A symphony instead of a folk song. All have their merits. It's good to be able to use this platform to express ideas, but some people have the illusion that it will last.

Dividni: Yes -- but perhaps the problem there is that they expect RL art to be more permanent than it necessarily is. Some arts are always evanescent, like theater, dance, and music. Oil paintings crack, corrode, etc.

FreeWee: I'm not talking about erosion. I'm talking about this work that we see every day no longer existing. The world itself is evolving away from this technology and there will be no retrieval.

Dividni: There's no retrieval of a theater performance either -- just documentation.

FreeWee: Imagine if oil paint suddenly started to evaporate off all the paintings in the world.

Dividni: See, that's the analogy that people shouldn't be using. Performance is more accurate.

FreeWee: But doesn't performance have temporal and social elements that are lacking in visual art? [ADDENDUM: What I wanted to say here about performance is that when the music is over, there are scores and recordings. When a play is done, the script remains. It doesn't vanish forever. The essential element of an art performance can be recorded or the instructions retained so it can be reproduced. The art in SL is often site- and platform-specific. Very often when a show is over, the work is removed and cannot ever be retrieved. And there is so little "legitimate" criticism by journalists, its memory will also be lost to the future.]

Dividni: Yes -- as does immersive & interactive art in SL.

FreeWee: Of course you're right in certain cases. It's hard to generalize.

Dividni: Yes, which perhaps where this conversation is stumbling! lol

FreeWee: Heehee. Yes. We can always cite exceptions. There are no absolutes. But I do see trends.

Dividni: OK, flesh out what trends you're seeing.

FreeWee: I think we're in for a massive change in technology over the next year or two that will make SL untenable. The core issue being mobility. The real estate model for SL can't survive.

Dividni: Yes, that's a big issue.

FreeWee: I see this where I work. A university. They're pushing hard to get more and more classes online. But what they aren't talking about is what happens to the campus when students don't have to be there? And if a student can get a history class from Oxford and an engineering class from MIT, why should he be in a degree program at the University of Kentucky? And he'll be competing with a class that is global in scope. It's a sea change.

Dividni: Yes, true. What implications does that have for SL art?

FreeWee: Everything is being delivered to portable devices. People are less willing to sit at a computer desk.

Dividni: People are watching whole movies on their iPhone.

FreeWee: SL won't work on a tablet, even if the technology is supported. The bandwidth used by SL is relentless. Significantly greater than downloading a movie. And ultimately, the immersion doesn't happen on a small screen.

Dividni: I haven't tried Cloud Party, but there've been some experiments with browser-based SL, I think.

FreeWee: I've been to Cloud Party. It's basically the same as SL, except that everything is mesh. Harder to create content, but much easier to socialize.

Dividni: I'm not sure I agree with you about the size of the screen impeding immersion -- one can compare it to watching a play from a back row: you still get immersed and can usually read faces even though they're small.

FreeWee: I'm sitting at a desk in my home with 3 monitors in front of me. About 4.5 feet wide altogether and I can spread SL across all three to get phenomenal peripheral immersion.

Dividni: Spoiled brat :-D

FreeWee: I spend enough time doing this there seemed to be justification ... heehee. I still get lagged and pissed about how slow it is. Spent a bunch of money on the graphics card.

Dividni: Yeah, SL is a systems hog.

Dividni: Gaah I need to go to sleep!

FreeWee: Good talking as always.

Dividni: You too, have a good night, and enjoy the holidays & break.

FreeWee: Gnite!



Since this is my blog, I'm going to add some thoughts, just to elaborate some points I raised briefly in my conversation with Free, primarily on SL art as a prototype (sketch, draft) and on its impermanence. I just want to flesh out some thoughts to which she and other readers may want to respond.

I don't actually know any SL artists who view their work as a prototype of something they'd like to do in the physical world, or wish that it could be, but perhaps I just haven't had those conversations. Plenty have complained about the limitations of SL's tools, but that doesn't seem to be what Free has in mind. Some artists (in SL or RL) do attempt to represent particular ideas through their works. For example, when sunflower Aichi talked about her contribution to the recent festival at the Odyssey sim, she said, "this sculpture represents the rebirth of man." So perhaps that artwork was a draft or illustration of the artist's ideas. I suppose Artistide Despres's Let These Facts Be Known (at Split Screen in December 2011 and then incorporated into other works) could similarly be described as representing her feeling about the power and importance of the Occupy movement.

But that latter example seems to stretch the idea. In my view, the artwork often is the thought. In these cases the relationship of draft and artwork is the reverse of Free's analysis. The artist's initial, conscious ideas are the draft; the final work constitutes the ideas' eventual form, the result of wherever the building process took her -- much in the way that a novelist can start off with a plot-line in mind and then discover that the characters somehow obtain a life of their own, pushing the story in unexpected directions. An artist certainly can be frustrated with the limitations of Second Life's tools, but that doesn't make the artwork a draft of something yet-to-be-achieved: it is still a completed expression, even if the articulation isn't what the artist would accomplish with better tools. In many other cases, however, SL provides the artist with excellent resources that the molecular world cannot offer. Because the artwork is the thought itself, it's often useless to ask an artist what her work "means" or what she "intends": at the end of the day, what she intends is the artwork. At that point the artwork just is, in all its (virtual) materiality, for its audience to receive and understand in whatever way it does.

The point is especially true for art with a strong narrative element. Bryn Oh's Rabbicorn story is about an orphaned robot-girl and the robot-rabbicorn who eventually saves her from attack; Rose Borchovski tells stories about Susa Bubble, "who went to bed single and woke up double"; and Artée's Let These Facts Be Known has an implicit narrative about the Occupy movement. (The stories, of course, are also about themes like loneliness, fear, and liberty.) But the story is the story. The fact that it was developed and expressed in a virtual world doesn't makes it a prototype of some idea: it is the idea.

I'd like to tie the issue to the problem of preserving Second Life art. At some point, nearly all artworks in Second Life have to be removed, but often we wish they could continue to be available. However, preservation confronts all sorts of pragmatic problems such as who would pay for the sims, and technical problems such as the eventual extinction of operating systems and hardware.

In my view, people should think about SL art not on the model of paintings and sculptures in the molecular world, but on the model of performance. Let's face it: art in Second Life is evanescent. In a sense, all art in Second Life is narrative: not a narrative about something, but instead, a narrative in itself. It came, we saw (or we didn't), it went away ... end of story. That's how arts like music, dance, and theater exist. I wish I could have seen David Tennant as Hamlet (a very good production, I've heard), but I'm out of luck. One can have scripts and scores and recordings of performances -- documents of various types -- but the performances themselves vanish.

Stop wishing that SL art could exist permanently. It doesn't, it can't, and maybe it shouldn't:  maybe trying to make it permanent would simply freeze it to death. The fact that it disappears is part of what makes experiencing it valuable, fascinating, and in every sense immediate. On the other hand, everybody should document!

FreeWee may see the issues differently; or maybe I'm misconstruing her argument; or maybe she'll find she agrees with me on some points. Who knows, maybe I can be persuaded to see things differently.

I'm not going to get into the issues of immersive and interactive art, where immediacy is even more crucial; or the related matter of our psychological projection into such environments, which is being increasingly illuminated by cognitive science. These topics are actually more important to me than the issue of impermanence; however, my impression is that currently impermanence is on more people's minds. So possibly I'll discuss immersiveness and interactivity some other day.

24 February 2012

Linden Labs to Third Party Viewers: "Get Lost"

This just in from Linden Labs: they've changed their Third Party Viewer policy. They claim that some of the changes have to do with privacy (I'm not convinced they're legitimate privacy issues, but OK). But one change has nothing to do with privacy -- it's strictly intended to squash innovation:
2.k: You must not provide any feature that alters the shared experience of the virtual world in any way not provided by or accessible to users of the latest released Linden Lab viewer.
LL will break many of TPV features in the next few days. So goodbye region windlights until LL's own viewer gets that feature ... if it ever does. Region windlights were an extraordinary boon to the arts community. [EDIT: see discussion in comments.]

The announcement adds,
We encourage Third Party Developers to continue innovating with unique user interfaces, niche features, and ways of interacting with the virtual world, and we look forward to working in partnership with developers on ideas they have for new or improved shared experiences for all of Second Life. We want to incorporate more innovative new features into Second Life to improve the experience for all users, and we encourage TPV developers to submit proposals through our standard process.
Yeah, right. It's horseshit. Basically all TPVs are allowed to do is tinker with the user interface and a couple of other things.  And as I read it, if the TPV developers come up with ideas, basically they have to work for Linden Labs for free.

See the Phoenix announcement for more.

14 October 2011

The LEA land grant art sims and the future of curating

By now I'm sure everyone who reads this blog (all three of you!) has already heard that the crew that composes the Linden Endowment for the Arts (LEA) has gotten Linden Labs to provide 20 full sims which LEA will manage for artists' use. And if you haven't heard the news, read about it here.

Without a doubt, this is great news for artists (although I have a couple of questions, which I'll get to). There aren't many places where artists can build big, and in one stroke the number has probably doubled, maybe more. True, Linden Labs was supposed to do this a year or two ago; I assume the folks in LEA pestered them into submission. But it finally happened. So, credit is due to Bryn Oh, Dancoyote Antonelli, Dekka Raymaker, JayJay Zifanwe, L1Aura Loire, Sasun Steinbeck, Solo Mornington, Werner Kurosawa, and PatriciaAnne Daviau. (For those of you who care about such matters, not one of these people is on my Friends list, and I've had conversations with only about half of them, which proves ... well, nothing, actually. Maybe that I don't get out of the house enough.)

The way LEA has structured the sims' usage is interesting: four regions will be for exhibitions curated from LEA sandbox art, two will be allocated through a land rush, and fourteen will be allocated by application.  The applications can come from artists, groups of artists, even curators. There isn't any info yet on the land rush; I wonder if some people might be disadvantaged by time zones, job schedules, etc, but hopefully LEA is figuring that part out. One aspect is very odd: the sims available by application are given to the artists for five months. Five?? (Maybe before the next artist moves in, it takes a month to air out the place?)

The scope of eligible applicants naturally raised the notion of moving Split Screen to a LEA sim. However, I decided against the idea. The five-month turnover, even with the possibility of renewal, doesn't provide adequate stability for a place like Split Screen. Also I like where Split Screen is now -- the location within a primarily residential area, the support of sim owner Syzygy Merlin, even the constraints and challenge of being on a homestead sim. And finally, I value the sense of independence I get by spending my own money to foster the sort of art I like: Split Screen doesn't exist on anyone else's terms, no matter how benign.

But a question that crosses my mind is what impact the LEA sims will have on independent curators. Maybe none. But sixteen full sims can absorb a lot of artists. Will artists devote themselves to exploiting their sims all they can (and they should take full advantage of the possibilities), or will they also remain interested and available for work elsewhere? Would independent curators need to rethink their goals and perhaps become more niche players, primarily supporting emerging artists who aren't quite ready for "The Big Time"? Or would established artists simply play in more sandboxes (so to speak)? After all, even though soror Nishi mainly works in InWorldz these days, she still created an installation at Split Screen; on the other hand, she works unusually fast, and (as she herself states) Boogaloo uses some of her previous material. That said, I don't think there's any evidence at this point that InWorldz is draining artists from Second Life.

Obviously, only time will tell how this will develop. I'm not "worried." And when the new LEA sims were announced, I was already planning to pursue emerging artists more proactively, since that really needs to happen. But I will have to pay attention to possible unintended side-effects of the new sims, and I think other installation curators will need to do the same.

08 August 2011

Holy %^#@!! Linden Labs finally added region environment controls!

For a while, many of us have wanted Linden Labs to make it feasible for landowners to establish a particular Windlight setting on their land. Not long ago the people who gave us Phoenix made this possible at least for Phoenix and I think Firestorm viewers. Well, in today's announcements from Linden Labs, after all the silly stuff is this:
You’ll also notice some changes relating to Region Environment Settings. These give region managers the ability to customize environment settings — like atmosphere, sun, time of day, and cloud coverage. Visiting Residents will automatically see those settings, unless they’ve already chosen to use a personal override. For example: a Gothic castle might have a gloomy, spooky environment — and a tropical island might be bright and sunny. This feature is sometimes referred to by its previous moniker, Windlight Environment Settings. Check out the Knowledge Base for more info.
This is great news! Yes, it took them long enough; and it's region-based rather than parcel-based, which creates limitations that Phoenix still surpasses (and Phoenix can have different Windlights depending on altitude, too). On the other hand, it doesn't require giving people a Windlight file. So on balance, definitely something for the SL art world to cheer about!

There's also an item about enabling parcels to have hidden avatars. Nice for people having sex, yeah. But somehow I suspect that people like Bryn Oh and Oberon Onmura (who's recently been trying things with bots) will find ways to make use of this feature....

07 August 2011

From Internet, to Interact: Glyph Grave's "Composition in Realities"

Twenty years ago, on 6 Aug 1991, Tim Berners-Lee created the world's first website, using a modified version of SGML (which was used for all sorts of texts) called HTML. The Internet, which had formerly been used to mainly transmit data and simple email, began its transformation into what we understand it be today.

Fittingly, today Glyph Graves opened a new exhibition of pieces called Composition in Realities that combine the physical world and the virtual world. In his words, "It does something other than cross the RL/SL boundaries. It ignores them."  Many of the works take real-time data from various RL sources and transform them into responsive shapes.  For example, one piece draws on data about wind in locations around Antarctica. Another uses the solar wind's interaction with the earth's magnitude field. There are a few more, but the showstopper is "Faceted Existence," in which Glyph uses a Kinect to control a panel of spheres which move out to show his face -- changing as he moves, live. It is a kind of performance piece. ColeMarie Soleil made a video (better than my pile of stills) that shows it in action:


You can't see it at the small scale of the video, but the spheres aren't simply changing color: actually, a video is playing on them. I have a couple of photos that give the idea (click to enlarge):



In a sense, a data source is a data source is a data source; from that perspective, it doesn't make much difference whether one uses wind sensors or a Kinect to control prims. But this particular bridge has been much awaited: the human body's entrance into virtual worlds, to create (again in Glyph's words) a secondary avatar. "Faceted Existence" is part of the effort to take the third step in this direction, after the manual creation of fixed files for standing, walking, dancing, and so forth, and then the use of motion capture (mocap) technology to do the same. The move from static files to streaming data is a significant one. Already this year, the Kinect has been used to trigger preexisting avatar actions (like gestures and flying) within Second Life. Glyph's piece goes an important step farther by connecting SL to arbitrary human actions not already within the program. This is crucial for the final stage, in which people's avatars can move within SL in accordance with their RL bodies.

But let me return to my comment above: data is data. What difference does it make whether it's prims that move, or an avatar? The issue presents itself as psychological: on some level or other, to one degree or another, most of us identify with our avatars -- not in the sense necessarily of feeling that the avatar is an expression of selfhood, but rather, that we experience our avatar's "experience" as our own. When a friend's avatar gives my avatar a hug, I feel hugged. When I go to a sim with large-scale builds like Kolor's Studio, I'm overwhelmed by their enormousness, even though in physical reality they're only images on a computer screen not even a foot high.

This sense of experiential identity is, however, not just psychological: it's neurological. Evidence suggests that human brains have "mirror neurons" which generate approximately the same pattern whether a person is actually doing something, or watching someone else do it. If a movie character steps on a nail, part of our experience is the brain triggering the same set of neural activity as it would if we had stepped on the nail ourselves; when we watch someone dance, our brains are also dancing. At some point, we may physically make the gesture of hugging as another another person does the same, our avatars will hug, and we will feel it with even less distance than we do now.

And so we stood there, some dozen and a half of us at the opening, transfixed for an hour watching Glyph's face doing almost nothing (he was not making exaggerated movements for show). We were, so to speak, facing the future of virtual worlds: when the internet provides new ways to interact.

08 January 2011

Search for the Sy: SL as platform? game? or? and?

The Search for the Sy opened recently at IBM Exhibition C. It's an interesting build, both for its own sake and for its connection to recent discussions on the nature and future of Second Life.

The creators of Search for the Sy -- Annabelle Fanshaw, Layton Destiny, and Vicki Brandenburg -- say in their introductory notecard that:
This is a sim devoted to encouraging play, and game development in a virtual world.  We seek to explore how an environment filled with interesting things, and a compelling back story can create a multi leveled game within itself. How can the players make a game within the game? How can the game grow beyond its original scope?
[ . . . ]
Concepts such as cultural absorption, indigenous species survival, shadow biospheres and mimetic mythology peek from around the prims in this build, but the purpose is to have fun, to take the ride, and come out on the other side slightly windblown, but smiling.
The backstory is that three scientists were exploring an abandoned sim and found various peculiarities that suggested the existence of a silicon-based biosphere. To investigate it further, they built a detector which seems to have led to their own disappearance, possibly to the silicon world. The game for sim visitors is to locate pieces of the detector, fit them together, solve a couple of puzzles, and find the silicon life forms -- the Sy. You get a trophy if you win, and your name is listed on a wall in the sim's landing area.

The space has three levels: the terrestrial world (the photo below is of an underwater portion), a transitional sphere where one takes on a Sy avatar, and the Sy realm itself.  (Click on photos to enlarge.)

Terrestrial

Transitional

Sy
I'm not a gamer (tried a little roleplay once, it didn't take), so I have no idea how the Search for the Sy compares to other online quests in difficulty or complexity. In any case, I enjoyed the challenge. Admittedly, I was lucky enough to fall upon a missing page from a scientist's log, which helped me find pieces of the detector -- a big help, though some may feel that such "cheat sheets" would ruin the search-and-discover experience. (I wouldn't give away any hints, would I??)

The spaces of Search for the Sy are visually appealing, and it is a thoroughly immersive environment. As a game, it is also necessarily interactive, which is a crucial part of exploiting the possibilities of Second Life. But one aspect of the search particularly interests me: it requires the explorer to have basic building skills. One has to know how to manipulate relatively small prims and link them, know what a root prim, and know how to make a particular prim the root. However, many people in SL don't have those skills, rudimentary as they may seem. (A friend guessed 95%; that seems overly pessimistic to me, but she has a much broader and more representative range of friends than I have, so she may well be right.)

Several issues come to mind. First, what should we make of the fact that many people will never be capable of success in this game? Are the creators of Search for the Sy being exclusionary in some sense? I don't think that would be a valid conclusion: most games require some skills, a potential player must work to develop those skills if she hopes to play, and no matter how dedicated they are, some players simply won't become competitive. (I might have a shot at a career as a football, but never as a football player.) And yet I also want to see works of art and builds such as this one be accessible to a reasonably large audience, not just the minority who've learned how to do basic building in SL: those basics simply aren't that hard to learn, and more people should learn them. So from another perspective, Search for the Sy raises the bar for what is expected of participants in Second Life: that one should be more than (say) a consumer or romance/sex seeker. So even if Search for the Sy is "exclusionary," is that a bad thing?

Search for the Sy also pushes Second Life artists and builders. As I said, I'm not a gamer, so I don't know how often building is a part of virtual world games, whether in SL, World of Warcraft or elsewhere. But despite some artists' advocacy for art that makes the most of SL's capabilities and/or for art that involves interactivity, I can't think of a single artwork that requires its audience to interact with it so deeply, by becoming builders too. Perhaps a few such works exist; I know one artist who has been thinking along these lines, and probably there are others. But actual examples? By being a game, Search for the Sy challenges artists in Second Life to raise the stakes in their own game.

The issues that Search for the Sy raises are timely, since Linden Labs just named Ron Humble its new CEO. Humble was with Electronic Arts, maker of the highly popular Sims game, and before that he worked at Sony developing EverQuest, another MMO. His appointment has stirred discussion about the future of SL and whether it is or should be a game (see for example the posts by Botgirl Questi and Bryn Oh). Of course nobody has any idea where Humble will lead SL, but he's put the game issue front and center.

One question not well explored is what it means to be a game. Some people suggest that games necessarily involve winners and losers, but that reflects a narrow conceptualization of play. Roleplay, for example, does not need to have winners and losers (although a particular RP game might): the challenge can be more qualitative, the object of the game simply joy or exploration. Similarly with the adoption of cross-gender and non-human avatars. In fact, the adoption of any avatar involves elements of games and play. Some objections to the idea that SL is a game invoke the point that SL is real -- real people produce real things, have real interactions, really fall in love, all through a digital medium and in digital form. But then, we also speak of love as a game (need there be losers?), war as a game (need there be winners?), and so forth -- games with real-world consequences.

So, while it's inaccurate to say that Second Life simply is a game, I also demur from the idea that SL is a neutral platform within which people can create games. Game qualities are inherent to Second Life. Those qualities can be developed to various extents, in various ways, and toward various ends. But they cannot be eliminated. The creators of Search for the Sy seem to recognize that fact when they write of players making a game within a game. There are potential implications for how artworks might engage their audiences, as games elements may generate new approaches to virtual art and build new types of public interest in it.