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The Museum of Art and Digital Entertainment was founded in 2011 as a non-profit dedicated to the preservation of our digital heritage in playable form, and to inspire the next generation of game developers. The MADE is a 501c3 non-profit. [1]

Despite having made a remarkable impact upon our modern culture, video games have largely been left out of the mainstream information preservation discussion. Aside from occasionally popping into the public consciousness, the day-to-day work of preserving our digital heritage in a form that can still be played is largely performed by loosely knit groupings of communities that operate somewhat outside the legal bounds of modern copyright laws. [1]

Thus, the MADE seeks to legitimize the preservation of video games as both a historic and artistic medium within the context of our time. Hence, visitors to the MADE can pay a single admission fee and then subsequently play any of our collection of over 12,000 games across 40 systems for as long as they may like. [1]

Rather than an arcade, the MADE is a bit more like a digital library, where research can be performed, history can be learned, and of course, flights of fancy and adventure can take place. [1]

A MAZE. / Berlin is an international festival focusing on arthouse games and playful media. For the day experience A MAZE. / Berlin invites globally spread and diverse experimental game and VR creators, digital artists, musicians and other playful creatives from around different countries who share in an inspiring 5-day program of talks and workshops, idea market places and knowledge bazaar the art of video games making. [1]

A space and medium dedicated to post-Internet cultures.

Since its opening in 2011, La Gaîté Lyrique is both a space and a medium, a living space centred around research, creation, experimentation and sharing, a space open to all audiences. As witnesses of our hyper-connected era, our focus is on post-Internet cultures: these emerging artistic practices, born on or transformed by the Internet, sit at the intersection between art, new technologies and societal issues. They are rampant, resolutely popular, often festive, sometimes marginalized. [1]

In a time when the use of innovative digital tools leads to the multiplication and hybridization of musical styles, La Gaîté Lyrique explores the rich field of contemporary music, its primary area of interest. But it also celebrates the dance movements that are born and shared online, the podcasts and video games that transform the way we tell stories, the virtual reality tools that renew our perception of the world, the design narratives that help imagine the future, the creative models born from blockchain, and all the art forms that shape the world of tomorrow.[1]

Via a multidisciplinary programme –packed with concerts, exhibitions, talks, performances and workshops– that favours immersion, experimentation, narration, collective experience, entertainment and engagement, La Gaîté Lyrique’s mission is to welcome the artists who are making their mark on society and to support each and every citizen in their discovery and understanding of post-Internet cultures. [1]

The Hand Eye Society is a Toronto not-for-profit dedicated to supporting and showcasing videogames made primarily as a form of creative expression. We aim to provide exhibition opportunities, education, creative support, mentorship, knowledge sharing and inspiration to artists, enthusiasts, and the game-curious in Toronto. Founded in 2009, it is one of the first videogame arts organizations of its kind in the world.[1]

The UCLA Department of Design Media Arts (DMA) offers a comprehensive, multidisciplinary approach to media creation that fosters individual exploration and innovative thinking. Our internationally renowned faculty provides each student with a creative and intellectual foundation for constructing a unique contribution to culture. DMA is committed to educating conscientious creators by emphasizing production within the context of history and theory. The core curriculum is augmented by series of vital lectures, workshops, and other events, and we actively encourage our students to pursue additional interests within the university.[1]

Within the context of the department, design is a process and way of thinking, and media arts foreground experimental media creation. We synthesize practice, history, and theory and hybridize technologies, discourses, and audiences. The results emerge in and on books, galleries, game consoles, installations, films, magazines, performances, public spaces, televisions, and websites. We strive to create socially and culturally relevant objects, experiences, and spaces.[1]

Electric Perfume is a studio and event space where interactive and immersive projects are built, playtested, curated, and exhibited with a focus on public feedback and learning.[1]

Babycastles mission is to amplify the diversity of voices in videogame culture by providing artists support to actualize ideas and expose that work to new audiences.[1]

Drawing values from our history in New York’s DIY scene, Babycastles provides an open, accessible and collaborative platform for sharing experimental work across a broad community of artists, musicians, writers, technologists, gamemakers, students, organizers, activists, researchers, chefs, scientists, teachers, animators, zinemakers, filmmakers, moms, modders, curators, speedrunners, builders, journalists, storytellers, comedians, poets, dancers, LARPers, playwrights, Wikipedia editors, botmakers, programmers, performers, algorithms, AI…[1]

The Babycastles art collective began in 2010, roaming between locations throughout New York but usually showcasing events and exhibits at Silent Barn in Brooklyn. After settling into a permanent Chelsea home in 2014, the collective could host musical performances as well as more frequent revolving art shows.[2]

The concerts included all genres—lots of electronic and chiptune acts, but sometimes more obscure, self-proclaimed “nerdy” acts like The Doubleclicks too. It’s not just music either. The venue puts on poetry readings and live theater as well, like the immersive fantasy musical The Universe is a Small Hat. To top it off, Babycastles functions as a coworking space during daytime hours.[2]

Vector Festival Vector Festival 2018 Vector Festival Vector Festival 2017 Vector Festival Vector Festival 2015

Vector Festival is a participatory and community-oriented initiative dedicated to showcasing digital games and creative media practices. Presenting works across a dynamic range of exhibitions, screenings, performances, lectures, and workshops, Vector acts as a critical bridge between emergent digital platforms and new media art practice. Vector Festival was founded in 2013 as the “Vector Game Art & New Media Festival” by an independent group of artists and curators, Skot Deeming, Clint Enns, Christine Kim, Katie Micak, Diana Poulsen, and Martin Zeilinger. From the start Vector Festival was unique in its inclusion of game based work alongside new media disciplines. In 2015 Vector Festival announced that longtime presenting partner, InterAccess, would be taking over responsibility for the festival as part of its regular programming, with members of the original team, Skot Deeming and Martin Zeilinger, returning as Curators. Historically held in February, the fourth annual Vector Festival was moved to the summer to encourage participatory public events and outdoor interventions. [1]