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It is 1998; Lilith, Sash, and Abraxa are teenagers, and they are making Saga of the Sorceress, a game that will change everything, if only for the three of them. 18 years later, Saga of the Sorceress still exists only on the scattered drives of its creators. Lilith might be the first trans woman to ever work as an Assistant Loan Underwriter at Dollarwise Investments in Brooklyn. Sash is in Brooklyn as well, working as a research assistant and part-time webcam dominatrix. Neither knows that the other is there, or that Abraxa, the third member of Invocation LLC, is just across the Hudson River, sleeping on the floor of a friend's grandparents' Jersey City home. They have never met in person, and have been out of touch for years, but none have forgotten the sorceress, or her quest, still far from finished.
ZZT is an exploration of a submerged continent, a personal history of the shareware movement, ascii art, messy teen identity struggle, cybersex, transition, outsider art, the thousand deaths of Barney the Dinosaur, and what happens when a ten-year-old gets her hands on a programming language she can understand.
WORLDBUILDING: Gaming and Art in the Digital Age examines the relationship between gaming and time-based media art. It is the first transgenerational show of this scope to survey how contemporary artists world-wide are appropriating the aesthetics and technology of gaming as their form of expression. Commissioned by the Julia Stoschek Foundation and curated by Hans Ulrich Obrist, the exhibition features works by more than 50 artists, including Rebecca Allen, Cory Arcangel, LaTurbo Avedon, Meriem Bennani, Ian Cheng, Cao Fei, Harun Farocki, Porpentine Charity Heartscape, Pierre Huyghe, Rindon Johnson, KAWS, Sondra Perry, Jacolby Satterwhite, Sturtevant, and Suzanne Treister. This catalogue is conceptualized as a future standard reference in the field in close collaboration with Hans Ulrich Obrist. In addition to texts by contemporary theorists, curators, and critics on the individual works, a series of newly commissioned contributions will investigate various perspectives on the intersection of gaming and time-based media art. This playfully designed volume features rounded edges, a screen-printed PVC dust jacket and kiss-cut stickers showing a range of different digital avatars.
Boldly weird, cool, and confident, this YA novel of LGBTQ+ teen artists, activists, and telepathic visionaries offers hope against climate and community destruction. From the National Book Award–longlisted author of Out of Salem. James Goldberg, self-described neurotic goth gay transsexual stoner, is a senior in high school, and fully over it. He mostly ignores his classes at Cow Pie High, instead focusing on fundraising for the near-bankrupt local LGBTQ+ youth support group, Compton House, and attending punk shows with his friend-crush Ian and best friend Opal. But when James falls in love with Orsino, a homeschooled trans boy with telepathic powers and visions of the future, he wonders i...
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Because bricks often give structure to a town as a whole, they also encase the memories of the people, events, and social pressures that shaped a particular place and time. This book is a history of Booneville, Mississippi, from 1907 to 1965. In this unique narrative, personal interviews are intertwined with historical documentation to take you from Main Street (by way of the back alleys) to cotton fields, jails, and train stations. The memories described in "Old Bricks" recount the needs of people (primarily remote country families) who gathered in the old town for trade, entertainment, and socialization. Most of the time, these memories are the sweet reflections of a bygone era. However, occasionally they reflect a time when a "good ole boy" legal system existed and social injustices were perpetrated against black citizens. All the characters in this book are real and all the stories are confirmed-leaving you, the reader, to reflect on how the past still shapes us today.