If there’s one thing that won’t be canceled due to pandemic, it’s the relentless passage of time. Public health emergency and all, Matajuegos turns 4 today.Continue reading Fourth Year and Quarantine
During our third year as Matajuegos:Read more
Matajuegos is now two years old. It’s been two years of miraculously keeping up our output frequency. There is always at least one person in the Matajuegos crew with some spare time to compensate for the others’ absences. Today I write this, tomorrow you translate that… It gets harder every day, because, to put it bluntly, Continue reading Those Who Are About to Kill Games Salute You
In August of last year, Matajuegos sat to chat with Paolo Pedercini (of Molleindustria) about videogames and art and politics, resulting in a conversation we divided in four parts. We already published the first, second, and third ones. This is the fourth and last one, where we talk about Paolo’s youth, his first experiences playing videogames and analyzing them critically, the evolution of his political thought, and the stupidity of bees.
Santiago Franzani: So, about you. Did you grow up playing games, is it something that is part of yourself?
Paolo Pedercini: Yeah, I played games, started with Nintendo. Actually Continue reading Interview with Paolo Pedercini (Part 4 of 4)
In August of last year, Matajuegos sat to chat with Paolo Pedercini (of Molleindustria) about videogames and art and politics, resulting in a conversation we divided in four parts. We already published the first, second, and fourth ones. This is the third one, where we talk about the industry, the indie side, experimentation, and representation of broken systems.
Santiago Franzani: Do you make any difference between if you are indie or if you are industry, or there is something that you can say that, OK, this is the opposite, or you can gather all together to think the same way?
Paolo Pedercini: Um…
SF: Hard question?
PP: Yeah, it’s hard. When I was in Italy, Continue reading Interview with Paolo Pedercini (Part 3 of 4)
In August of last year, Matajuegos sat to chat with Paolo Pedercini (of Molleindustria) about videogames and art and politics, resulting in a conversation we divided in four parts. We already published the first, third, and fourth ones. This is the second one, where we talk about metaphors for tactical media, and the kind of audience it can reach.
Santiago Franzani: You use the term “propaganda” when describing your games sometimes, or “contra-propaganda”. Could you explain the role of propaganda in your projects, what does it mean?
Paolo Pedercini: I think I was talking about it last night. I mentioned propaganda because I started a party which was not a mainstream party at all, it was like five percent representation type of party. So the first game was made as part of a promotion for Continue reading Interview with Paolo Pedercini (Part 2 of 4)
In August of last year, Paolo Pedercini came to Buenos Aires to give a talk and a workshop at Media Party 2016, a free conference about the “future of media”, with special attention to advances in tech.
We at Matajuegos already translated texts of his, wrote about his project Molleindustria of subversive games, and have admired his work for years, so we asked him if he had a few hours to sit with us and talk about videogames and art and politics.
The resulting conversation was transcribed, cut, and divided in four parts. We already released the second, third, and fourth ones. This is the first one, where we talk about the origin of Molleindustria, its changes over time, and the importance of expressive systems.
Santiago Franzani: What’s the origin, what’s the meaning of “soft industry” (molle industria) actually?
Paolo Pedercini: The title was like a reference to the industrialization or post-Fordization of the industry. Continue reading Interview with Paolo Pedercini (Part 1 of 4)
…a substantial critical discussion of a medium brings with it a more enlightened public sphere, which also brings more interesting and new uses of that medium into the world. This really doesn’t exist right now for videogames.
Since 2011 several projects and publications have filled in that discursive void. We might even say that Ryerson’s reproach no longer applies to videogame criticism — or at least, not to the great body of work which has been written in English.
When it comes to criticism written in Spanish, however, Reyrson’s reproach and many more still ring true. Surely there are exceptions, but the necessity to have more profound conversations about videogames is sorely felt, and it is constantly searching for spaces in which to bloom.
It is in the face of this necessity that we have created Matajuegos, a blog about videogames and the impact they have on those who play them and on the societies to which they belong. Continue reading Ides of March