DATE 6/25/2024

LIVE from NYPL presents Michael Stipe launching 'Even the birds gave pause'

DATE 6/22/2024

Artbook at Hauser & Wirth Los Angeles Bookstore presents Penny Slinger launching and signing 'An Exorcism'

DATE 6/20/2024

picturehouse + thesmalldarkroom present Yelena Yemchuk on 'Malanka'

DATE 6/13/2024

ICP presents Eugene Richards on 'Remembrance Garden'

DATE 6/13/2024

LaToya Ruby Frazier, removing the contradiction between ideals and practice

DATE 6/8/2024

"Next-level otherness" in Pride Month staff pick 'Nick Cave: Forothermore'

DATE 6/6/2024

Celebratory and transgressive, 'John Waters: Pope of Trash' is a Pride Month Staff Pick

DATE 6/3/2024

In Nan Goldin's 'The Other Side,' you are who you pretend to be

DATE 6/2/2024

Green-Wood Cemetery presents Eugene Richards launching 'Remembrance Garden: A Portrait of Green-Wood Cemetery'

DATE 6/1/2024

There's no such thing as being extra in June! Pride Month Staff Picks 2024

DATE 5/28/2024

'Mickalene Thomas: All About Love,' on view at The Broad

DATE 5/24/2024

Celebrate Memorial Day weekend with Garry Winogrand's intimate, flashing mirror of America

DATE 5/24/2024

Beautifully illustrated essays on Arab Modernists


Pac-Man, 1980, is reproduced from

From Space Invaders to The Sims

Never Alone: Video Games as Interactive Design—an exploration of interactive design through 35 classic examples of video games—is on view now at MoMA. We're certainly feeling nostalgic about iconic early games like Pac-Man, 1980, pictured here. "We believe that video games can be a vehicle for moving society forward," Paola Antonelli, Anna Burckhardt and Paul Galloway write; "Steven Poole, at the turn of the twenty-first century, declared that they would 'shape the worlds we will all inhabit tomorrow.' We would like to think this is still true: That video games, through their nature as interactive design and their potential to shape behavior, can encourage tolerance, fluidity and pluralism, and help societies withstand reactionary attacks against human and civil rights. That they can be testing grounds for the avant-garde, for notions still too radical for the wider public. That they can model equitable and inclusive communities and challenge, in their imaginative spaces, previous modes of racial representation and gender construction. That they can give attention, acknowledgement and respect to underrepresented cultures, as does Never Alone, the game that gives this book its title. That they can bring us closer to nature and focus our awareness on climate change and the associated environmental crises. That through them we can embody and empathize with other individuals and other species and perhaps even will a more respectful and balanced reality into being. Through museums and other cultural institutions that look into the past to think about how the future might unroll, we may begin to comprehend the power of video games to surpass the hurdles we encounter IRL, and to harness that power for good."

Never Alone: Video Games as Interactive Design

Never Alone: Video Games as Interactive Design

The Museum of Modern Art, New York
Flexi, 8 x 10 in. / 140 pgs / 120 color.

$39.95  free shipping

Heads up on 4/20!

DATE 4/20/2024

Heads up on 4/20!

Vintage Valentine

DATE 2/14/2024

Vintage Valentine

Forever Valentino

DATE 11/27/2023

Forever Valentino