Supplementary material for this article can be found online at http://www.press.uillinois.edu/journals/var/media/43.1/sweeny/index.html.

This paper outlines a number of ways in which contemporary life is influenced by networked digital technologies. The author specifically looks to examples from video games and social media to inquire about aspects of contemporary art educational practices that might benefit from further analysis in these areas. The notion of the machinic will be used to expand beyond literal and determinist descriptions of digital technologies in art educational practices, drawing upon the work of Deleuze and Guattari.


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