My answers to fisheye magazine about How Digital Technologies Transform the Art World.
<h1>What impact do you think digital, VR and immersive technologies will have on artistic proposals, museums and galleries over the next few years?</h1>
<p>We can already observe upheavals in the traditional roles of the players in the art world. But first, I’d like to emphasize the distinction between art, the art world and the world of culture. Although they are interconnected, they are often confused by a misuse of language.</p>
<p>Cultural” venues increasingly need to be inventive to attract the younger generation. We’re living in an age of the attention economy, and capturing it is becoming so difficult that certain projects, such as video games, pay their users for a little of their brain power (play to earn). This will organically influence the nature of art production and exhibition “windows”, and it already has.<br />
More and more digital works are flourishing on the networks, but also in major art venues such as biennials. This testifies to an institutional shift.</p>
<p>Artistic proposals can be divided into two types in terms of their production and distribution processes: project economies, and object economies.</p>
<p>In large cultural structures, I think there will be more and more so-called “immersive” proposals, using technological gadgets to stimulate attention (VR, AR, Mapping or who knows what…) a bit like “entertainment”. This applies more to “project economics”. That is, projects that need upstream financing to be produced, and whose purpose is not necessarily to be sold as an “object” on the market. Nevertheless, these works are subject to prior validation by private or public bodies that distribute funding. Like the CNC for cinema in France.</p>
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