Get Lost (2014)
Commissioned by Print Screen Festival (Holon, 2014).
This exhibition was all about disorientation. Usually videogames assist the player in gaining a sense of orientation within their newfound digital environment. In "Get Lost" I looked at games that do the opposite: disorient the players in one way or another, be it by depriving them of a sense of place, of time, of direction, of self, or otherwise.
Full exhibition text is available HERE.