VIEW IN MY ROOM
United States
Printmaking, Charcoal on Plastic
Size: 50 W x 60 H x 24 D in
Ships in a Crate
One piece from this edition was stolen from my studio on 11-15-2016. Unseen is my experience from 1998-2007. During this timeframe, only my doctor, my family, and I were aware of the diagnosis and my attempts to keep the illness at bay. I ate healthfully and exercised. I kept very good care of my body in the hopes that I could avoid the disease. The protagonist is invisible and the goal of the game is to control something you cannot see in order to set all of the butterflies in motion. There is no reward when the goal is attained and the viewer can reset and play the game infinitely. There are no boundaries on the screen and unpredictable behavior has been programmed into the gameplay. For example, the player might be going in one direction, but mid-screen the protagonist could turn and go in another direction. The sound occurs on collision with the butterflies. This game is easy to learn but hard to master. The viewer must slow down and pay attention in order to be successful. This is the opposite of what we expect from video games today.
Printmaking:Charcoal on Plastic
Artist Produced Limited Edition of:1
Size:50 W x 60 H x 24 D in
Frame:Not Framed
Ready to Hang:Not applicable
Packaging:Ships in a Crate
Delivery Time:Typically 5-7 business days for domestic shipments, 10-14 business days for international shipments.
Handling:Ships in a wooden crate for additional protection of heavy or oversized artworks. Crated works are subject to an $80 care and handling fee. Artists are responsible for packaging and adhering to Saatchi Art’s packaging guidelines.
Ships From:United States.
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United States
Theresa Devine is an Associate Professor in the New College of Interdisciplinary Arts and Sciences at Arizona State University. Theresa received her BFA in Painting and Printmaking at Texas A & M University- Corpus Christi in 1991 and her MFA in Painting at University of Houston in 1994. In her personal artwork she explores games, toys and play. Her work as lead of the Studio 4 Gaming Innovation research lab on the West campus focuses on developing table top and digital games which combine entertainment and conceptual depth. The Studio 4 also researches games to redefine and explore what they can be and how they can be used to initiate transformation in our society. ------- Artist Statement------- Ce n'est pas un jouet: This is not a toy. Why do we forget to play when we grow up? Why do we hurt each other? Everywhere I look I see distrust, miscommunication, and misunderstanding. This is followed with greed, selfishness, and pain. How can play help us to understand each other? Can play transform us and our world? Play is how we learn and gain trust from each other, so can play liberate us from the cycle of hurting each other? Through toys and games, I explore the intersection between adversity and play. Play is a serious venture and as the title says, it is not a toy. I invoke Magritte with this title because his work showed us that possibilities are only limited by our imagination. I believe that through play we release ourselves from adversity and open the door to new possibilities.
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