Digital culture

Barely a few decades have passed since information technology began to be used on a global scale, and already today no one has any doubt that it plays a significant role in organising our daily lives, influencing the decisions we make, the information we take in and the way we communicate with other people. The development of technology is also visible in the field of culture. New technologies today are penetrating theatre halls, appearing increasingly frequently in cinema, supporting the daily work of documentarians, making it possible to tell complex stories to museum visitors, allowing the digitalisation of the most precious resources of cultural heritage and introducing the most interesting stories into the world of computer games. Poland is a country that can boast exceptionally creative artists and world-class narrative museums, which pull in millions of visitors every year.

The purpose of the Digital culture track is support for the international presence of artists who operate at the juncture of digital technology and art. In 2016, the Institute presented three Polish narrative museums at the prestigious International Symposium on Electronic Art in Hong Kong. Additionally, at the invitation of the Institute, Tale of Tales, a collective that creates artistic video games, visited Poland. The group will return to Poland this summer to hold a month-long residency in the summer home of Tadeusz Kantor in Hucisko, where the artists will work on a new game. The Institute also supports creative exchanges between Polish and international computer game artists by supporting their presence at foreign trade fairs and sector conferences.

Digital culture is a multidimensional field, which can in no way be reduced to a single type of artistic practice. That’s why in the autumn of 2017, as part of the Digital Cultures conference organised by the Institute, an international group of attendees will attempt to get to grips with this complexity. We will consider the possible directions of development for the computer game sector, interactive narratives, digitisation and narrative museums. This will also provide an opportunity for individual meetings with foreign experts and artists.

As part of its promotion of Polish digital culture, the Institute works with key Polish partners such as the HAT Center, CSW Łaźnia Gdańsk, Patchlab Festival, Medialab Katowice, WRO Art Center, the Ha! Art corporation, the Indie Games Polska Foundation, and foreign institutions including ZKM Karlsruhe, FACT (Foundation for Art and Creative Technology), Liverpool Biennale and the International Symposium on Electronic Art.


  • 9jul'16
    Krzysztof Wodiczko, Guests, 2009, view from the FACT exhibition (Foundation for Art and Creative Technology), 2016, photo: Jon Barraclough

    Issue Raiser Wodiczko at the Liverpool Biennial 2016

    The FACT exhibition in Liverpool presents over 40 years of Wodiczko’s collaborations with marginalised social groups. More Photography & Visual Arts
  • 16may'16
    Logo of the ISEA 2016 Hong Kong, photo: promo material

    Polish Narrative Museums at the 2016 International Symposium on Electronic Art

    For the first time Polish institutions were showcased at the International Symposium on Electronic Art (ISEA), held this time in Hong Kong. In May 2016, the Adam Mickiewicz Institute under the label presented the activity of three modern Polish museums. More HERITAGE

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Published at: 2016.10.14 18:41
Updated at: 2017.09.07 22:48
Author: Karolina Babij
Written by: Karolina Babij