Below are a selection of press reactions:

Carlisle, Isabel (1997) "Games with a magic edge." The Times, June 26.
"Serious Games has picked the best of the artists working in these new media, and it becomes clear that the most successful are those who deliver what human beings have always wanted from art: insight, ideas, beauty and magic." "... making music with Resonance of 4 by Toshio Iwai is captivating."

Etherington, Daniel (1997) "Serious Games." Art Monthly, February. 32-34.
"... artists are increasingly creating successful artworks based on new technology" p.34

Etherington, Daniel (1997) "Serious Games." Mute, Winter 1997, Issue 7. xxii.
"Diller and Scofidio's dissection of society - our mores, domestic arrangements and architecture - forces confrontation with oursleves."

Green, Dave (1997) "The art of playing seriously." The Daily Telegraph, 29 July.
"... with a couple of exceptions, the artists seem never to have played a video game in their lives." "... aren't video games all about beating the other player, usually by shooting him, driving faster than him, or punching him to the ground? Yeah, like paintings aren't mostly of people, or places, or bowls of fruit."

Kent, Sarah (1997) "Mod cons." Time Out, Jul 16-23.
"The most memorable installation in Serious Games (Barbican) employs minimal technology and requires maximum audience participation [Taho]." " ... low-tech wins every time."

Laniado, Joe (1997) "Serious Games." Frieze, Issue 36. 98-99.
"My personal favourite, Ritsuko Taho's Zeromorphosis: Swans and Pigeons (1996), however, achieves participation and communication through a tangible act as opposed to merely asking to choose from preset options."
" Harwood's ... the work uses the point and click method but the understated and affecting emotional charge overcomes the inherent limitations of such primitive interactivity."

Morley, Andrew (1997) "Serious Games." Contemporary Visual Arts, Issue 15. 66-67.
"For me this exhibition has affirmed the viability of multimedia interactivity as a separate, self-defining medium within the general heading of installation art." "Predicting the emergence of interactive computer art (Studio International. June 1969), Johnathon Benthall proposed a definition of symbiotic art: 'initial inputs derive from human behaviour ... so that an interaction betwen the organism and the environmentis established, analagous to symbiosis'. Serious Games makes manifest this prediction."