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Pox: Save the People. An interview with Mary Flanagan.

Emilie Giles interviews artist Mary Flanagan about Tiltfactor’s latest social game, Pox: Save the People. http://www.tiltfactor.org/pox

Emilie Giles: Can you give an introduction to POX: Save the People, and why Tiltfactor was keen to produce a game which explored issues around immunisation?

Mary Flanagan: POX: Save the People is a 1-4 player board game that takes on the public health issue of disease spread. We developed the game after wishing to pursue some public health issues and having prototypes games on cholera and HIV awareness at the lab. A local, and quite open, public health group called Mascoma Valley Health Initiative up in the New Hampshire region of the US approached us with the problem of the lack of immunization. At first, a game about getting people immunized seemed like one of the most “un-fun” concepts imaginable. But that sinking feeling of impossibility almost always leads to good ideas later, so I agreed to take the project on. We decided we could make something fun from the topic, and ruled out nothing, from crazed needles to taking the point of view of the disease whose main purpose in life is to spread around.

In our final version of the game, the board is modeled after a community, with the spaces representing people. The game begins with two people being infected with an unnamed disease, and the illness speads. Players try to contain the disease and save lives. There are vulnerable people among the population noted in yellow, and these people — pregnant women, young babies, and those in frail health — cannot be vaccinated.

EG: Schools have the option to download a sample lesson plan which incorporates the game into a science class. Please explain how you feel play can encourage learning in an educational environment.

MF: Play is one of the best ways to learn something — certainly tried and true classrooms such as Montessori method schools use play as a part of the curriculum. In the best scenario, play provides experiment space, where failure is ok. In games related to pedagogy, players can test the rules of the system at hand. POX players, for example, can try to cure all of the people on the board to test if this is a good strategy. They can test out best ways to avoid the spread of a disease. Ultimately, they get to make the meaningful choices from within the game rules. Playing POX while learning about real world diseases makes the phenomena more concrete, and gives the learner agency to think about what he or she might do to solve the problem.

The lesson plan for schools was edited by both trained teachers in US middle schools as well as doctors at Dartmouth’s medical school. Truly, then, the game is produced by a community. We could not have created the game to this level of quality without our partners, friends, and supporters.


EG: In most games, a competitive element is introduced to result in a ‘winner’ and ‘loser’. POX deliberately avoids this convention, encouraging players to work together in order to stop the virus. Why was the game designed for this mode of play?

MF: One of the ethos of Tiltfactor games is cooperative play. We like to make games in which players can use collaborative strategy. We define collaborative strategy games as those in which:

1. Games (or in some situations, components of games) where if one player reaches the lose state, everyone playing also loses;
2. The extent to which players win is positively correlated to the success of other players.

Often the most interesting games do not fit comfortably into stereotypical models of play. And because we make games about less traditional topics — public health, layoffs, GMO crops, and other political and social challenges –it is important that the game model itself reflect that.  In educational scenarios or in community development, games mirror more closely the ways in which people work together to solve problems.  So, the reason that POX is a cooperative game are deeply set in the lab ethos towards problem solving — we can only solve problems together.
 
EG: You are working on a digital version of the game for the iPad. What was your rational for approaching the topic through both a digital and physical platform and do you think these result in a different type of engagement?

MF: Yes — we’re also creating an iPad version and have an online version to launch as well. It is fascinating to make multiplatform games like this– we are a small lab so we’re doing most everything ourselves, including packaging, promotion, and research.

Video of Mary Flanagan discussing 'POX: Save the People', on Youtube. Link.
Video of Mary Flanagan discussing ‘POX: Save the People’, on Youtube. Link.

The differences between the platforms for the game are so dramatic,  we’ve decided to conduct a study with the same game and different platforms, because watching people play the same game, the same rules, on a different platform clearly results in an different play experience. It is clear to me that very different things are going on, and I want to back up claims with data. For example, players play much faster if the game is computer based via an online game or the iPad. Players seem to like pressing buttons fast. In the board game, for example, observation shows us that players pick up pieces and discuss the moves with the other players, considering this option and that. The game piece actually becomes a kind of thinking object, I don’t know for sure, but it is very different. The speed up in time with a computer-based game appears to cut down conversation and meaningful dialogue that we’ve recorded in our last study on the board game. So, this is something that as games makers we’d really like to understand better, and share with others.

As an artist, I’m known to make media art and works that engage with play and game culture. In the laboratory context, I love developing and researching games with my team. I have amazing people to work with: Sukdith Punjasthitkul is my project manager who has a background in underground Asian culture, public health, and tennis; Zara Downs is a graphic designer and rural hipster who loves biology; Max Seidman is my accomplished undergraduate engineering student who has racked up several games in his time at the lab, and he loves wearing vests. Matt Cloyd is working with me, a recent graduate who is involved in sustainability issues in communities. Erika Murillo is a new student team member obsessed with social issues and animation. The list goes on. Part of the mission of what we do is to help the next generation who care about social issues have the tools to push what we do now, further.

EG: Your point about how you’ve found players to engage more in dialogue when involved in a board game is very interesting. Non digital games such as board games and pervasive urban games have become more popular over the past few years; do you think players are desiring a more socially interactive experience?

MF: Board games are enjoying a renaissance, it is true. First, because I think people really like playing together in a physical space. Perhaps the new technologies — Wii and Kinect — remind people of that. Perhaps they played recently at a family gathering and remembered how much fun they are. It is impossible to say. Second, there are some really well-designed games out there right now, and available in many countries (in part, due to online purchase power), that are certainly worth playing. People do really like playing with each other in physical space, and they still enjoy watching sports in person. Technology can help facilitate this as with mobile games and pervasive games, but it is not a requirement for a good game.  I think different kinds of conversations may happen over board games as compared to digital games, but this is something that needs some data behind it. So, we’ll be doing a study on these nuances in my lab very soon.

EG: Looking at Huizinga’s idea of ‘the magic circle’, there is a clear boundary between play and non-play. What were the challenges in designing a game which straddles this boundary, on one hand trying to entice participants through play and interaction, and on the other attempting to create real life social change?

MF: Emilie, this is the riding question for all of game design engaged with social issues, and behind all of the debates on how gamification can incite real behavioural and social change. You’ve hit the nail on the head! There are many forms of play, some which stay within the game in a nice neat package, like our board game, and some that bleed over into real life, such as ARGs. But one should not be fooled into thinking that this means that the former is useless for education and social change, and the latter is obviously better at it. We are about to release our pilot study on the learning in the game, and the results are surprising, showing that learning transfers out of the game as players can apply concepts in the game to new topics. We’re careful researchers. As artists, and as people critical of flippant comments about games and change, we don’t take research lightly. We don’t, for example, cite major gains on attitudinal change and make assumptions on long term behavioural change from a 40-minute game play session. That would be bad science. So we scale our questions accordingly, and in fact, are still surprised and pleased by the effect the game has. I’ll update you on the specifics when the paper is published this autumn!

The deeper issues on the limits of how games can incentivise real behavioural and social change can get rather dark. How Pavlovian do we want to be in influencing people? Even those in social change arenas have to pause and think. Education and influence for good is what we strive for. Designers and companies can only go so far before we have something much more sinister at hand. This is why our team’s work on the Values at Play project (http://www.valuesatplay.org) remains relevant.

Videogame appropriation in contemporary art: Super Mario

Featured image: Landscape by Antoinette J. Citizen (2008-2010)

The Italian plumber Mario appeared for the first time in 1981 as a character in the videogame Donkey Kong, created by the famous Japanese game developer Shigeru Miyamoto. Two years later, Mario became the main character of his own game, and his fame grew exponentially. Approximately 200 different videogames have been produced where Mario has the lead role. In contemporary art Mario is also a popular personality and Cory Arcangel is the artist who has done the most famous works based on the videogame.

Super Mario Cloud is probably the most famous of Archangels’ Mario works. It was created in 2002 and was exhibited at the Whitney Biennial 2004. In Super Mario Cloud Arcangel has hacked and changed an old Nintenedo game cartridge so that the only thing that remains of the original game are the little white fluffy clouds that slowly scrolls by on the clear blue sky. Since Arcangel has taken away all of the game elements and interaction you can refer to it as an anti-game. You can also interpret the work as a renewal and a commentary on the art historical genre cloud painting that became popular during the 1800s, when the science of cloud formations and their appearance emerged. 

Image: Super Mario Cloud by Cori Arcangel (2002)
Image: Super Mario Cloud by Cori Arcangel (2002)

Super Mario Movie is a 15 minute video which Arcangel did together with Paper Rad in 2005. Again, this is a hacked cartridge of a Nintendo, and in the opening scene, you can read the following text:

“As a video game grows old its content and internal logic deteriorate. For a character caught in this breakdown problems affect every area of life.”

For Mario, it means that when his world grows older its graphic content and logic breaks down until he finds himself trapped in a nightmare where he falls head over heels down the screen in a changing fragmented world of psychedelic colours in which, among other things, a giant Mario head pops up. What Arcangel describes is the natural degradation process that eventually affects all physical storage devices from floppy disks, CDs to hard drives. When the stored information is getting corrupt by age it results in misreading with strange and illogical effects on the screen. It’s not just we human that are having problems when our cells and DNA are getting corrupt by age, even game characters could experience strange behaviors and diseases when their data ages.

Video: Naptime by Cori Arcangel (2002)

In the video Naptime (2002) we find Mario sleeping in his bed and above him is a dream cloud that consist of a psychedelic stream of characters and colours – the same effect which you can experience when you try to run old games that have become damaged or are using a computer with a broken graphic card. Just like in Super Mario Movie it seems like a nightmare is chasing Mario in Naptime. It is a world of corrupt code and information in which the game logic has broken down, a world that behaves as if it was infected by a nasty computer virus.

Video: SuperMario Sleeping by Miltos Manetas (1987)

The artist Miltos Manetas has also created a video with a sleeping Mario. In the three-minute long film Super Mario Sleeping (1987) we see how Mario gets tired and lies down and sleeps in the grass. Just as in Arcangel artwork the video is describing an anti-game. All the interactivity and stress in the game are removed and instead we experience a calm and meditative atmosphere. Philip K. Dick novel Do Androids Dream of Electric Sheep? (1968) comes to my mind. What is it that distinguishes a human from an android or a character in a video game? Can characters in computer games dream and, in that case, what are they dreaming of when we are not playing them?

It is now not only the character Mario who is interesting for artists, but also the objects in the game. The Australian artist Antoinette J. Citizen created in 2008 the interactive installation Super Mario Brothers Level 1-1 in which she transformed an art gallery into a Super Mario game. She painted the walls with different levels of the game and installed interactive boxes with question marks and bricks. The visitor could touched the boxes which then produced different sounds from the game. Citizen’s works are, like many other Game Art works, an example of how artists transfer the virtual game world into the real exhibition space.

Landscape by Antoinette J. Citizen (2008-2010)
Landscape by Antoinette J. Citizen (2008-2010)

Mario is probably the most famous character in the videogame world. The question is if he is not as famous as Jesus? The Polish artist Kordian Lewandowski plays with the idea in the work Game Over. He has created a copy of Michelangelo’s famous Pieta sculpture but instead of a dying Christ in the arms of the Virgin Mary, we see Mario lying lifeless in the arms of Princess Peach. It seems that videogames with their own iconology and stories about the constant struggle between good and evil, in some degree, have taken over the role of religion when it comes to creating references and cultural contexts for people.

Links:

http://www.coryarcangel.com/things-i-made/supermarioclouds/
http://www.coryarcangel.com/things-i-made/supermariomovie/
http://www.artforum.com/video/mode=large&id=25370
http://www.supermariosleeping.com/
http://antoinettejcitizen.com/works/landscape/
http://wielkiartysta.pl/content/index.html

Videogame appropriation in contemporary art: Space Invaders

Videogame appropriation in contemporary art: Space Invaders

Tomohiro Nishikado’s classic videogame Space Invaders from 1978 can be seen as a metaphor for the Cold War and the fears for an approaching nuclear war. An extraterrestrial army are marching rhythmic and increasingly closer to Earth. Only a lone cannon stands between the intergalactic monsters and the total annihilation of mankind. The lonely hero struggling against evil is a theme that we recognise from myths, films and books. Space Invaders with its clear and pedagogical symbolic language has inspired several contemporary artists to describe the eternal struggle between good and evil in our time.

Triggerhappy is work that explores the relationship between hyper-text, author and reader

In the British artists Thomson & Craighead version Triggerhapppy the enemy aliens are replaced with quotes taken from the French philosopher Michael Foucault’s essay “What is an author?” “Triggerhappy” is a work that explores the relationship between hyper-text, author and reader. What is a writer, or rather, who is the artist when we are dealing with interactive art in the form of a videogame? Is it Tomohiro Nishikado who created the original game or is it Thomson & Craighead that have modified the game or the player that are playing the game or maybe the computer that creates and interprets the text (the code) that make the game appear on the screen?

A modernized version of 'Space Invaders', the artist Douglas Edric Stanely located the scenario in the game to the Twin Towers in New York

After the 11th of September the world suddenly saw a new major enemy, international terrorism. In a modernized version of “Space Invaders”, the artist Douglas Edric Stanely located the scenario in the game to the Twin Towers in New York, which was destroyed during the terrorist attack on 11th September 2001. In Stanley’s version titled the invaders, you have to fight against the hostile aliens before they completely destroy the two towers. The classic struggle between good and evil continues, the game concept is the same as in the original but the scenario and the metaphoric meaning of the aliens has changed.

In this game you have to shoot down a never-ending stream of virgins from the Zulu tribe

The struggle between good and evil can also be found in other areas of our society, for example in class and gender struggle. In the South African photojournalist Nadine Hutton’s version Skirt-Invaders the main character in the game is Jacob Zuma, South African president since 2009. Zuma has been quite controversial because he is a polygamist and has expressed his doubt about the dangers of AIDS. In the game Zuma you have to shoot down a never-ending stream of virgins from the Zulu tribe. Will the president succeed to shoot down any threatening scandals before they land on the ground? Hutton’s work is an example how a well-known videogame can be used for political purposes and be both entertaining and still very critically at the same time.

Mash-up combining photographs from Life magazine's archive and videogames

The term mash-up, which is frequently used today, could be described as a form of digital collage. Ryan Sneider has created mash-ups by combining images from various sources, in this case photographs from Life magazine’s archives and videogames. The photomontage Duck Hunt / Space Invader shows a bird hunter with a dog, but it is not birds the hunter aims for, instead it is the famous monsters from the “Space Invaders”. Those who played videogames in the 70 – and 80’s will probably remember the game “Duck Hunt”, where you could shoot ducks that flew up out of the reeds and your faithful dog then ran to fetch them. Sneider has combined the two game ideas, one composed of a photo of a true hunter with a dog and the second of digital graphics from the videogame “Space Invaders”. The work discusses the boundaries between the real and digital world. What will happen when these two worlds become more integrated and the borders are increasingly blurred?

French street artist who hides behind the pseudonym Space Invader, invading various cities around the world putting up small mosaics of characters from videogames
French street artist who hides behind the pseudonym Space Invader, invading various cities around the world putting up small mosaics of characters from videogames

Finally we have to mention the artist, who personifies the game, the French street artist who hides behind the pseudonym Space Invader. His main art project consists of invading various cities around the world and putting up small mosaics of characters from videogames as “Space Invader”. For each successful invasion, he collects points, and the whole art project is described on his website as a reality game. Like other forms of street art “Space Invader” is an ongoing battle about the public space. With help of popular culture Space Invader tries to infiltrate the commercial forces that almost have total monopoly on the imagery that appears in our public spaces. The aliens, in form of small mosaics, become a force that can not be defeated when they are spreading all over the world. A important part of the game “Space Invaders” is that you cannot win, you can certainly come to the high score list, but you can never defeat the aliens, they are instead coming in faster and faster each time they are shot down. It’s obviously a dystopian world view we meet in the videogame, but if we look at it from the artist Space Invaders point of view, it’s rather something positive. The art is a force that will not be stopped. The invasion has just begun and the struggle between good and evil continues…

Videogame appropriation in contemporary art: Pong. Part 1 by Mathias Jansson.
Videogame appropriation in contemporary art: Tetris. Part 2 by Mathias Jansson.

Videogame appropriation in contemporary art: Pong

Classic video games such as Pong, Tetris, Space Invaders, Pac Man and Super Mario have in the past decade inspired many artists in their work. The common link between all of these games is that they are very easy to learn and play. There is no need for manuals, just a few simple instructions on the screen. The graphics are simple, the colours few, the characters and style are pixelated. These games have influenced a whole generation and have over time become a part of our cultural heritage. Even today, these games still amuse and fascinate players and have also inspired various artists to use them in their art. In a series of articles, we will look at some classic games and give examples of how they have been used in art and what impact they have made on the art scene. First out is PONG.

It was the American physicist William Higinbotham who in 1958 created what many consider to be the first computer game. The game was called “Tennis for Two” and was played on an oscilloscope with help of a simple analogue control.

Tennis for Two computer game by William Higinbotham 1958. The oscilloscope is in the middle with the two controllers facing it. Photo courtesy of Brookhaven National Laboratory, New-Upton, York, USA.
Tennis for Two computer game by William Higinbotham 1958. The oscilloscope is in the middle with the two controllers facing it. Photo courtesy of Brookhaven National Laboratory, New-Upton, York, USA.
Pong - Youtube video

Click here to view video on Youtube…

It took, however, until 1972, when the Atari Company, founded by Allan Alcorn and Nolan Bushnell, picked up the idea and created a commercial version and called it PONG, before the game became one of the first real big sellers for the computer games industry. PONG is a simple, minimalistic game that consists of two rectangles and a square, which symbolize two tennis racquets and a ball. You can either play against another opponent or against the computer. In this simplified version of tennis, the goal is to hit the ball so the opponent misses it.

the Atari company picked up the idea and created a commercial version and called it PONG

PONG is probably the videogame that has inspired most artists over the past decade. When the Computer Games Museum in Berlin in 2007 organized a major exhibition entitled “pong.mythos” over 30 artists attended with works of art inspired by PONG. The catalogue explains why PONG fascinated so many artists: “No other video game has been the origin of artistic production quite as often as the simple black-and-white tennis game. In addition to its popularity, it seems to be this minimalism that especially appeals to artists, since the playing pattern is a virtual prototype of the essence of each and every communication situation: the ball as the smallest possible unit of information, oscillating between sender and receiver” (from the catalogue “pong.mythos” 2006).

The artist group /////////fur//// showed their “Pain Station” (2001) in which the player who missed the ball were punished with physical pain, a blow on the hand, heat or an electric shock. “Pain Station” connects the physical world with the virtual and the virtual player’s mistakes turn actual real pain.

Painstation by /////////fur//// at pong.mythos in the Museum for Communication in Frankfurt/Main from November 16, 2006 - January 21, 2007
Painstation by /////////fur//// at pong.mythos in the Museum for Communication in Frankfurt/Main from November 16, 2006 – January 21, 2007

The artist group Blinkenlights working in the urban environment was represented with a project that transformed a large office building at Berlin Alexanderplatz to a digital screen where passersby could play PONG on the facade with the help of their mobile phones. In the artists S. Hanig and G. Savicic’s work “BioPong” (2005) the ball was replaced with a living cockroach where the players would try to push the insect over to the other side. And in the group Time’s Up version “Sonic Body Pong” (2006) the ball in the game was only a sound which the players could hear in their headphones and with help of large green rectangles on their heads they would try to hit the sound from the ball.

S. Hanig and G. Savicic's work "BioPong" (2005)
S. Hanig and G. Savicic’s work “BioPong” (2005)

There are also many other examples that were not included in the exhibition “pong.mythos”. As early as 1999, the artist Natalie Bookchin made “The Intruder”, a work where PONG was one of 10 different videogames that she used to create an interactive artwork by Jorge Louis Borges short story “The Intruder”. The Danish artist Anders Visti mixed the game PONG with the art of Piet Mondrian in “PONGdrian v1.0” from 2007. The playing field in Vistis artwork reminiscent a painting by Mondrian but when the ball hits the fields it disturbs the lines and colour fields, and creating new opportunities and challenges for the player. Finally, I can mention the Swiss artist Guillaume Reymond, who has made a series of performances called “Game Over”. In a theatre auditorium, he creates animated sequences by using real people in colourful T-shirts, where each individual represents a square on a screen. By moving the people in the auditorium, he can create short video sequences, for example of PONG playing in the lounge.

PONGdrian v1.0. Anders Visti from 2007
PONGdrian v1.0. Anders Visti from 2007
PONGdrian v1.0. Anders Visti from 2007
PONGdrian v1.0. Anders Visti from 2007

The reason that PONG is so popular among artists is that it is one of the very first video games, and therefore there is a large identification factor and a strong relationships between the game, the player and the artwork. PONG is also one of the easiest games in terms of both appearance and to learn to play, which paradoxically makes it so easy to transform and use in different contexts. The phrase “less is more” seems in this case a good explanation why PONG has inspired so many artists in recent years.

Links:

Pong Mythos – http://pong-mythos.net/index.php?lg=en
Natahalie Bookchin – The Intruder http://bookchin.net/intruder/
Guillaume Reymond – Game Over http://www.notsonoisy.com/gameover/
Anders Visti – PONGdrian v1.0 http://www.andersvisti.com/arkiv_grafik/pongdrian.html

Open Access: 11th FILE Festival in Sao Paulo

Between July 27th and August 29th, 2010, the eleventh edition of the FILE festival is taking place in Sao Paulo (Brazil), at several locations along the popular Paulista Avenue. After a decade of existence, this veteran festival, which spreads over several cities in Brazil (including Rio de Janeiro and Porto Alegre) as well as other international locations, has introduced for the first time its own award: the FILE PRIX LUX. With a total amount of approximately 120,000 euros, distributed in three categories, the prize is unprecedented in the continent and has received, on this first edition, 1,235 registrations from 44 countries.

Yet this award is not the only remarkable aspect of this year’s festival, which stands out for being particularly accessible to the general public. On the one hand, the exhibitions, performances and workshops as well as the symposium have no entrance fees, and therefore there have been many visitors, most of all young people who line up every day to experience the interactive installations at the FIESP-Ruth Cardoso Cultural Centre. On the other hand, the festival organizers, Ricardo Barreto and Paula Perissinotto, have developed this year a project that takes digital art to the Paulista Avenue by placing several interactive artworks at different locations in the public space. Finally, even the FILE PRIX LUX has been open to the interaction with the public by introducing a popular vote category and an online voting system which was accessible between May and June. This openness sets a good example of how media art festivals can engage the general public to approach this somewhat ignored form of art.

FILE PRIX LUX

In general terms, the award categories at media art festivals have been subject to change as the creative uses of technology evolved during the last decades. The FILE PRIX LUX has the advantage of being created at a time in which it can be relatively safe to set up a few broad categories that cover most of the forms of combining art and technology. Only three categories have been established: Interactive Art (which usually refers to objects and installations that respond to inputs from the viewer/s), Digital Language (related to the festival’s title and which embraces any artwork that deals with language, narrative, code or text in a generative or interactive manner) and Electronic Sonority (the category assigned to any artwork in which the production or manipulation of sound is a key element). These three categories prove to be comprehensive, as shown by the diversity of the projects distinguished with a prize or an honorary mention: immersive interactive installations, musical performances, urban interventions, bioart pieces, a collectively created machinima movie and even an iPhone app are among this year’s FILE PRIX LUX awardees.

Ernesto Klar's Relational Lights
Image: Ernesto Klar’s Relational Lights

In the Interactive Art category, the winners are Ernesto Klar for Relational Lights (1st prize) and Kurt Henschläger for Zee (2nd prize). Both present immersive environments in which light and space are key elements, although the interaction is totally different. Klar’s work invites the viewer to interact with two projected geometric drawings inspired by the work of Lygia Clark. In a hazy dark room, the viewer sees two T-shaped projections of white light on the ground, which form a three-dimensional space which reacts to the visitor’s presence. The interaction is playful and really beautiful in its simplicity, whilst also limited in time: after a few minutes, the projections suddenly stop reacting to the user’s movements and reconfigure themselves in a new shape. This abrupt interruption is consciously introduced by the artist in order to remind the viewer that the artwork has a life of its own. In contrast, Henschläger’s Zee takes place mostly in the mind of an audience exposed to an overdose of audiovisual stimuli in a foggy room. Continuing the experience of his acclaimed performance FEED, this time the artist allows the viewer to walk around the space and have a more meditative sensory experience.

Ernesto Klar's Relational Lights
Image: Ernesto Klar’s Relational Lights

The Electronic Sonority category has brought together several outstanding works, among which Jaime E. Oliver’s Silent Percussion Project and TERMINALBEACH’s Heartchamber Orchestra have been distinguished with the 1st and 2nd prize, respectively. In both projects the human body is incorporated in a novel form in the creation of music, the sound being produced, moreover, not simply by direct inputs but by complex interactions in a constant flow of data. Oliver’s instruments convert the shapes created by the performer’s hands into streams of data that generate, in turn, different sounds. These sounds are not always the same, as could be the case in a traditional instrument, but are changed by the variables established in previous interactions. Thus, Oliver does not simply create a new form of interacting with an instrument but rather a new form of creating music. In a similar way, the [i]Heartchamber Orchestra[/i] project developed by TERMINALBEACH (Erich Berger and Peter Votava) explores a form of creating music based on a feedback loop in which the performers are writing and following the score at the same time. As the artists state, in their project “the music literally comes from the heart”: a network of 12 independent sensors record the heartbeats of the musicians in an orchestra and sends the data to a software that generates a musical score in real time. The musicians play the score as it is displayed on the laptops in front of them, while their heartbeats set the notes in a continuous cycle in which music and performer constantly influence each other.

TERMINALBEACH's Heartchamber Orchestra
Image: TERMINALBEACH’s Heartchamber Orchestra

Digital Language is certainly the broadest category of this FILE PRIX LUX, its awardees being quite dissimilar in the formats they use and the objectives of their respective projects. The organizers define this category as including “all research and experiments in the ambit of the multiple disciplines that use digital media”, and the winners exemplify how diverse these disciplines can be. The 1st prize winner, Tardigotchi by the artists collective SWAMP (Douglas Easterly, Matt Kenyon and Tiago Rorke) is a bioart project that sets a critical comparison between artificial and real life. A nicely designed, steam punk-inspired device hosts, on the one hand, a tardigrade, a microorganism measuring half a millimeter in length, along with a robot arm that injects a substance that feeds the creature and a heating lamp that provides warmth. On the other hand, a digital display shows the virtual avatar of this tardigrade, with which the user can interact. Humorously referencing the popular Tamagotchi toy, the artists create a link between the avatar and the real creature: when the user presses the button to feed the avatar, the device inserts real food in the environment of the tardigrade; when an email is sent to the digital creature, a heating lamp gives warmth to the microorganism. Thus, interacting with the virtual pet has consequences in a real living being. This brings our attention into what we can consider alive and how we emotionally attach to artificial creatures while at the same time we undervalue the existence of other living beings. On a different approach, the 2nd prize winner, Hi! A Real Human Interface, by the collective Multitouch Barcelona (Dani Armengol, Roger Pujol, Xavier Vilar and Pol Pla), proposes a more human relationship with technology. A video presents the concept developed by this interaction design group of a different GUI in which a real person is displayed as impersonating the computer. Common interface elements are replaced by handmade physical objects which remind the aesthetics of a video by Michel Gondry. The result is a playful form of interaction in which simple operations such as checking email or upgrading the operating system are shown as actions carried on with real objects by a person inside a box. The proposal is engaging and certainly sets a departure from the old desktop concept, yet it remains unsure to what extend this type of interaction can be applied in a real operating system.

SWAMP's Tardigotchi
Image: SWAMP’s Tardigotchi

Exhibitions, performances and symposium

The works that obtained a Vesper statuette (symbol of the FILE PRIX LUX award) along with the also outstanding Honorary Mentions are exhibited at the FIESP-Ruth Cardoso Cultural Centre in a group show that also includes FILE Media Art, a selection of more than 70 works that can be accessed on several computers, as well as a selection of videogames and machinima films. The exhibition is thus richer in content than it would seem at first sight, as the space is divided in numerous sections that conceal several installations which demand (as usual) almost total obscurity. The artworks are well presented, although at times the sound from one installation invades the others, and there are no wall labels that inform the viewer about the concept of the piece or the way to interact with it. The latter, much-discussed issue is quite important, since the info-trainers cannot explain the artworks to every visitor, and quite often this entails that some people may not interact with the pieces or worse, start smashing buttons or interfering projections blindly in the hope of modifying them. Despite this fact, the exhibition has proven to be very successful during the first week of the festival, with a steady flow of visitors who showed a profound interest in the artworks.

Image: FILE entrance
Image: FILE entrance

A part of the exhibition is devoted to the FILE MACHINIMA section, curated by Fernanda Alburquerque, who selected over 40 works. Among these is the award winner in the Popular Vote category, War of Internet Addiction, by Corndog and the Oil Tiger Machinima Team from China, a 64-minute movie collectively created by players in the MMORPG War of Warcraft. More than mere entertainment, this film has been created as a form of protest against the Chinese authorities’ attempt to control the access and commercial benefits derived from the WoW game, which is extremely popular in the country. The film has had 10 million views since January 2010 and despite being available only in Chinese, it has been the favorite work of those who participated in the online voting system of the FILE PRIX LUX. Besides this feature film, other short films explore the possibilities of building narratives in virtual environments such as Second Life and videogames such as Half Life 2, Eve Online or Shadow of the Colossus.

In addition to the main exhibition, the FIESP Cultural Centre hosts a series of performances and screenings. Under the title Hypersonica, the festival presented a series of digital music performances, among which where the two winners of the FILE PRIX LUX in the Electronic Sonority category. FILE DOCUMENTA, curated by Eric Marke, offers in its 5th edition a selection of “rare and new” documentary films, among which Andreas Johnsen’s Good Copy Bad Copy, an interesting exploration of the conflicts between remix artists and copyright owners, or Robert Baca’s Welcome to Macintosh, which records the first years of the history of Apple Computers.

Paulista Avenue
Image: Paulista Avenue

The symposium, hosted by the Instituto Cervantes in Sao Paulo, gathered several experts and artists who presented their explorations in the theory and practice of media art. Among the most interesting contributions were the presentation of Prof. Espen Aarseth on  the aesthetics of ludo-narrative software, and the colloquy of South American digital art, in which Raquel Renno (Brazil), Jorge Hernandez, Ricardo Vega (Chile) and Vicky Messi (Argentina) discussed the current developments in the media art scene in the South Cone.

Interactive Art and the City

Alongside the FILE PRIX LUX, the most outstanding feature of the present edition of the festival is FILE PAI (Paulista Avenida Interactiva), which takes several interactive artworks to the public spaces in the Paulista Avenue. Interactive art offers the possibility of bringing art to the public space in a more efficient and dynamic form than what is usually known as “public art”. As Ricardo Barreto states: “the public environment is not something empty, aseptic and dead, as is the old white cube; on the contrary, it is an environment teeming with life, with multiple interests and multiple behaviors”. Interactive art integrates itself into this environment and is much more apt to relate to a public that is now willing to take an active role. The organizers of the FILE festival have distributed twelve interactive artworks along the Paulista Avenue, at subway stations, inside shopping malls, and even in a bus. The selected artworks include, among others, videogames such as Patrick Smith’s Windosill or the celebrated games of That Game Company, Flower and Flow; VR/Urban’s SMSlingshot, an urban intervention project that allows users to write a message in a custom-made slingshot that incorporates a screen and a keyboard and then send the message to a wall, where it is displayed as a virtual graffiti; Karolina Sobecka’s Sniff, an interactive projection in which a virtual dog reacts to the presence of passersby; the installations of Rejane Cantoni and Leonardo Crescenti Piso and Infinito ao Cubo, which attracted a large number of people, and the sound piece Omnibusonia Paulista by Vanderlei Lucentini, which is played in a bus as it moves along the avenue, interacting with several points in the itinerary and thus generating a new set of sounds in every trip. These works reveal the possibilities of integrating interactive art in the public space, to the point that, as Ricardo Barreto indicates, “the new paradigm of public art will be the interactive city”. The busy Paulista Avenue is certainly a good location for the creation of an emerging, interactive city.

VR/Urban's SMSlingshot
Image: VR/Urban’s SMSlingshot

There is no periphery

In this 11th edition, the FILE festival has achieved a state of maturity. The FILE PRIX LUX, FILE PAI and an estimated 25,000 visitors to date support its claim of being the largest festival of its kind in Latin America, and a steady event that places Brazil in the map of the international digital art scene. In a tightly interconnected world, each region is a node: there isn’t a center and a periphery anymore, there are no colonies. FILE exemplifies how a region can become a powerful node in this network by promoting the most recent developments in art and technology, avoiding obsolete distinctions between North and South and becoming a point of development for the future stages of our digital culture.

Interview with Johannes Grenzfurthner of monochrom Part 1.

Above image taken by Scott Beale, Laughing Squid.

Introduction:

Marc Da Costa interviews the ever dynamic Johannes Grenzfurthner, founder of monochrom. This is the first of three interviews, where he talks about the project ‘Soviet Unterzoegersdorf’; the fake history of the “last existing appanage republic of the USSR”. Created to discuss topics such as the theoretical problems of historiography, the concept of the “socialist utopia” and the political struggles of postwar Europe. In March 2009 Monochrom presented ‘Soviet Unterzoegersdorf: Sector II’. The game features special guest appearances of Cory Doctorow, Bruce Sterling, Jello Biafra, Jason Scott, Bre Pettis and MC Frontalot.

Since 1993, the Monochrom members have devoted themselves to the grey zones where systems intersect: the art (market), politics, economics, pop, gaiety, vanity, good clean fanaticism, crisis, language, culture, self-content, identity, utopia, mania and despair. The technique underlying Monochrom’s work is that of being and working in the fields of Pop/avant-garde, theory/reflection, interventionism/politics, gaiety/lust/tragedy, (self-)configuration/mystification. The project Monochrom pushes into and beyond these fields is, ‘networking’ events, people, possibilities, material, impetus and identities.” (Zdenka Badovinac, Moderna Galerija Ljubljana)

Grenzfurthner has collaborated with groups such as ubermorgen, Billboard Liberation Front, Esel and Mego (label). Grenzfurthner writes for various online/print magazines and radio stations (e.g. ORF, Telepolis, Boing Boing). Grenzfurthner has served on a number of art juries (e.g. Steirischer Herbst, Graz). He holds a professorship for art theory and art practice at the University of Applied Sciences, Graz, Austria and is a lecturer at University of Arts and Industrial Design in Linz, Austria.

Recurring topics in Johannes Grenzfurthner’s artistic and textual work are: contemporary art, activism, performance, humour, philosophy, sex, communism, postmodernism, media theory, cultural studies, popular culture studies, science fiction, and the debate about copyright.

Interview with Johannes Grenzfurthner, Part 1.

The ‘Soviet Unterzoegersdorf’, a game created by monochrom, is described as being at once the “last existing appendage republic of the USSR” and located inside the Republic of Austria. Could you speak a bit about the project and its background?

From a conceptual background we have to state that we have been occupied with the construction, analysis and reflection of alternative worlds for quite a long time. A lot of our projects are treating this field partly as a discussion with concepts deriving from popular culture, science and philosophy, and partly as a direct reference to science fiction and fantasy fan culture. We first created the fake history of the “last existing appendage republic of the USSR” in 2001 — ten years after the ‘mighty Soviet Union’ went into this nation-state-splitting-up-process and new countries emerged like Firefox pop-ups that you can’t manage to click away.

We wanted to discuss topics such as the problems of historiography, the concept of “utopia” and “socialist utopia” and the political struggles of postwar Europe in a playful, grotesque way. You have to bear in mind that the real village of Unterzoegersdorf was part of the Post WWII Soviet zone from 1945 until the foundation of the ‘neutral’ Republic of Austria in 1955. Reactionary Austrians talk about 1955 as the ‘real liberation’… and I have to mention that that’s rather typical: cheering when Hitler arrives and being proud members of the Third Reich, afterwards proclaiming that Austria was the first victim of Nazi Germany and complaining about the allied occupation forces — especially the Soviet.

The adventure-game - Unterzoegersdorf Sector 2. Ready for Proletarian Download!
The adventure-game – Unterzoegersdorf Sector 2. Ready for Proletarian Download!
http://www.monochrom.at/suz-game/sektor2/index_en.htm

We transformed the theoretical concept into an improvisational theatre/performance/live action role-playing game that lasted two days. That means we really organized bus tours to Unterzoegersdorf — a small village that really exists — and acted the setting; beginning with the harsh EU Schengen border control. Later, in 2004, we started to think about a possible sequel to the performance. We thought that the cultural format of the “adventure game” provided the perfect media platform to communicate and improve the idea.

We started to work in February 2004 and presented ‘Sector 1’ — the first part of the trilogy — in the form of an exhibition in Graz/Austria in August 2005. We released ‘Sector 2’ in 2009, featuring guest stars as Cory Doctorow, Jello Biafra or Bruce Sterling. As the game series uses a 3rd person perspective with photo backgrounds and pictures of real actors as sprites, it took us quite a while to digitize and image process all of the material. This technique was actually first used by Sierra On-Line during the early and mid-1990s — but we are quite proud that we managed to get the feeling of discovering an old computer game that never existed on your old 500 MB hard drive. One aspect of the game is playing with memories and the future of the past. The future is a kind of carrot, the sort tied just in front of the cartoon donkey’s nose so it goes to work, goes off to war, learns Javascript and knows which bits to laugh at in Woody Allen’s Sleeper. You can imagine.

Soviet Unterzoegersdorf @ ToorCamp 2009: A Triumphant Gala featuring Public Domain Clip Art Finally, friends of Soviet Unterzoegersdorf.
There is a video version of Ambassador Nikita Perostek Chrusov's uplifting talk about youth culture, communism and overthrowing "the system" at ToorCamp 2009!
Images above – Soviet Unterzoegersdorf @ ToorCamp 2009: A Triumphant Gala featuring Public Domain Clip Art Finally, friends of Soviet Unterzoegersdorf. There is a video version of Ambassador Nikita Perostek Chrusov’s uplifting talk about youth culture, communism and overthrowing “the system” at ToorCamp 2009! Embed! Embed! Embed!

At a HOPE conference a few years back I was interested to hear you talk about the framing of the project as somehow deeply connected with a certain understanding of historiography that you and the other members of monochrom share. Could you elaborate on this a bit?

Debates triggered by postmodern culture have directed our attention towards questions of representation and the relevance of “history” and stories — i.e. The challenging proclamation of a post-histoire, the realization of the impossibility of a meta-narrative of history; the clash between reality and sign systems, the difference between fact and fiction, the impossibility of neutral contemplation or witnessing as well as the positioning of subjective awareness within such representations, etc. All these forms of representation have been playing a central part in the development of national, ethnic and tribal identities since WWII. And (as a by-product of military technology) computer game development is hardly aware of these discourses.

We wanted to combine (retro)gaming and (retro)politics and (crypto)humor to delve into this ongoing discourse. We wanted to harvest the wonderful aesthetic and historic qualities of adventure gaming. It is a commemoration and resurrection, and one more reminder that contemporary gaming (in its radical business-driven state-of-the-artness) should not dare to forget the (un)dead media of the past — or they will haunt them.

If you compare the status of the adventure game in the context of the economic growth of the computer game industry you could state that it is gone. Less than 1% of all computer games written are adventure games. Adventure games are nearly extinct… but only nearly. If media and media applications make it past their Golden Vaporware stage, they usually expand like giant fungi and then shrink back to some protective niche. They just all jostle around seeking a more perfect app.

For many people in the Soviet Unterzoegersdorf team, adventure games are part of their media socialization. For the computer industry it is one of the most successful gaming formats of the past. And for the feminist movement it is proof that a woman — I’m talking about Sierra On-Line’s Roberta Williams — was able to shape the form of a whole industry totally dominated by men.

Computer games are embedded in the cultural framework of technological developments. In the study of technological development and creativity, focusing attention on the failure, the error, the breakdown, the malfunction means opening the black box of technology. Studies have convincingly demonstrated that the widespread inability to understand technological artifacts as fabricated entities, as social and cultural phenomena, derives from the fact that in retrospect only those technologies that prove functional for a culture and can be integrated into everyday life are “left over.” However, the perception of what is functional, successful and useful is itself the product of social and cultural–and last but not least–political and economic processes. Selection processes and abandoned products and product forms are usually not discussed. According to Langdon Winner, there is a sense in which all technical activity contains an inherent tendency toward forgetfulness. Quote: “Is it not the point of all invention, technique, apparatus, and organization to have something and have it over with? (…) Technology, then allows us to ignore our own works. It is license to forget.”

Could you also perhaps talk about the choice of selecting the genre of an adventure game as the incarnation of this downtrodden republic. At the risk of being literal minded, is there any sense in which the existence of ‘Soviet Unterzoegersdorf’ as a kind of place that comes alive through players’ interactions with a program downloaded from the internet has anything to say to how you imagine being able to engage/critique/disrupt the idea of the nation-state?

We are postmodern leftists. A little bit melancholic… but you can count on us. We love to play with layers of consciousness and layers of layers of consciousness. On first view our project could be interpreted as a mock-up of the Soviet Union and the communist state structures that really existed. But, why on Earth do we need so many references to 1980s and 1990s metal music? Or Marvin Minsky? Or Negri? Or Austrian post-WWII history? Or geek adumbrations? Mocking the Soviet State would be much easier. In fact it’s about the wonderful clash between reality and sign systems, the impossibility of neutral contemplation or witnessing as well as the positioning of subjective awareness within such representations. The traditional humanists tend to see the whole philosophic aesthetic postmodern line of thought — from Judith Butler to Lyotard and Derrida — from the wrong angle. Okay, you can’t explain Sun Ra to a Green Day fan now, when he’s laying in the corner, piss-drunk and crooning “Anarchy”. But we think that the (radical) nature of postmodernism is often simply not grasped because people just copy it down into the conservative pattern of thinking which has been indoctrinated into us since the Enlightenment. Of course, on the other hand, it functions as a virus, and there’s nothing wrong with that.

Contemporary art — the field we are usually working in because there’s money — is mostly concerned with systems or systematic concepts. In the context of their work, artists adapt models of individual art-specific or economic or political systems like in a laboratory, to reveal the true nature of these systems by deconstructing them. So would it be fair to say that by their chameleon-like adaptation they are attempting to generate a similar system? Well… the corporate change in the art market has aged somewhat in the meantime and looks almost as old as the ‘New Economy’. Now even the last snotty brat has realized that all the hogwash about the creative industries, sponsoring, fund-raising, the whole load of bullshit about the beautiful new art enterprises, was not much more than the awful veneer on the stupid, crass fanfare of neo-liberal liberation teleology. What is the truth behind the shifting spheres of activity between computer graphics, web design and the rest of all those frequency-orientated nerd pursuits? A lonely business with other lonely people at their terminals. And in the meantime the other part of the corporate identity has incidentally wasted whole countries like Argentina or Iceland. That’s the real truth of the matter.

Read Part 2 of this Interview
http://www.furtherfield.org/features/interviews/interview-johannes-grenzfurthner-monochrom-part-2

Read Part 3 of this Interview
http://www.furtherfield.org/features/interviews/interview-johannes-grenzfurthner-monochrom-part-3 

Artists Re:Thinking Games book launch

Ruth Catlow, Marc Garrett, Corrado Morgana

Come and celebrate with Furtherfield.org the recent publication of ‘Artists Re: Thinking Games’.

This is an unmissable event for all artists/gamers with a presentation by respected game artist Dr Mary Flanagan, a guest appearance by Jeremy Bailey and a display of some of the gameart featured in the book as well as an introduction by the editors.

Introductory Presentations:

Corrado Morgana – About the book.
Ruth Catlow & Marc Garrett – Extra Context.
Guest Speaker – Mary Flanagan.
Guest Appearance – Jeremy Bailey.

Food and drink will be served.

At Birkbeck University of London’s Cinema
43 Gordon Square
Birkbeck, University of London.
London WC1H 0PD

Time 2pm – 4.30pm
Thursday June 10th 2010.

RSVP – contact ruth.catlow@furtherfield.org

About the book

Editors Ruth Catlow, Marc Garrett, Corrado Morgana.

Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.

Over the last decade artists have taken the engines and culture of digital games as their tools and materials. In doing so their work has connected with hacker mentalities and a culture of critical mash-up, recalling Situationist practices of the 1950s and 60s and challenging and overturning expected practice.

This publication looks at how a selection of leading artists, designers and commentators have challenged the norms and expectations of both game and art worlds with both criticality and popular appeal. It explores themes adopted by the artist that thinks and rethinks games and includes essays, interviews and artists’ projects from Jeremy Bailey, Ruth Catlow, Heather Corcoran, Daphne Dragona, Mary Flanagan, Mathias Fuchs, Alex Galloway, Marc Garrett, Corrado Morgana, Anne-Marie Schleiner, David Surman, Tale of Tales, Bill Viola, and Emma Westecott.

In collaboration with FACT – http://www.fact.co.uk
http://www.furtherfield.org
http://www.http.uk.net/

Publisher: Liverpool University Press (31 Mar 2010)
Language English
ISBN-10: 1846312477
ISBN-13: 978-1846312472
http://www.amazon.co.uk/gp/offer-listing/1846312477

Playing Hard: Urban Art Games of Summer 2010.

Playing Hard: Urban Art Games of Summer 2010.

Not long ago, urban games were a kind of novelty. Some grew out of the street performance tradition of live theater. Some came from gamers who were involved in tabletop RPG and wanted to experiment with live reenactment. Others were produced by media artists as a way of experimenting with new technologies like GPS and text messaging. But along with these approaches to play, and at times learning from their carefree attitude towards entertainment, there grew another tradition of the urban game, a tradition of using the city focusing on exploration, and as a specific kind of critique. At its worst, the artist produced street game replicates of hollow self-promotion, through corporate, sponsored seasonal festivals. But just as experimental art can involve an analysis of mainstream art, the urban game can embody a palatable critique of the routines of city systems, including the deadening routines of metropolitan life and some of the large scale mechanisms of corporate capitalism.

Hopscotch Highway, Come Out and Play 2009. Photo by Lia Bulong, courtesy of Come Out and Play
Hopscotch Highway, Come Out and Play 2009. Photo by Lia Bulong, courtesy of Come Out and Play

These kinds of games echo the spirit of the Situationist International, which called on artists to create alternate experiences through the construction of situations, psychogeography, and the use of play as a form of critical thinking. Urban games can also remind us of Hakim Bey and his idea of a Temporary Autonomous Zone by using goals, rules, and play with the creation of the ‘magic circle’, a world inside a world, as a method of directing public imagination towards an alternative presence, a way of acting and existing as an independent community within a larger, more repressive reality, even if only momentarily. Urban games also continue the Fluxus idea of the ‘happening’, a participatory media form in which audiences support artists, moving beyond the role of observers of performance to become collaborators in events. With the urban games season about to begin, this review takes a look at how several groups, either consciously or at times not so consciously, have interpreted these traditions for summer 2010.

Greg Trefry, executive producer, Come Out and Play. Courtesy Greg Trefry
Greg Trefry, executive producer, Come Out and Play. Courtesy Greg Trefry

In New York, the much loved Come Out and Play Festival will run from June 4th through June 6th, with events scattered throughout the city borough of Brooklyn. Games include playground mods, GPS exploits, extreme sports, narrative quests, and massively multiplayer scavenger hunts. The festival hosts about forty game designers from around the world and about two thousand people will attend. Executive producer Greg Trefry says COaP strives to be entertaining and is not so much concerned with philosophy as it is with place: “Where the festival is located each year is actually really important to us. We look for interesting parts of the city to experiment on and use as the stage for the festival. So we’ve played everywhere from big anonymous urban areas like Times Square to now more family oriented locales like Park Slope.”

Still, the designers of COaP seem to have a way of engulfing serious issues with comedy and encouraging people reclaim neglected parts of the city by giving them a second look. Along these lines, Atmosphere Industries of Toronto will present Gentrification, a game that picks up on Brooklyn’s ongoing housing conflicts by asking players to assume the roles of real estate developers or neighborhood locals while collecting properties and gentrifying neighborhoods. Meanwhile, Gnarwhal Studios of Baltimore will sponsor ‘Humans vs. Zombies’, a modification of the playground game tag that introduces large groups of strangers to one another by sending players out into the city as the walking dead.. It’s hard to sit in a park, completely shut off from everyone around you, during a two hundred person simulation of a zombie attack. Also part of COaP, New York’s Crux Club will confront community fears of toxic contamination through their game ‘It Lurks in Gowanus’, a hide-and-seek mod that asks participants to track down a creature who has ominously escaped from legendary pollution of the neighborhood’s Gowanus Canal.

Train Mafia, Come Out and Play 2009. Photo by Lia Bulong, courtesy Come Out and Play.
Train Mafia, Come Out and Play 2009. Photo by Lia Bulong, courtesy Come Out and Play.

Although he agrees that all urban game events take some kind of cue from historical antecedents like the Situationist International or Fluxus, producer Trefry resists making a formal connection between these movements and COaP. Instead, he says, the main concern was and continues to be community building, getting people together in a surprising way and in an unexpected space: “At its heart, the festival is about running around outside and having fun with your friends. It sounds silly, but that’s such an amazing thing to experience.” This goal of community building has caused COaP to inspire other urban games festivals, including the Hide & Seek Festival in London and the igFest in Bristol, and the Steel City Games Fest in Pittsburgh. The organized versus the random, or the juxtaposition of the carefully designed structure of a game with the largely unstructured, seemingly arbitrary activity of ordinary public space continues to be a common interest among COaP design groups, which are likely to include engineers, academics, and urban planners alongside artists and actors.

SFZero founders Sam Lavigne, Ian Kizu-Blair and Sean Mahan. Courtesy of Ian Kizu-Blair
SFZero founders Sam Lavigne, Ian Kizu-Blair and Sean Mahan. Courtesy of Ian Kizu-Blair

In San Francisco, the artists of SFZero cite Situationism and Fluxus as fundamental to their practice. The SFZero collective was founded by Ian Kizu-Blair, Sam Lavigne, and Sean Mahan in January 2006. Initially, the group used something like a Fluxus process of writing instructions for happening-like events that teams of other players acted out. Soon, these collaborations became the basis for both an online community and real world urban games network that now include over five thousand players. Through the SFZero website, participants initiate events by challenging other participants to ‘Eat a food that frightens you’, or ‘Go to a street corner of your choosing and wait for something fantastic to happen.’ SFZero seems to agree with classic Situationist objectives. A good game shifts awareness, Kizu-Blair says, changing the city for the people who play: ‘Oftentimes the players report that they have a completely different experience of the urban environment as a result of playing and go to places in their city where they have never been before. There is a cinematic quality whereby players live out experiences that normally exist only in spy movies – chases down dark alleys, chance meetings, etc.’ Typical SFZero tasks range from exploring overlooked locations in the city to taking a chance on meeting new people.

As fantastic as some of these instructions sound, and as important as the Internet is to SFZero’s success, Kizu-Blair says it is essential that some productions have a real world component: ‘As people become disenchanted with eight plus hours per day of screen time, they are increasingly gravitating towards hybrid activities that bridge the space between the virtual imaginary and the physical real world. These activities blend the safety and simple pleasure of screens with the risk, tension and excitement of physical interaction. More and more, members of our society will seek to escape from escapism towards an ethics of action, to escape from movies to real experiences. They will find that they have little idea how to have real experiences after their time in the imaginary. SFZero is the transition. ‘SFZero offers both real-world excitement and eternal return to the screen, to re-live, re-experience and re-imagine your engagement with reality.’

Recently, Kizu-Blair, Lavigne, and Mahan have begun staging riskier, more elaborate game events like ‘Journey To the End Of Night’, in which runners try to make it through six checkpoints on foot or by public transportation, while avoiding capture by chasers. An early version of Journey actually opened the 2006 season of Come Out and Play. This July, the veteran SFZero player Lincoln will stage a further production of Journey in Los Angeles.

recent production of 'Journey to the End of Night'. Courtesy of SFZero
A recent production of ‘Journey to the End of Night’. Courtesy of SFZero

This summer, SFZero will present The Wanderers Union, a game that is loosely based on a French style of self-supported long-distance cycling called randonneuring. To perform Wanderers Union, players get a set amount of time to travel on foot and by public transportation through a series of zones. The idea is to create a single holistic experience of a urban area. The journey intends to juxtapose city spaces in ways that reveal meanings that might otherwise remain unobserved. Players who complete all of the events will progress from an initial four hour wandering to a final twenty-four hour wandering. By using play as a means of gaining understanding, participants will hopefully gain a small degree of mastery over urban space. Kizu-Blair says: ‘It’s like a video game – you level up and gain powers – but you have the added satisfaction of doing something real, and you can include anyone in the experience.’

Zero Day Exploits. Courtesy of Opt-In Productions
Zero Day Exploits. Courtesy of Opt-In Productions

Back on the East coast, the New York based artist’s collective Opt-In found that what started as a thesis project for an experimental film class unexpectedly became a series of multimedia events that now includes filmmakers, fine artists, dancers, performers, and musicians. Titled ‘ZeroDay Exploits’, these evenings are the work of Bryn Jackson, Sarah Lerner, and Nathaniel Barker, who says the group has adapted the Fluxus concept of “happening” to the 21st century: ‘We create immersive environments in which strangers and friends can form new communities around a project, an idea, or a simple good time. We bring people from all walks of life together by promoting open dialogue and the creative expression of public discourse through a vast array of mediums and the use of public space.’

Past themes for the Opt-In exploits have included faith and technology. This July, the group plans to explore the idea of “home” by inviting guest artists and guests to contribute items and materials that evoke a sensation of home. The goal of this event is to create a sense of rootedness in New York, a city of perpetual resettlement. Another major goal for Opt-In is the deconstruction of the digital experience through live performance. According to Barker: ‘Our focus has always been on participation, so our events offer multiple means for encouraging visitors to get their hands dirty including music, secret actors to stimulate conversation, inclusive performances, and free art materials for spontaneous art creation.’

Zero Day Exploits. Courtesy of Opt-In Productions
Zero Day Exploits. Courtesy of Opt-In Productions

Also related to Fluxus, but in a gesture that seems more directed towards the Brazilian director Augusto Boal, a group calling themselves Invisible Playground Berlin, uses the urban game as a kind of political visualization. Founded by the artist known as Sebastian Quack Sebastian, this group’s interests lie at the intersection of theater and digital gaming. In ‘F Be I, See I A’, Invisible Playground re-enacted peer-to-peer communication as a giant game of urban capture the flag. Later, in Space Station Escape, the group simulated the release of an alien virus inside a phantom space station supposedly docked underground beneath Alexanderplatz.

Sebastian views missions and rule sets as ‘experience systems’, Games are a kind of participatory appropriation, an interrogative code that is placed over or enacted within an existing urban mechanism. In other words, if you want to get people to think more critically about the way immigration works in your city, you’d design a game that plays with the existing locations, activities, and mechanisms of immigration. In this way, Invisible Playground intends to put forward what otherwise goes unnoticed, tolerated, or is even passively accepted. Sebastian is careful to structure his rule sets in ways that highlight the power structures that arise between groups of players, between players and their environments, or between players and organizers. According to the Schwellenland site: ‘Players must work together and against each other. Over SMS and email you are guided to appointments and arrive at places where you were barred from entry until now. The game asks you to decipher who is legal, who is questionable, who can be trusted, who will trust you, who observes you, what should be ignored, what is critical. You are accompanied by a coach and by referees who left the usual national borders behind long ago and are now in Vienna as refugees without papers. These specialists can help you to master the challenges of being from a developing country. But they have also power to turn on you if you make too many errors.’

AnarkoArtLab enacts 'No Territory'. Photo courtesy of Adriana Varella
AnarkoArtLab enacts ‘No Territory’. Photo courtesy of Adriana Varella

Finally, with a practice based in both New York and in Brazil, Adriana Varella is one of the artists behind the AnarkoArtLab, a collective of new-media, visual, dancers and genre benders in residence at the Living Theatre. Each month, Anarko creates a multimedia event that runs as part lab, part performance. This summer, the group plans to become mobile and to bring the Lab to different situations and neighborhoods. ‘We are searching,’ Varella says ‘for a last trace of that most ephemeral and elusive state where only a dusty dystopian haunting may yet remain. ‘Of course,’ Varella says, ‘all of them, Dada, the Situationists, Fluxus they are all our ancestors.’

'TranPiraco'. Photo courtesy of Adriana Varella.
‘TranPiraco’. Photo courtesy of Adriana Varella.

Representing Labor: Ten Thousand Cents and Amazon’s Mechanical Turk

Arriving at the homepage of Ten Thousand Cents, an Internet artwork by Aaron Koblin and Takashi Kawashima, a mottled image of a one hundred dollar bill slowly fades into view. Ben Franklin looks out sedately. Mousing over the large image, the cursor is replaced with a small red rectangle. And here lays the beauty of the project; with the click of each rectangle, a zoomed in portion of the one hundred dollar bill is revealed. On the left side is a high-resolution photograph of that tiny portion of the bill. On the right side, a real-time moving image plays, revealing how the image was drawn by a human hand in a drawing program created by Koblin and Kawashima. There are, in fact, 10,000 such rectangles and each was created by a Turker through Amazon’s Mechanical Turk marketplace.

Detail of a print version of the 10,000 dollar bill at the exhibition at Ars Electronica
Detail of a print version of the 10,000 dollar bill at the exhibition at Ars Electronica

Over the course of five months (from November 2007 to March 2008) Koblin and Kawashima posted tasks, known as HITs, Human Intelligence Tasks, on Amazon’s Mechanical Turk site. Having broken down an image of a one hundred dollar bill into 10,000 sections, Turkers were tasked with redrawing their assigned section. Each Turker was paid $.01 for the task, making the total payment of drawing a one hundred dollar bill one hundred dollars. (Prints of the project can also be bought for one hundred dollars. All proceeds are donated to the One Laptop per Child (OLPC) project) Each Turker worked anonymously, unaware that what they were drawing was a section of a bill or that their work would eventually be combined with other Turkers’ work to create an art project. The variability is endless. Some Turkers methodically draw in the lines and painstakingly shade in boxes. Some quickly slash the paint tool across the page; one imagines they felt they had better things to do with their time. Some are cheeky, using the space for digital graffiti or messages like “I love U.” Most copy the image exactly. Yet, with the differing movements and tempos, every one suggests a different story and different person behind the tool. I suggest you take a few minutes and watch the unfolding scenes. They are oddly, satisfyingly banal and beautiful.

The project and its presentation on the website are undoubtedly elegant. Yet, the conceptual work behind the piece is a bit murkier. The project description states, “The project explores the circumstances we live in, a new and uncharted combination of digital labor markets, ‘crowdsourcing,’ ‘virtual economies,’ and digital reproduction.” Big and important themes. What are the implications of crowd-sourcing for creative work? For any kind of paid work? Where is the distinction between work and play? Creativity and re-presentation? In this deeply networked age, what are the evolving relations between individual and collective action?

The Mechanical Turk, made by Wolfgang de Kempelen in 1769, caused a sensation in 18th and 19th century Europe, first for its existence as a seemingly intelligent chess playing automaton – one who could beat Ben Franklin and even Napoleon in chess – and subsequently, for being an infamous hoax. Inside of the automaton was in fact a man, a skilled chess player. The Mechanical Turk was no thinking machine. It was an elaborate performance of concealment and human skill.

reconstruction of the Turk, the a chess-playing automaton designed by Kempelen, from Wikipedia
Reconstruction of the Turk, the a chess-playing automaton designed by Kempelen, from Wikipedia

In 2005, in an ironic (and some might say distasteful) turn of events, Jeff Bezos of Amazon named a new business venture, Amazon Mechanical Turk. The idea was to make a digital marketplace that capitalized on the unique intelligence of human agents. Broken down into microtasks, known as HITs, Mechanical Turk provides a means to accomplish those tasks that humans can do quickly but which would take computers much longer to do, for instance, tagging images, taking surveys or transcribing audio recordings. This Mechanical Turk is also a performance of human skill, one that revels in its basis in human intelligence – Bezos calls it “artificial artificial intelligence” – but one that also operates within a mode of concealment and indeed, alienation.

As Katharine Mieszkowski of Salon wrote about Mechanical Turk in 2006, “There is something a little disturbing about a billionaire like Bezos dreaming up new ways to get ordinary folk to do work for him for pennies.” Critics of Mechanical Turk abound, and their objections point to the insidious labor relations that Mechanical Turk enforces, implying that Mechanical Turk approaches a virtual sweatshop. The system was designed for employers, not employees. The earnings of Turkers fall within a gray area of digital labor, officially being classified as contractor work, subject to high self-employment taxes and no option for benefits. Although a rating system protects employers, in so far as employers can choose to reject a work offer from a Turker or refuse to pay a Turker if the work is completed unsatisfactorily, no such system protects Turkers. As advocates of a Turker Bill of Rights have pointed out, there is no effective outlet within Mechanical Turk for Turkers to voice grievances against employers. What does exist is a vibrant community forum, Turker Nation, where Turkers advise each other on known scammers.

Selection of individual pieces from the project's website
Selection of individual pieces from the project’s website

Moreover, although anecdotally Mechanical Turk is understood as more game or past-time than employment, a recent study out of University of California, Irvine’s Informatics Department points out that almost a third of Turkers rely on Mechanical Turk as a source of income. Another study found that nearly half of Turkers report their motivation for working as income related. For this population of Turkers, it is troubling to consider the possibilities of exploitation and unfair labor practices.

In this light, I find the artists’ neat appropriation of the mechanisms of Mechanical Turk unsettling. The implications and the stakes of Mechanical Turk as an economic system are left untouched. And considering that the artists chose to create a representation of money and employ Turkers, these dimensions of economy and labor are present but disappointingly unaddressed.

Yet, the moments in the project that remain in my mind’s eye like lovely specters as I glance at the dollar bill that I traded for coffee this morning, are the movements of the individuals who drew each section. On this level, the project is like a fantastic cabinet in which each drawer opens onto a new wonder. Perhaps what Ten Thousand Cents effectively offers is not a statement about labor politics or late capitalism’s continuing ability to provide structures for domination and exploitation. Perhaps Ten Thousand Cents asks us to take a different step toward understanding “the circumstances we live in,” revealing the endless variability of individual expression. In this networked age, we often act collectively, that is, together, parallel, most often without knowledge of the larger directions toward which our actions will lead. Collaboration, laboring together, is notion whose meaning is expanding and changing in the 21st century. What remains, even among protocols and code, is individuality. Though we are subsumed by larger structures, we do have spaces for self-expression and self-formulation. Leave an exploration of the limits of these spaces to others – and I surely believe we must consider the limitations. Yet we must also explore and value the spaces of possibility and the domains where we are active agents. We are called to remember that every artifact is irreducible to its mere instance in the world – it is a sum of processes and individual actions.

Of course, “the circumstances we live in” also requires us to keep in mind the bottom line. It’s all about the Benjamins, as the phrase goes. In response to a HIT, no less, requesting an answer to the question, “Why do you complete tasks in Mechanical Turk” one Turker wrote, “I do it for the money!”

Game of War Weekend

by Class Wargames

Images of the Exhibition

Saturday 26th September 2009 12-5pm:
Participatory demonstration – Marcel Duchamp meets Blue Peter
Sunday 27th September 2009 12-5pm:
World Premier of Class Wargames film – The Game of War

The Situationist Raoul Vaneigem famously wrote “There are no more artists since we’ve all become artists. Our next work of art is the construction of a full-blooded life.” – The Revolution of Everyday Life.

Debord, strategist of the Situationist International, developed the game while in exile after the May ’68 Revolution, and came to regard it as his most important project. For Debord, The Game of War wasn’t just a game – come and learn how to fight and win against the oppressors of the spectacular society! Join the Class Wargames crew, Richard Barbrook, Fabian Tompsett, Ilze Black and others, in redefining political and contextual territories.

On Saturday the 26th, Class Wargames presents ‘Marcel Duchamp meets Blue Peter’, a day of making and playing Guy Debord’s The Game of War.

Sunday is the World Premier launch of the Class Wargames’ film – The Game of War. Directed by Ilze Black; script writers Richard Barbrook and Fabian Tompsett; xenography by Alex Veness, voice over by Hayley Newman and Alex Veness.

For more information about Class Wargames and players:
http://www.classwargames.net

Game of War Weekend Schedule:

Marcel Duchamp meets Blue Peter.
Day 1 – 12-5pm Saturday 26th September.

12.00 meet and greet
12.15 introduction by Class Wargames
12.30 building your own game, learning to play and participatory game playing

Film Launch of The Game of War by Class Wargames
Day 2 – 12-5pm Sunday 27th September.

12.00 meet and greet
12.15 View games exhibition and film
14.30 Talk by Class Wargames
15.00 Film launch & drinks

To take part in the game please RSVP to ale[AT]furtherfield[DOT]org
HTTP Gallery
Unit A2, Arena Design Centre
71 Ashfield Road
London N4 1NY
+44(0)79 8129 2734

Click here for map and location details

With thanks to the Arts Council of England for their support.