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games
Computergames by artists
11 October 30 November
Former Reserveteillager at Phoenix West
Hochofenstraße / Corner Rombergstraße
Dortmund-Hörde
Tu - Fr + Su: 11 am - 8 pm
Sa: 2 - 10 pm
Works
(choice)
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Julien
Alma/ Laurent Hart (F), Borderland, 2001 |
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Borderland
is based on video game duels such as Tekken or Mortal
Kombat. Whereas superheroes or pop icons such as the Shaolin
or the pro-wrestler are usually the combatants in these games, Laurent
Hart and Julien Alma use completely ordinary people as the characters
in their lovingly produced, detailed CD-ROM work: old ladies, tramps,
workmen, white and black teenagers run-of-the-mill characters
who square up to fight each other against the backdrop of the suburbs
of Paris that have become a desolated no-mans land. 55 characters
can fight each other in 280 settings e.g. rubbish tips, car
parks and building sites. While these settings are akin to the post-apocalyptic
scenarios of numerous computer games, the characters look like an
ironic comment on the unchanging muscle-bound supermen that usually
feature in games of this kind. At the same time, what shines through
the humorous surface is a picture of society in which everyone fights
everyone else and be it little pigtailed girls fighting businessmen
with briefcases.
(Tilman Baumgärtel) |
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Cory
Arcangel (USA), Super Mario Clouds, 2002 |
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http://www.beigerecords.com/cory/21c/21c.html
Super Mario Clouds is based on the Super Mario
game for Nintendos NES game console. Cory Arcangel hacked the
game and modified it so that all that remains of the game are the
white clouds on a blue sky. Gone is the main character, Super Mario,
who the player had to guide through a labyrinth in the original jump
and run game, just like the obstacles, landscapes and opponents that
lend the game its narrative structure. Those people who are familiar
with the game can imagine them on the empty background, everyone else
will just see the cartoon-like display of a sky. The work was created
on the basis of a manipulation of the hardware and software. Cory
Arcangel had to open the cartridge, on which the game was stored,
and replace the Nintendo graphics chip with a chip on which he had
burned a program he had written himself. Cory Arcangel is a member
of the Beige Programming Ensemble who have focused their artistic
programme on the hacking ethic of manipulating existing technology,
thereby taking the modification of legacy technology to absurd extremes:
the group have published computer programs pressed on records and
organise an annual competition for cassette disk jockeys.
(Tilman Baumgärtel)
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Tom
Betts, (GB), qqq, 2002 |
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http://www.nullpointer.co.uk
The
Quake mod QQQ focuses on reality in modern computer games,
simulated with photorealistic precision. The increasingly detailed
3D animation in these games creates a three-dimensional illusion that
makes them fascinating, complete parallel worlds.
By manipulating Quakes graphics engine, Betts breaks open and
dynamises the hermetically perceived surfaces of the game architecture,
transforming them into free moving graphical elements and flowing
patches of colour that are constantly joining together to create new
abstract patterns. QQQ is presented as an installation and can be
played online in the exhibition room. This links the game to the actions
of other Quake players in the net who, in turn, influence the game
and thus the deconstruction of the graphical interfaces. This lends
a performative aspect to the work, that extends it beyond the exhibition
room.
(Katrin Mundt)
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Pash
Buzari (D), modificazione ps1, 2000 |
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Pash
Buzaris installation modificazione ps1 consists
of a five-minute video loop and a series of photographs.
Taking a look at the video, the first thing you see is two L-shaped
constructions. They are moving against a background that looks like
blinds with light coming through. In a colour-distorted, blurry episode
from the console game Wipeout, a flying object flies over a virtual
landscape. A motif of three blurred bodies appears like a painting
by Rothko. Coming into focus, we see three square blocks. They start
moving, rotating once around their own axis. The constructions seen
at the beginning appear again, this time coloured black. They slide
to and fro in front of a slightly curved chequered pattern. Then the
loop starts.
A lamp casts light on the photographs. Some are of buildings, reminiscent
of Bauhaus: a hangar by Jean Prouvé, a Russian test laboratory
from the twenties. Next to it an aerial photo of fields on a wide
plain, forming a chequered pattern, and the impression of a painting
based on an interference pattern.
The photos do not explain the film. Rather, both the film and
the photos link up to the broad subject in between. What forms
do we move in? What are the constructions and the building forms that
create the artistic objects of our world? How are they manifested
on the surface? The jagged forms of the virtual space shuttle and
the smooth aluminium shell of a hangar both have the same intention.
Wherever constructions are made there is a calculated world spanning
its pattern of co-ordinates, lines and grids over the objects. The
calculations behind things serve the purpose of being confused with
the reality of a movement.
(Stefan Heidenreich) |
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Leon
Cmielewski/ Josephine Starrs (AUS), Bio-Tek Kitchen, 1999 |
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http://www.sysx.org/leon/mirror/biotek/index.html
Bio-Tek Kitchen (1999) by the Australian
artist duo Leon Cmielewski and Josephine Starrs is based on the first-person
shooter game Marathon Infinity. By manipulating the software,
the artists modified the interface of the game so that players no
longer find themselves in the martial, futuristic setting of the original,
but rather in the biotech kitchen of a hobby lab technician. Instead
of bloodthirsty opponents, players combat genetically manipulated
and mutated vegetables that turn out to be part of a global conspiracy
to take control of the entire food chain. Their weapons are cleaning
rags and kitchen utensils. Only the sound, the game structure and
a few graphical elements (e.g. the score bar) are references to the
original game.
Cmielewski and Starrs demonstrate a mixture of scepticism, irony and
enthusiasm regarding the possibilities that new technologies offer
for games.
By modifying a current game interface, the artists succeed in parodying
the entire genre. At the same time, they re-evaluate typical game
horror scenarios by alluding to what can get out of control as a result
of human manipulation.
(Silke Albrecht)
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Arcangel
Constantini (MEX), Atari-Noise, 2000 |
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http://www.atari-noise.com
The
Atari 2600 was one of the most successful game consoles
of all times. The system, launched in 1977, was one of the first game
machines for which cartridges with new games were constantly being
produced. Twenty-five million units are believed to have been sold
up to 1991. Arcangel Constantini hacked the antiquated gaming device,
that you can buy cheap today on the flea market, and converted it
into an audio-visual noise pattern generator keyboard
(Constantini). The artist thus combined several elements of the game
console in order to allow the user to generate chaotically distorted
images at the push of a button; these images have about as much to
do with the original computer gaming interface as the sound of a guitar
string has to do with one of Jimi Hendrixs feedback solos. This
deconstruction of visual raw material is not only part
of a long, modernist tradition of alienating and modifying found images,
but also alludes to one of the most seminal works of media art: Nam
June Paiks Videosynthesizer (1972). While Paik had
to hire the engineer Shuya Abe to develop a machine that allowed you
to manipulate moving images in real time, Atari Noise
reflects a media culture in which the necessary hardware is available
as electronic scrap.
(Tilman Baumgärtel)
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Vuk
Cosic (Slovenia), The ASCII Unreal, 1999 |
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http://www.ljudmila.org/%7Evuk/ascii/unreal
For his level of Unreal, Vuk Cosic removed all the concrete
elements of the three-dimensional space, replacing them with surfaces
consisting of letters of the Cyrillic alphabet. The work, created
for the Synreal exhibition of the Viennese T0 media art
project, thus demonstrates the absurdity of the perfectionism with
which three-dimensional reality is represented in most first-person
shooter games. At the same time, it confronts current high-end computer
graphics with the history of computer screen display: until the nineteen-nineties,
standard computers had an interface limited to green letters on a
black background. As a member of the ASCII Art Ensemble (together
with Walter van der Cruijsen and Luka Frelih) he developed works at
the end of the nineteen-nineties that transformed moving and stationary
images into wastelands of letters (ASCII is the standard computer
character set). Thereby they transported into the art scene a practice
of hacking that dated from a time when computers did not as yet have
graphical interfaces, linking these with a tradition of scripts and
visual or concrete poetry that dates back to antiquity.
(Tilman Baumgärtel)
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Aurélien
Froment (F), Fury, 1998-2000 |
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Aurélien
Froments video work "Fury" was not created in the
context of an exploration of the computer game genre but rather of
action film. We are witnesses to fighting that takes place in a cleared
warehouse. Blood has already flowed and some of the "tough guys"
have already hit the floor. The others are facing off with unmistakable
gestures and expressions of belligerence. But the scene is frozen,
suspended in this moment of total tension, just seconds before the
next round of slaughter takes place before our eyes. The camera like
an invisible, weightless eye, it traverses and encircles the adversaries
who, paralysed as they are, have the appearance of dumb comic figures.
Only the occasional batting of an eyelid or the tiniest of movements
reveals that the guys are "real" and have met up in this
"tableau vivant". Even if this is clearly an analysis of
the language of action films, "Fury" still displays a decisive
change of perspective between film and computer game, a change long
found in cinema: the viewers by means of an illusory identification
with the camera eye navigate as if independently through the
scene. Inversely, games such as "Max Payne" have drawn on
the image language of action films, the focus of "Fury".
(Iris Dressler) |
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fuchs-eckermann
(A/GB), fluID - arena of identities, 2003 |
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http://www.t0.or.at/~fuchs-eckermann
The
work, presented in the form of an installation, is a level mod of
the multi-user game Unreal Tournament. It focuses on the flexibility
of identities in computer games and the relationship between the player
and the character. The total convergence of both, that is one of the
pre-conditions for immersion into the game world, becomes a determining
factor of the action.
At the start of the game, the users do not have any distinguishing
features at all (e.g. face, gender or clothing) and are faced with
the task of creating an identity during the course of the game. At
locations such as The River of Permanent Change, Narcisss
Lake or in The Laboratory of Style, players can
assume individual features, reflect or replicate themselves. But they
can also lose their identity, for example if they cannot resist the
temptation of narcissistic self-reflection. Tools such as the fluID
SkinGun also allow the players to steal others identities.
Thus, the chosen ego is asserted, negotiated and disputed in the confrontation
of others and ones own self-image. fluiID - arena of identities
was conceived as a commissioned work for Selfware, a series of events
during graz03.
(Katrin Mundt)
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Beate
Geissler / Oliver Sann (D), Shooter (2000 - 2001) |
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http://www.autokill.org/shooter/
The
two-part work Shooter by the artist duo Geissler and Sann
consists of a video and photo documentation of LAN parties organised
by the artists in their studio over a period of a year and a half.
Both the video sequences and the photo documentations show the players
front-on against a neutral background from a constant camera angle.
The video, on show at the exhibition, observes the players during
a fight scene, i.e. while they are killing or getting killed in the
virtual world of the network while sitting in the same room as their
adversaries. The video shows moments of intense concentration of a
temporary tension characterised by inner drama. According to the artists,
The viewer
witnesses a life-and-death game with no consequences.
Shooter presents a test set-up with which to analyse the
human relation to real and virtual spaces and the associated gestures
and facial expressions. At the same time, the artists question the
function of the real body and the game of identities with reference
to New Technologies.
The specially installed web site features a documentation and a guest
book in which the portrayed players can leave their comments.
(Silke Albrecht) |
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Margarete
Jahrmann / Max Moswitzer, LinX3D, 1999 |
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http://linx3d.konsum.net
Via a console interface styled on early arcade games, the multi-user
game LinX3D links players with participants who can log in online.
The console players are monitored by a surveillance camera and integrated
live into the games 3D environment in the form of "ASCII
faces". The online players, on the other hand, appear as ASCII
logfiles (net logs). Alone or together, the online and onsite players
can beat the various levels of the 3D game, which, also in the form
of a text display, are based on a story by "Techgnosis"
author Erik Davis.
LinX3D reflects on various parameters of new information and communication
technologies. For example, it symbolically challenges the hyper-realism
of sophisticated 3D games, that demands fast and powerful computers,
by applying skins consisting of the far more economic ASCII code.
The game also focuses on the problem of self-representation on the
net by turning the figure of the apparently anonymising avatar into
an open book of individual net behaviour, equating the net log with
the surveillance camera image.
(Iris Dessler)
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Jodi
(E), Jet Set Willy Variations c1984, 2001-2002 |
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http://jetsetwilly.jodi.org
Jet Set Willy consists of ten variations on the computer
game Jet Set Willy that was launched in the eighties for
one of the first home computers, the Sinclair ZX Spectrum. The code
has been modified in such a way that although the basic functions
of the game are the same, the on-screen graphics are often reminiscent
of the abstract paintings of such artists as Mondrian or Peter Halley.
Other variations incorporate elements of the computer code. Jet
Set Willy, presented in the exhibition as a non-interactive
DVD version, is the third work by Jodi to focus on a computer game.
While SOD and Untitled Game are based on relatively
recent games from the nineties, Jet Set Willy harks back
to the history of gaming. The work is written in BASIC, a programming
language now in danger of becoming extinct. Jet Set Willy
is also Jodis homage to the culture of hobby game programmers
in the eighties, when it was mainly teenagers developing games, including
all the music and graphics, single-handedly on the first home computers,
a development that is one of the best examples of the libertarian
do-it-yourself ethic of the early computer subculture, a mainstay
of Jodis work.
(Tilman Baumgärtel) |
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Jodi
(E), SOD, 1999 |
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http://sod.jodi.org
Jodi
were among the first artists to discover computer games
as an object for artistic manipulation: as early as 1997, the artist
duo, who originally gained fame for their Internet work, took advantage
of the possibility of modifying Quake by morphing the
games three-dimensional spaces into white noise. By means of
their deconstruction, Jodi drew attention to the fact that the system
code is the most current manifestation of the normative power of fact.
Likewise in SOD, Jodi took all the representative elements
out of the Wolfenstein 3-D game, leaving nothing but silhouettes
and black squares. As a result, the game, that like Quake
comes from the US company ID Software, known for
their brutal first-person shooters, looks like an animated Op-Art
picture in which you can roam around. Hence, this radical manipulation
impacted on a game whose various original versions with their
Nazi henchmen, swastikas and violence had set off heated debates,
particularly in Germany, on what should be allowed on computer screens
and what not.
(Tilman Baumgärtel) |
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Joan
Leandre (E), retroYou nostalG, 2003 |
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http://www.retroyou.org
retroYou
nostalG is based on a commercial flight simulator whose graphical
interface and functions have been drastically modified with the games
integrated editor. The basic parameters for navigation and three-dimensional
orientation, from the relief structure of the ground to laws of gravity
and instrument control functions, have been largely rendered inoperative
with the effect that a structured recognition of space and movement
in it become practically impossible.
Joan Leandre thereby frustrates the expectation that takes a meaningful
interaction with the computer game for granted. In a second step,
he thus prompts the user to decode the seemingly meaningless functions
of the machine and, if possible, to learn them whether by means
of systematic research or trial and error. At the same time, the manipulation
of the three-dimensional structure of this game shatters the illusionistic
potential of 3D animated computer game worlds and thus naive trust
in their basis in reality.
(Katrin Mundt)
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Mister
Ministeck Norbert Bayer, D |
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http://www.misterministeck.de
Norbert Bayers artistic material consists of colourful plastic
Ministeck bricks which pressed onto plug-on boards were
extremely popular with old and young alike above all in the nineteen-seventies
and eighties. According to the maxim Everyone is an artist,
the system disregarded the lack of artistic freedom in copying existing
pictures. Mister Ministeck takes advantage of this principle: his
themes are for the most part icons from the world of computers, and
he translates the digital pixels into bright and cheerful Ministeck
pictures. For example in the Touchscreens series based
on screenshots from C 64 games, the pixel structure of the first home
computers from the nineteen-eighties materialises in plastic bricks.
By transforming the original digital pictures into the analog form
of Ministeck, Bayer reduces both systems to their inherent conditions
and structures.
(Silke Albrecht)
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Mongrel
/ Richard Pierre-Davis (GB), BlackLash, 1998 |
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BlackLash
deploys the learned structures of simple shooter games to formulate
political criticism. In this completely self-programmed game, one
aim is to defend yourself against swastika-adorned spiders, racist
policemen and Ku Klux Klan members. Richard Pierre-Davis is a member
of the British artist group Mongrel, whose work reflects on Great
Britains multicultural reality. The various levels in the game
are themed on computer game classics from the nineteen-seventies (e.g.
Tempest and Space Invaders). The role you
choose at the start of the game determines the possible routes through
an urban warzone. However, because the characters available
to the player are black cliché figures (e.g. Crime Lord
or Lover), the game is more ambivalent that it would seem
at first glance. With a soundtrack by Wu-Tang-Clan, the game aims
to gain acceptance among young people. Richard Davis: It also
aims to encourage the black community through game culture that it
is possible to break into different areas apart from music, and create
games that have got something to say.
(Tilman Baumgärtel)
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Volker
Morawe/ Tilman Reiff (D), PainStation, 2001 |
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http://www.khm.de/~morawe/painstation/painstation_ger.html
As
part of the artist collective //////////fur////, the two media artists
Volker Morawe and Tilman Reiff developed PainStation at
the Academy of Media Arts (KHM) in Cologne in 2001. In the subtitle
of the work, the artists describe their work as a modern-day
duelling artefact, so it is not surprising that the console
is based on the mediaeval game of Pong. As
in a duel, two opponents face off at the table-top console; they cannot
choose their weapons themselves but rather are confronted with three
different repressive measures depending on the progress of the game:
heat, electric shocks or lashes of the whip.
If one of the players misses the ball during the game, thereby allowing
it to touch one of the paint inflictor symbols (PIS) behind the bat,
the painful consequence of this failure is immediate: depending on
the symbol, the players hand is maltreated for varying durations
and with varying at degrees of severity. In an ironic, subversive
way, Morawe and Reiff unmask the common practice of games as a contemporary
duelling method in which a virtual game turns into painful reality.
(Silke Albrecht)
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Anne-Marie
Schleiner / Brody Condon/ Joan Leandre et al.,
Velvet-Strike, 2001 |
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http://www.opensorcery.net/velvet-strike/screenshots.html
Velvet
Strike was created in response to the belligerent, vindictive
atmosphere in the USA in the wake of the 9-11 attacks. The work is
a manipulation of Counterstrike, an immensely popular
game at the time, in which players fight each other with paramilitary
characters over a network. The close combat that was the hallmark
of the game bore more than a cursory, visual similarity to the wars
that were waged, first on Afghanistan then on Iraq, in response to
the attacks, and the first Counterstrike mods featuring
Osama Bin Laden characters and Middle East scenarios soon appeared.
Velvet Strike reacted to these crude, propagandist modifications
with its own pacifist sprays submitted through the Internet
by gamers from all over the world. Sprays are little graphics
that similar to graffiti tags you can spray on walls
in the various Counterstrike scenarios. The sprays range
from simple Make Love Not War messages to graphics reminiscent
of political agitations à la John Heartfield. They show that
even the apparently military logic of games such as Counterstrike
is not invulnerable to subversive reworkings.
(Tilman Baumgärtel)
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Jan-Peter
E.R. Sonntag (D)
ratio agendi#3 - PONG, 1999-2003 |
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Entwicklung
Installation/Hardware/Software:
J-P Sonntag, Thomas Plöntzke, Frider Weiß
In ratio agendi# 3, PONG / Teletennis is the matrix of
an interactive setting. On the game level, two players can interact
physically, albeit without contact, in real space. A video beamer
projects the minimalist screen display of PONG onto the floor of the
exhibition room. The projected field is monitored by a motion tracking
system. A stylised tennis umpire chair is installed on the edge of
the court, alongside a flat screen displaying the score. The abstract
simplicity of the interface and the sound and the limited movements
of the two bars1 representing the actors, that can only be moved on
one axis, constitute the physical court on which the two people can
play with/against each other as if on a tennis court. In this only
supposed re-transformation of the game of tennis, the players
physical movement is subject to the rules of the historical video
game.
The extension of the classic game into real space, made possible with
the aid of contemporary technology, allows the players to use two
dimensional axes by retaining the reduced look of the game based on
the chip technology of the nineteen-seventies: the axis marked by
bar as a three-dimensional divider of the rackets/player reference,
and the axis of the real player in three-dimensional space.
(Jan-Peter E.R. Sonntag) |
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SF
Invader (F), Space Invader, since 1999 |
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http://www.space-invaders.com
The "Space Invader" one of the
most successful arcade games, developed as early as 1978, strikes
back. In the form of mosaics of ceramic tiles, the pixelised aggressors
have been spreading to numerous cities in the public space in Europe,
the USA, Asia and Australia since 1999, occupying strategic points
in the process. Façades, motorway bridges and street signs,
the Louvre, the Brooklyn bridge and even the famous Hollywood signet
have been infested.
An artist operating under the pseudonym "SF Invader", always
well camouflaged, is behind these attacks or is at least the
tool of this extraterrestrial conspiracy.
On the Invader's web site, a map of the world illustrates the real
magnitude of the invasion. "Protectem" is the mission
offered to us. Them? Mustn't we protect ourselves from this epidemic?
For every city successfully conquered, the classical Invader display
shows the number of occupied locations and the resulting score. Every
infiltrated place is meticulously documented by photos, videos, city
maps or aerial photos.
The alien power is funded by donations and merchandising. T-shirts,
invasion kits, stickers and much more are intended to make the invasion
uncontrollable.
(Iris Dressler) |
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Thomson
& Craighead (GB), Triggerhappy, 1998 |
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http://www.triggerhappy.org
Triggerhappy
is both a piece of practised post-structuralist literature theory
and a comment on computer information processing. The starting point
for the work by the British artist couple Jon Thomson and Alison Craighead
is the classic arcade game Space Invaders. Instead of
shooting at a fleet of alien spaceships gradually coming closer, which
was the idea of the original game, here the player aims his gun at
quotations from the essay What is an author? by Michel
Foucault, which disappear word by word whenever the player hits. The
text, that critically analyses the figure of the author, is thus literally
deconstructed. The work treats the text as a piece of animated concrete
poetry in which the digital writing becomes a graphical object whose
slow decomposition has a special visual attraction. But firing
and clicking is also to be seen as a metaphor of reading
in the WorldWideWeb, which more often than not also consists in aimless
clicking on the Internet hypertext. A slightly modified version of
the work, which is on show at the exhibition on a video console, can
also be seen on the Internet.
(Tilman Baumgärtel)
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Olaf
Val (D), SwingUp Games, 2001 |
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Three
plastic films that can be installed variably as transparent room dividers
form the basis for three computer games. The players can move the
only bright dot of light right and left using the keyboard. Faint
dots of light oscillate up and down at constant intervals on the three
shrink-wrapped vertical chains of lights according to the principle
of a running light. The aim of the game is to activate the oscillating
lights so that they move the bright dot of light right up to the top.
SwingUp games are designed in such a way that they can be easily transported
and installed
SwingUp games are intended to act as a hub of
communication within a wide audience (
). The works are reminiscent
of the first pocket-format computer games launched in the nineteen-eighties,
games that still coexist as cheap products alongside Game Boys and
mobile phone games. In these games, the game structure and theme are
usually directly linked by labelling the illuminated panels with icons.
In SwingUp games, in contrast, the structure of the game is formally
separated from the theme of the game as an abstract play of lights.
The setting, the background of the transparent areas becomes the theme
of the game.
(Olaf Val) |
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Yang
Zhenzhong (China), 922 Rice Corns, 1999 |
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This
video work looks into the question as to the fine dividing-line between
game and reality. It displays a hen and a
cock pecking at a heap of rice grains. A static camera films the activity
while at the bottom of the screen a digital display shows both animals
points and the total number of rice grains eaten so far.
Parallel to this, a male and a female voice announce the animals
scores from off screen.
Yang Zhenzhong enacts what is essentially a trivial situation in the
form of a game by subjecting it to a quantified logic of the hen vs.
cock competition. The framework of the situation presented by the
camera view creates a difference between the field and
its exterior, thus defining the game as such. However, the two rivals
undermine this set-up by leaving the field prematurely against
the rules without having eaten up all the rice grains.
The video, however, insists on continuing the given dramaturgy: undeterred,
the two off-screen voices carry on counting the remaining grains and
adding them to the total score on behalf of the spoilsports.
(Katrin Mundt) |
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Lars
Zumbansen (D), X and Directional Button UP, 2000-2002 |
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This
work turns Lara Croft, heroine of the popular Tomb Raider game series,
into a modern-day Sisyphus. In the video loops, Lara who went
from game character to become a much discussed media phenomenon with
her own series of films in the nineteen-nineties attempts again
and again to overcome an obstacle or pull herself up onto a ledge.
Again and again she slips and has to start again. The enigmatic title
X and Directional Button UP explains how the work was
created: Lars Zumbansen locked the X and UP
control keys of the Playstation game console with a screw-clamp in
such a way that Lara, the virtual marionette, is always doomed to
fail to overcome the barrier in front of her. Hence, the work focuses
on the moment of failure that the player tries to avoid, thereby morphing
the linear order of the game into an almost meditative vicious circle.
Lars Zumbansen: Public perception is aimed
at Laras
iconicity, her surface that signifies femaleness
However, the repetitive sequence of actions and the protagonists
(titanic) tenacity reveal the automaton-like nature of the computer
game icon beneath the anthropomorphic façade.
(Tilman Baumgärtel)
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