Abstract
Game-based art has implied and explicit
rules that artists expose and exploit for aesthetic and ideological
purposes. The thesis develops this theory of interactivity from
Noah Wardrip-Fruin's concept of playable media, Domini Lopes'
strongly interactive art, Eric Zimmerman's defined modes of interactivity,
and Ian Bogost's procedural rhetoric. The thesis explores the
aesthetic and ideological in games from Dadaism, Surrealism, Fluxus,
and contemporary artists Rafael Fajardo, Gabriel Orozco, Mary
Flanagan, Francisco Ortega-Grimaldo, Wafaa Bilal, Natalie Bookchin,
Voker Morawe, Timan Reiff, and Matthew Ritchie, and my own game-based
interactive works.
Introduction
Interactive art is an accepted but
contested art form. At issue for the artist, the critic, and the
observer is not a fundamental antagonism but a problematic definition.
Interactive art does not provoke public resistance or critical
opposition; it has its appeal, and adding the term interactive
to the description of a work can even make a work seem "more
sexy, more potent, [and] more creative." (1)
But the term does not necessarily deliver critical insight. Interactivity
is not opposed in the world of art; rather, it is under-defined
or perhaps misunderstood. When I encounter the term in the description
of a work, I want to ask, "What makes a work of art interactive?"
Definitions of interactivity do
exist, and I am not suggesting that the art form has not been
defined in helpful ways or that the contours of interactive art
have not been discussed. The contours of the art form have been
discussed at length and with considerable insight. Randi Hopkins
recognizes that interactive art calls for active engagement. She
says that "it is part of the very definition of interactive
art that we have to throw ourselves right into it—no armchair
appreciation or passive gazing allowed."(2)
The "Curatorial Mission Statement" of the Cambridge
non-profit space Art Interactive characterize the form as "contemporary,
experimental, and participatory" and says that those who
engage interactive art "play, create, and participate."(3)
It is, for many, active participation or the act of engagement
that defines the art form. But such a definition, though useful,
seems incomplete and even superficial. The definition recognizes
what people do with interactive art, but not necessarily how or
why they do it. There is something present that may or may not
be consciously observed that shapes acts of engagement and makes
art interactive.
What, then, makes art interactive?
The answer, in part, is code. Code defines the limitations of
environments and systems. The squares on a chessboard and the
keys on a keyboard provide good examples of coded physical limitations.
The coded environment of a Chess game is an eight by eight square
board that has two alternating colors; a standard computer keyboard
has one-hundred and four buttons, each bearing a unique symbol.
Physical limitations are part of the code of an interactive environment.
These codes may open an infinite number of possibilities for a
viewer; however, with the addition of rules, the possibilities
are narrowed, become finite, and lead to a specific end. Rules
govern players' interactions within the encoded environment,
and interactive art is rule-based.
This dimension of interactivity
is most evident in games. A traditional board game, for example,
has rules; the rules are stated explicitly, and those who play
the game must follow the rules or break them. The rules of Chess
and the rules of Checkers determine how players use the
eight by eight square matrix. Likewise, video games have rules,
though video-game rules are more complex. Video games are programmed
games with written instructions that govern the players' actions
and coded instructions that control hardware inputs and digital
outputs. Strongly interactive or process-oriented works "have
internally-defined procedures that allow them to respond to their
audiences, recombine their elements, and transform in ways that
result in many different possibilities."(4)
Playing a game or engaging any interactive work changes the possibilities
and the player's immediate experience of the game. It is the interactivity
itself that effects the state of play, and during the play, the
observer and the work respond, recombine, and transform. This
does not occur in fixed media such as painting, but it is a defining
aspect of interactive media. In interactive art, the observer
and the work are constructed by rules that can be bent or broken,
but cannot be absent. Whether implicit or explicit, there will
always be rules that govern the acts of engagement of works of
art.
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Argument gallery
Tag | Players are encouraged to play |
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Engagement,
of course, is physical and sensory, for engagement activates
visual, aural, or tactile contacts with the work and yields
cognitive, emotive, and physiological responses. The observer
senses and manipulates the art, and in turn thinks, feels,
and reacts. Any sensing and manipulating, however, will
be guided by codes and rules. The codes and rules can be
unique to the piece, and they can, with certain limitations,
be selected, modified, and manipulated by those who create,
engage, and display the art. Changing the rules of the game
or the rules of engagement may be complicated, or it may
be as simple as changing the signage in an exhibit. The
sign that warns, "DO NOT TOUCH," and the invitation,
"PLEASE TOUCH," illustrate the point. These signs
establish rules and, at the discretion of the artist or
museum, can be modified. Changing a sign, changes the rules
of engagement, and this changes the observer's experience
and response. The rules of engagement define the form of
the interactivity. The art work's rules guide responses;
they trigger memories, emotions, and analysis, and the artist
can manipulate these rules for aesthetic and persuasive
purposes.
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Objective
My objective is to define a mode
of interactive art that exposes and exploits implicit and explicit
rules of engagement. The thesis has three sections. In the first
section, which describes a theoretical framework, I will draw
upon the work of Noah Wardrip-Fruin and Dominic Lopes to explore
the operation of rules in games and interactivity, and I will
discuss how rules may be exposed and exploited to serve aesthetic
and ideological ends. I will also consider the theoretical paradigms
of Eric Zimmerman and Ian Bogost. In the second section, I will
discuss historical precedents for my work in Duchamp's relationship
to the Dadaist movement and his interest in Chess, early Surrealist
games, the games of the Fluxus movement and Yoko Ono in particular,
and the contemporary game artists Rafael Fajardo, Gabriel Orozco,
Mary Flanagan, and Francisco Ortega-Grimaldo, among others. In
the third section, I will relate theory and history to my work
as a new media artist.
Motivation
Rule-based art can be used for aesthetic
ends and for social criticism, and I am motivated by both concerns.
I am interested in rules at work within the art and in society,
especially but not exclusively, rules that sustain violence. My
motive in creating interactive art is to expose overlooked behaviors
and to encourage a fresh questioning of social habits and values.
Some, I fear, do not see habits and practices that perpetuate
injustice, and others see but ignore them. My intent is to expose,
and my work is a form of social activism. It is not, however,
overt activism like marching in protest or signing a petition.
It is a covert protest that does not carry a banner down a street
but makes a statement from an online exhibit or gallery. I do
not intend to force attention but to invite reflection through
playful engagement and interactivity. My work affords viewers
an opportunity to discover from a safe distance something about
the dynamic and destructive operation of violence, without suffering
violence, and I use playful games to expose life's larger
and more dangerous ones. I want people to make these discoveries
on their own through interactive experiences and ultimately to
avoid and shun social violence.
I create game-based art to engage
and to change viewers, to alter perspectives, though I cannot
predict the effect. People tend to overlook or resist new or contrary
ideas, but interactive art can subvert resistance by being playful,
entertaining and ironic. When viewers engage certain kinds of
game-based art, they enter into a dialogue with the artwork and
within themselves. They may want to play a game that challenges
their skills, but I want to challenge their perceptions of the
world. In the book, What Video Games Have to Teach Us About
Learning and Literacy, Paul Gee explores the paradox that
children and adults who may avoid formal study, eagerly learn
how to play video games on their own without online or classroom
instruction. (5) They like
to play games, so they learn how. Marc Prensky also explores the
paradox in his work, Digital Game-Based Learning. (6)
I am not seeking a new form of pedagogy in interactive art; rather,
I want to use the expressive aspects of interactivity, and Gee's
and Prensky's explorations show the importance of games
and their ability to capture attention and to communicate ideas.
According to Michel Foucault, rules
and discipline regulate individual behavior and the social body.
People play by the rules of their social group, and the rules
are largely social constructs, taught and learned behaviors. Sets
of rules reveal something about the societies that create, observe,
and transmit them, yet the rules are not always acknowledged.
They may be real, but they may not be obvious or recognized. From
Foucault's perspective, power works best when its mechanism's
are hidden. The creation of art that explicitly employs rules
(game-based art) or that exposes the rules that are at work in
a social group, is a form of activism that reveals and empowers.
My game-based art exposes rules at work in violent conflict.
What, then, is my rationale for
using games and creating game-based art to express ideas? In part,
I want to express resistance-prone ideas in resistance-diminishing
games. Players will learn how to play an interesting game and,
through the process, will learn more than just how to play the
game. I want players to understand something about society. Game-based
art invites and sustains reflection; the interactions require
active, rather than passive engagement, and engagement fosters
learning. For this reason—as artist and activist—I
am drawn to the game and game-based art.
I. Theory
Game-based art is part of a continuum
of static, reactive, and interactive art. In static art, an observer
responds to an object; in reactive art, an object responds to
an observer; in game-based art, observer and object respond to
one another. Game-based art is strongly interactive, and this
mode of art recognizes that there is a stated or assumed etiquette
and protocol to interactivity.(7)
Interactivity entails a constrained give-and-take between the
art and the observer. The user must "play the game."
This distinguishes game-based art from other forms, for engagement
requires rule-based participation and operates within a coded
environment; there is a framed relationship between the observer
and the observed, between the inter-active art and the inter-actor,
though this could be said of all art.(8)
The boundaries for game-based art are not rigid frames, of course,
but rather encompass a framework of explicit and implied rules.
A coded environment and a set of rules define and govern engagement
with the art, and because the rules of games and the rules of
art are rooted in social matrices, conventions, perceptions, and
ideals, game-based art tends to be activist art. Interactivity
is inherently activist, for in both realms people must get involved.
In my work, I am exposing rules of engagement to reveal social
issues and to provoke cultural awareness and critique.
Encoded Environments
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Screen shot from
The McDonald's Video Game | Molleindustria |
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Game-based art, one may reasonably assume, invites a measure
of reflection on life's games. Francisco Ortega-Grimaldo's
game, Observance, reflects the game of cat-and-mouse that
immigrants and border guards "play" in trying to
gain or to bar entrance to a country. Playing the game provokes
reflection on the realities of border politics. Molleindustria's
The McDonald's Videogame recalls the dynamics of
business and the lure of profiteering, for the object of the
game, like the object of corporate life, is to make the most
money at the lowest possible cost. Board games such as The
Game of Life and Monopoly are transparent examples
of art imitating life, the structured relationships, expectations,
and obligations that order life within society. The game titles
themselves suggest a connection between the games that are
played and a game that is lived. |
In the game of Monopoly, the player
assumes the role of an investor who uses money to acquire
deeds to properties and to accumulate wealth. The game is
all about business. In the game, however, there is no real
property. The players move small game pieces around a board,
the money and property of the game are fake, and the role
of property tycoon is imaginary, but money and property and
business do exist in the social worlds of the game's players
and the game's maker, and their social worlds overlap. The
overlap is not simply two dimensional, since three worlds
collide: the worlds of the game, the game's creators, and
the game's players, who may change over time. Monopoly
originated in the America of the Great Depression, and the
social world of the 1930s established the rules of the game,
but the social world of a player in 2008 generates a different
perception of the game.(9)
Contemporary revisions of Monopoly (e.g., the Star
Wars and Here and Now editions) are one evidence of the complex
intersection of the three worlds of game play, and the intersection
of game, provenance, and player continue to evolve with technological
innovations, the impact of new media, and social changes.(10) |
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Monopoly: Here and
Now Edition | Hasbro |
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above:Game
of Life | Milton Bradley. below:Golly | Andrew Trevorrow
and Tomas Rokicki
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Milton Bradley's multiple-player game, The
Game of Life, Conway's single-player game, Life, and
life itself have distinct rules and codes. The rules in Milton
Bradley's games are printed in the lid of the box and are
clearly defined and idealist: to attain a successful life,
one must go to school, get married, find a job, raise kids,
and retire—all from the seat of a tiny plastic automobile.
Player's navigate the world of the game by spinning a wheel
of fortune and by moving a tiny plastic automobile on a colorful
printed roadway. Spins and moves effect the course of the
player's life. They are, in fact, the player's life within
the game and in an idealized world envisioned by the game's
creators. That world and the game are utopian, for death is
not an aspect of Milton Bradley's Game of Life. Conway's
Life, on the other hand, is not utopian and has a
"genetic" code that encompasses birth, survival,
and death.(11) The player
first creates a pattern of blocks on a checkerboard, and then
Life's code plays out to the end, either in patterns laid
out by players manually on the board or automatically on a
computer screen. Depending on the pattern, life continues,
reaches stasis, or perishes. Golly, a computer adaptation
of Conway's Life, has the code but few rules to guide
player interaction; the rules do not need to be known because
the computer is programmed to play the game to its conclusion.(12)
Players are free to create any initial pattern of cells, but
once the pattern is entered, it takes on a life of its own
and grows, changes, and either survives or dies in an "unbounded
universe." In Golly, the computer applies the
rules in an encoded environment, but interactivity is minimal;
the player moves only once, then watches. |
Games reflect ideals and simulate
realities, and the encoded environments of the game, its creators,
and its players have rules that intersect. The intersection of
these worlds is a locus of interactivity that artists and players
can experience, observe, engage, and exploit, though some modes
of interactivity are more promising than others.
Modes of Interactivity
In an article entitled, "Narrative,
Interactivity, Play and Games: Four Naughty Concepts in Need of
Discipline," Eric Zimmerman discusses four modes of interactivity:
cognitive, functional, explicit, and meta.(13)
The first mode, cognitive interactivity, involves interpretive
participation: the observer reads a text, observes an object,
or hears a sound, and reacts intellectually, emotionally, and
psychologically. In this mode, virtually any engagement can be
deemed interactive. The second mode, functional interactivity,
is utilitarian and relates to the material nature of the piece:
how a person experiences its design, texture, and operation, and
how one navigates from one point to another within the work. The
third mode, explicit interactivity, entails an immediate or direct
contribution to the design, operation, and procedures of the work.
Explicit interaction is overt participation: clicking hypertext
links, pulling a joystick trigger, following rules, or moving
objects. Most importantly, the participant makes choices in this
mode of interaction, and the choices effect and can be effected
by random or programmed events. The fourth mode, meta-interactivity
or cultural participation, the viewer's experience extends outside
the original work to its appropriation, promotion, subversion,
or deconstruction. The new media artist can create interactive
works that exploit the potency of any of these modes or all of
them in combination, but the aesthetic and activist potential
of each varies.
"Making and appreciating art,"
according to Dominic Lopes, "are always interactive activities,"
and this complicates notions of interactive art.(14)
As an artist working in new media, I am intrigued by the complications.
Lopes categorizes art as weakly or strongly interactive. Art that
is weakly interactive allows users to explore the content of the
artwork in various sequences or to experience only a part of the
work. In strongly interactive media, users experience the work
as a whole, and each exploration determines the state of the work
and the experience of the user. For Lopes, the paradigm for interactivity
is the game, and a game is strongly interactive because "the
course of the game depends on the players' choices."(15)
Likewise, in strongly interactive art, the properties of the work
are determined by the user's actions.
Noah Wardrip-Fruin also sees similarities
between interactive art and interactive games, but finds it more
useful to discuss qualities of interactivity than categories.(16)
In describing his experiments with textual instruments, "interactive"
serves as an "accurate, but overly broad" term, and
"game" is too narrow. He does not distinguish interactive
games and interactive art but recognizes ambiguity and continuity
and applies the term "playable media" to "things
that we play (and create to play) but that are arguably not games."
Instead of asking, "Is this a game?" Wardrip-Fruin asks,
"How is this played?" He pursues art that invites and
structures play.
In "Art Games: Interactivity
and the Embodied Gaze," Graham and Elizabeth Coulter-Smith
explore traditional and performative interaction in contemporary
new media art. Like Lopes and Wardrip-Fruin, the Coulter-Smiths
see a shift in the viewer's relationship to new media. They describe
the traditional role of the viewer as "looking and respectfully
appreciating" and refer to this "mode of interaction
as 'reading.'"(17) The
reading gaze in traditional fine art is "distanced"
and "disembodied," and the status of artist (as genius)
and artwork (as precious) alienates and is an obstacle to interaction.(18)
Art that limits itself to "reading" but not "writing"
is, on my continuum, static; art is static when the observer responds
to the art, reactive when the art responds to the observer, and
interactive when art and observer respond to one another. Interactive
art is, so to speak, "written" as well as "read."
Interactive art is what one does, not merely what one sees. Game-based
art reifies experience. The participant engages the work and in
turn is engaged by the work. The game is art, with all the potential
of art. The Coulter-Smiths write, "The notion of a creative
game that can interpenetrate everyday life leads us to the concept
of serious play."(19)
The playfulness of the art is meaningful. It is also available.
They conclude that "the creative game is potentially a powerful
strategy that will enable deconstructive art to escape its current
assimilation into the traditional values of the precious work
of art and the apotheosis of the artist as genius." Interactivity
makes the viewer a genius, too, because the viewer activates and
creates the art. Art games can also eschew the notion of "genius"
altogether. The interactivity of the game-based art is paradigmatic,
and the paradigm can be exploited.
Exposing and Exploiting
Rules
Game-based art is ruled-based, and
the rules can be exposed and exploited by the artist. To play
a game, a player, of course, must follow a set of rules, and the
rules always have real-world analogs. War, for example, has been
waged on real battlefields throughout history, and it is played
on game boards on kitchen tables. The board game is understood
because its analog is known. The artist can exploit the analogy
in several ways. The artist can borrow or build upon what is known
(e.g., about war and warfare, military personnel and chain of
command, weaponry and tactics, geography and history). Or, the
artist can expand or challenge what is known (e.g., historical
defeats as well as victories, collateral damages, political and
humanitarian costs). The rules can be borrowed, bent, or broken
for aesthetic or activist purpose.
Game-based art is rhetorical. In
the book, Persuasive Games: The Expressive Power of Video
Games, Ian Bogost proposes that games have a procedural rhetoric
that develops an argument. In a video game, the rhetoric is visual
as well as verbal, and the rhetoric logically encompasses aural
and tactile cues. The argument unfolds through the process of
playing the game, and the very rules that define the game also
shape the argument. Bogost states that "procedural rhetoric
is the practice of using processes persuasively, just as verbal
rhetoric is the practice of using oratory persuasively and visual
rhetoric is the practice of using images persuasively."(20)
Bogost uses Molleindustria's The McDonald's Videogame
to illustrate the point. The video game exposes some of the business
practices of the fast-food giant. The player controls four aspects
of a simulated McDonald's enterprise that need to be managed simultaneously:
the third-world pasture, the slaughter house, the restaurant,
and the corporate offices. In each of the four aspects, players
must not only make difficult business decisions but moral choices
as well. The player may use varying tactics—including bribery
of government officials, bulldozing rain-forest, and use of growth
hormones—to achieve the goal of making the highest profit.
Unsavory tactics, however, will provoke consumer complaints and
lead to health safety violations that only lobbying and public
relations campaigns by the corporate offices can "fix."
By playing the game, one encounters the argument that it is impossible
to make a 99¢ hamburger and turn a profit without adverse
impact on society and the environment.
The rules of a game guide the players,
and playing creates the argument. The rules generate the rhetoric.
The rhetoric of a game need not defend or attack a position or
institution, though it certainly can. The rhetoric can simply
inform (though bias is always operative). Observers play the game
and in doing so discover something they may have missed, and learn
about the rules of life by experiencing a microcosm. The microcosm
reveals the macrocosm and becomes a map. As Matthew Ritchie asks,
"Maybe the rules are just another way of asking what will
happen next?"(21) With
game-based art, as I envision it, the rules are essential to the
art, and the artist can make, borrow, bend, or break the rules
of the game. Which game? The game that is being created and will
be played, but also the realities that are being exposed (i.e.,
the game of life itself). Art at its best exposes, and the rhetorical
power of games and new media lend seriousness to play and imply
that games are indeed art.
With the rise of the digital revolution,
increasing attention has been given to video games, art, and the
relationship between the two. The revolution has stimulated debate
over the question, "Can a video game be art?" Manifestos
and calls for better and more serious games have even rekindled
interest in an eight-bit aesthetic typically associated with early
video games of the 1980s as mice, keyboards, and code have supplanted
card and board games.
Ernest Adams challenges game makers to
create better and more innovative games in his "Dogma
2001: A Challenge to Game Designers."(22)
He advises designers to break the standard game mold by avoiding
cliché tricks such as bullet time, power-ups, and predictable
characters (e.g., elves, knights, Nazis, vampires, and mutants).
Adams forbids common game types (e.g. first-person shooters,
role-playing, jump-and-shoot side scrollers), as well as a
reliance on hardware and other input devices. Victory and
defeat, winning and losing remain important, but in his approach,
there cannot be good versus evil. Many of Adams's rules could
be adopted by artists and designers, and game players would
benefit. As a designer, I would follow all ten of his rules;
however, as an artist, I would ignore some.(23)
First, I would not limit the type of game, for this limits
modes of expression and means for commentary. By subverting
violent first-person shooters, side-scrollers, and RPGs, artists
are able to exploit familiar control systems and to bend rules.
Making the guns shoot paint instead of bullets creates new
challenges for players and would shift the goals of the game
from killing to less violent and more constructive actions.
For example, Cory Arcangel's I
Shot Andy Warhol, a hacked Nintendo game originally
titled Hogans Alley, removes characters of gun-toting
bad guys and replaces them with the Pope, Flava Flav, Colonel
Sanders, and Andy Warhol.(24)
Feng Membo's Q4U and AH_Q exploit the first-person
shooter genre through manipulation of the graphics. In Q4U
and AH_Q, Membo becomes the main character in the
computer game, DOOM.(25)
Second, hardware should remain a very important factor in
art games. The hardware is a crucial element that can enhance
the interaction of the game. Hardware can enable players to
use their whole bodies and to move within physical space to
control avatars in virtual space, or it can confine them to
a small intimate space of a board or table game. Art games
are generally not designed for mass-consumption, so they should
not be designed for the lowest common denominator as some
commercial games are—unless, of course, doing so adds
necessary context to the artwork. Input devices should also
be well considered. Are mice and keyboards the appropriate
mode of interaction for a game about collaboration? Mary
Flanagan's giant Atari joystick requires two people to
move each axis of the joystick and one more to push the button,
the interface forces collaboration. Mice and keyboards do
not have the same presence nor do they invite more than one
user at a time. Maintaining or bending hardware rules will
also change the rhetoric of the game. |
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I Shot Andy Warhol
| Cory Arcangel | 2002 |
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Nic Kelman's "Video Game Arts Manifesto" calls for the
development of games that are not merely entertainment. He pushes
for emotional involvement that is not just thrills and excitement,
and he insists on better visual design and writing. Like Adams,
Kelman calls for unique and original visuals instead of reliance
on other established styles, such as, "graffiti, anime and
French comic books." (26)
Francisco Ortega-Grimaldo advocates
the Ludoztli
Movement, which uses board games as art and social commentary.
Ortega-Grimaldo's urges "artists to stop making non-interactive
art, and break the wall between the art object and passive viewer."
He hopes that participation in the movement, through the interaction
with artful games as well as with fellow participants, that players
will experience changes of heart and will develop new perceptions
of their worlds. Ortega-Grimaldo concludes that it is through
games that the viewer actively engages a social statement, injustice,
or opinion, and plays ideas out.
The challenges, manifestos, and
movements discussed above advocate similar goals for the creator/artist
and viewer/player: namely, that together they create moving works
of art.
II. Historical Precedents
Play captivated artists late in
the twentieth century. The game became a topic of discussion,
an example in theory, and an object of art. In an article entitled,
"Cold War Games and Postwar Art," Claudia Mesch notes
that "late twentieth-century artists consistently turned
to the game as structure or subject for their art."(27)
They explored theoretical and practical issues that continue to
be relevant in new media art, and their game-related art provides
a context for my own work.
Duchamp, Dada and Chess
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End Game | Dorothea
Tanning | 1944 | Collection of Harold and Gertrud
Parker, Tiburon, California |
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A game of particular significance in late
twentieth-century art is the game of Chess, which
more than a few artists appropriated in their work. Larry
List, who curated "The Imagery of Chess Revisited,"
a recreation of "the groundbreaking 1944 exhibition organized
by Marcel Duchamp and Max Ernst at the Julien Levy Gallery,"(28)
writes, "In a time of world conflict when many looked
on helplessly, Chess represented a controllable,
tabletop form of ritual warfare, devoid of chance and predicated
totally on skill."(29)
The artists of the era "mined the rich associations of
the game and its history."(30)
They explored the form and function of set designs and created
works that employed Chess as a metaphor of conflict
and conquest. The Modernists generally simplified the pieces
to geometric forms expressing movement and function, as did
the designers from the Bauhaus school. The Surrealist André
Breton filled glasses with varying amounts of red or white
wine to differentiate pieces and their functions. The pieces
and board also inspired paintings such as Dorothea Tanning's
End Game in which a white, satin, high-heeled shoe
violently crushes a bishop's miter.(31) |
Concerning Duchamp, List writes, "While
his peers were beginning to veil the subject matter in their
art, Duchamp was veiling the fact that he was making art at
all, by camouflaging it as chess." (32)
Duchamp, it is fair to say, was consumed by Chess.
It was an escape that allowed him "to live in a universe
where symbolic equivalents replaced objects instead of referring
to them," a world that can be seen as the polar opposite
of the Dadaist tradition for which he is famous.(33)
As a Dadaist, Duchamp achieved great success by creatively
breaking and bending the rules of the art world; yet he had
equivalent success as a competitive Chess player,
creatively following the rules of the game. Jerrold Seigel
points out the irony of Duchamp's approach to the worlds of
art and Chess: "one might notice first of all
that unlike art–at least modern art – [Chess]
is a realm where the rules never change."(34) |
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Duchamp Playing Chess
with Eva Babitz | Photo by Julian Wesser | 1963 |
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Pocket Chess |
Marcel Duchamp | 1943 | Archives Marcel Duchamp, France |
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Duchamp played Chess by the rules
but also modified the board and pieces in interesting ways.
Duchamp's Pocket Chess was a modification of a commercially
available Chess set. He replaced the celluloid pieces with
ones of his own design, adding pins to the board. The new
pieces rested on the pins, which prevented them from slipping
across its tiny surface. The modification, however, made the
game more difficult to play and made it more of an art object
than a playable game. |
It is well known that Duchamp sought
to abandon retinal art in favor of an art that would challenge
and engage the mind of the viewer. Seigel suggests that "for
Duchamp, playing chess was one more way to paint a portrait of
himself as a man and artist."(35)
I believe that he found the level of engagement he sought not
in art that was static and simply viewed, but in the activity
of playing a game of Chess.
Surrealist
André Breton once characterized
the whole of Surrealism as a "persistent playing of games."(36)
But the games that the Surrealists played were not art; rather,
the games were used to create art. Surrealist games were tools
of automatism, a technique for spontaneously writing or drawing
without aesthetic or moral censorship. When played by the
rules, the games allowed a group of artists to act as one,
without the dominating influence of a single ego. For example,
the Exquisite Corpse (Cadavres exquis),
a game developed in 1925, is a collaborative procedure of
collecting and assembling words or images to compose one work
devoid of any one individual's control over the participants.
Players added sentences to a composition by following rules,
or they added images based on seeing the end of what the previous
player had contributed.(37)
The Surrealist Inquiries were question-and-answer
games published regularly in various periodicals such as Littérature
and La Révolution Surréaliste. These
were designed to be unexpected and to reveal unsuspected and
perhaps fundamental information about the respondents. The
questioner might ask, "Suicide: is it a solution?"
If respondents considered the question a moral one, they would
often fall under editorial abuse.(38)
These types of surrealist games pushed inquiry almost to levels
of inquisition, at times making them uncomfortable experiences.(39)
Although the rules worked, and the artworks produced are unique,
the artists were not able to control or predict what the final
piece would say, or how it would be interpreted by players
beyond an exploration into the sub-conscience. The games were
designed to shed light on the inner, unacknowledged working
of the human mind. The rules facilitated a letting go, a releasing
of control; they let interpretation and chance uncover hidden
truths. |
|
|
Wine Glass Chess
Set and Board | André Brenton & Nicolas Calas
| 2004 Replica of lost 1944 original |
|
Fluxus
|
Play it by Trust
| Yoko Ono | 1966-1998 |
|
|
According
to Mesch, "Fluxus always cultivated the qualities of
play, which [George] Maciunas understood as being connected
to the mass-culture phenomena of amusement and entertainment
within art."(40)
Fluxus games such as Chess on a Backgammon table
were, of course, unplayable, but this did not make the works
failures. They were artistic expressions and succeeded in
making players and observers think about the nature of rules.
To play Chess on a Backgammon table is to play
neither Chess nor Backgammon, for the
rules must be modified in a hybrid of the two games. Fluxus
games were not gags; they were commentaries on the rules
of making, buying, selling, and canonizing art. Through
entertainment and "lack of seriousness," they
were able to grab the public's attention, with the hope
that Fluxus works "might bring the public to the realization
of social and political injustice."(41)
|
Yoko Ono's Play it by Trust consisted
of a series of installations based on the concept of an all
white Chess set. The installations vary in form.
In East Hampton, New York, at Longhouse, Ono installed a 16.5
foot square marble and concrete Chess set. There
have been a number of small white table and chair sets produced,
and an iteration of ten all white sets laid out at a conference
table. Ono's Chess modifications represent prime
examples of a game—specifically a war game—adapted
and utilized as a call for peace. In Play it by Trust,
players ultimately lose track of their pieces as their forces
move forward. The pieces become lost as "enemies"
meet, and, unable to differentiate sides by color, players
either must remember where their pieces are, remember the
direction their pieces face, or realize that they are all
the same. The experience of becoming lost ultimately shows
that both sides are equal, forcing players either to follow
the standard rules for Chess or to create a new way
to play. Here a game that traditionally represents a war is
used to show that there are alternatives to fighting, and
that when people recognize their similarities, they can find
new ways to play, work together, and coexist in peace. |
|
|
Play it by Trust
| Yoko Ono | 1999 |
|
Contemporary Artists
|
Virtual Jihadi
screen shot | Wafaa Bilal | 2008 |
|
|
Wafaa
Bilal is an Iraqi born American artist whose
work met with much controversy in March 2008. Bilal's Virtual
Jihadi is a game modification once removed. To explain what
I mean by "once removed," I must trace the lineage
of the original game and its first modification. In 2002,
Petrilla Entertainment had released the game, Quest
for Al-Qa'eda: The Hunt for Bin Laden. In 2003 Petrilla
released Quest
for Saddam, a first-person shooter in which the
player hunts down and kills Saddam Hussein. The Quest
for Saddam game was marketed online and even promoted
on Fox News, CNN, MSNBC and Tech TV. In 2006, CNN reported
that SITE (Search for International Terrorist Entities),
"a jihadist mouthpiece organization," had created
Quest for Bush: The Night of Bush Capturing, which
was based on Quest for Al-Qa'eda, and they used
the code from Quest for Saddam. In this game, however,
players battled against armies of characters that look like
George W. Bush.(42) Quest
for Bush was a modification of Quest for Saddam.
Virtual Jihadi is a modification of Quest for
Bush, in which Bilal uses the same game code but changes
the skin of the protagonist to look like himself (much like
Feng Membo does in Q4U). Bilal's modification of
the game is intended to illustrate the plight of Iraqis
today. The game begins with the protagonist allied with
American forces; as the game progresses, their allegiance
shifts to Al-Qa'eda. The shift is not made for
ideological reasons, but as a means of survival. To quote
Bilal's statement about the work, "In these difficult
times, when we are at war with another nation, it is our
duty as artists and citizens to improvise strategies of
engagement for dialogue."(43)
One may agree with what Bilal is saying about the need for
dialogue and with what he is saying with his art, and yet
recognize that his work is controversial and will continue
to face challenges. One challenge is censorship. The work
is shocking, yet those who may need to understand the message
of the work may protest the work and refuse to engage it.
Some may condemn the work without knowing the work or its
context.
|
|
The Intruder | Natalie
Bookchin | 1999-2000 |
Natalie Bookchin's The
Intruder is an internet adaptation of a short love story
by Jorge Luis Borges.(44) The
story is brutal and tragic, and Bookchin makes it into a game,
albeit a serious game. Over a course of ten distinct levels, Bookchin
uses differing 70's and early 80's video-game interfaces as metaphors
for "shooting, wounding and surveying (a woman's body),"
and she makes the metaphors "grossly apparent."(45)
As players work through each level, they are rewarded with pieces
of the Borges narrative instead of points. To confuse and implicate
a player, Bookchin will shift the player's position throughout
the game. A player will shift to opposing sides, will assume the
roll of a male and then a female character. Players also learn
that in some levels, they must lose to proceed. This makes the
player an accomplice in the tragic murder of a woman. If players
choose to proceed, then the woman dies; if they do not, they are
not able to see the full story.
Rafael Fajardo, a contemporary
artist and founder of the collaborative SWEAT,
has worked on socially conscious video games related to U.S./Mexico
border and immigration issues. The collaborative's first game,
Crosser, was completed in 2000 and is modeled after
the arcade game, Frogger, a game about frogs crossing
a busy street. In Crosser, the player helps Juan
cross the U.S./Mexico border. Fajardo adjusted the controls
of the game to make the game more difficult than Frogger.
For example, using the controls to take one step forward might
mean taking two steps backward, illustrating the challenges
that immigrants experience when trying to cross the border.
Mobility is limited by re-calibrated game controllers, and
players encounter obstacles such as a polluted Rio Grand River
and border guards who patrol on foot, in SUVs, and in helicopters. |
|
|
Crosser screen shots
| Rafael Fajardo | 2000 |
|
|
[Giantjoystick] | Mary Flanagan
| 2006 |
|
|
Mary
Flanagan's 2006 [Giantjoystick]
is a ten-foot tall game controller that is modeled after
the classic 1977 Atari model 2600 joystick. Flanagan wanted
to create a collaborative interface, and she did this by
increasing the controller's dimensions. To use the joystick
to play one of the classic Atari games, players have to
work together. The joystick is so large that two people
must move the stick back and forth and a third must push
the fire button. It is simply impossible to play the game
by oneself. Although the joystick is used to play traditional
Atari games, Flanagan states that "it is not a software
art piece but a collaborative social sculpture."(46)
The work is nostalgic, prompting players to recall playing
Atari games with friends and family members, and it encourages
players to come together with others to enjoy the game.
|
Francisco Ortega-Grimaldo,
a SWEAT collaborator and founder of the Ludoztli
("making games") movement, created the board games,
Crossing
the Bridge and Observance.
Both deal with U.S./ Mexico border issues. Crossing the
Bridge is a game of chance and is similar to Monopoly
and The Game of Life. The game is designed to illustrate
"the symbiotic relationship of the El Paso-Juarez border
by resembling the cliché of the illegal exchange of
goods between both cities."(47)
Players attempt to smuggle illegal cargo (i.e., food, drugs,
illegal aliens) across the border. Before entering the United
States, however, all cars are searched by the Border Patrol,
and, if caught, the player/driver can loose the cargo, passport,
or car. If a player successfully evades the Border Patrol,
the player is awarded money, which can be used to buy appliances
or cars to be smuggled into Mexico. To win, a player must
get all of the appliances needed to furnish a first-class
home. |
|
|
Crossing the Bridge
| Francisco Ortega-Grimaldo | 2001 |
|
|
Observance | Francisco
Ortega-Grimaldo | 2001 |
|
|
Ortega-Grimaldo's
Observance is also chance-based, but the game is
modeled after the war game, Battleship.(48)
Unlike Battleship, however, the goal is not to destroy an
opponent's ships. One player acts as the Border Patrol and
tries to spot and prevent immigrants from entering the United
States from Mexico; the other player acts as a group of
immigrants seeking asylum in a church or seeking a green
card, which has been hidden somewhere on the board. Players
assume the roles of hunter and hunted.
|
Gabriel
Orozco has created modifications of Ping
Pong, Billiards, and Chess. For Oval Billiard
Table (1996), Orozco has modified Billiards
to be played by "the laws of the universe." He has
reshaped the traditionally rectangular billiard table into
an oval and has suspended one of the three billiard balls
on the end of a pendulum. In doing so he has made the game
highly unpredictable; the swinging ball might hit one of the
balls in its path or an unsuspecting player. In this modification,
players have to create new rules to play. For his 1996 Horses
Running Endlessly, Orozco redesigned the landscape of
Chess and removed all pieces but knights. He has
increased the number of knights to four sets of sixteen and
has increased the number of squares on the chessboard from
32 to 256. In the new landscape, the knights wander aimlessly.
The modification fragments the world of the game. Orozco states,
"You have this fragmentation and then you act. You have
to move things, and then you commit yourself with the movement.
And then, reality is coming back to you. Reality means the
other player. And it's coming back to you with a move that
you probably expect. But it could be a surprise."(49)
In a PBS interview, Orozco talked about games as "expressions
of how we believe the universe works in different cultures
. . . . Every game has a connection to how we conceive nature
and landscape. How we order and structure reality." (50) |
|
|
Horses Running Endlessly
| Gabriel Orozco | 1996 |
|
|
Painstation | Volker Morawe
and Tilman Reiff | 2000 |
Volker Morawe and Tilman Reiff
of Fur Art Entertainment Interfaces sought to bridge the on-screen
world of games and the real world of their work in PainStation
(2001). The game is a duel recast as a game of Pong and
is played on an arcade console. Players stand across from each
other, one hand on a controller and the other on a "pain
execution unit" (PEU). Points are not won or lost during
play; however, a player who fails to return a ball successfully
is penalized by a burn, shock, or lash on the hand from the PEU.
The player who first lifts a hand from the PEU loses the duel.
Although players are playing Pong, the game is not Pong
but a test of endurance, testing ability to withstand pain. The
most interesting thing about the piece is what it reveals about
human nature. Players become absorbed in the game, playing to
avoid as well as to inflict pain, laughing at their own pain and
enjoying the pain of the opponent.
|
Proposition Player | Matthew
Ritchie | 2003 |
Matthew
Ritchie illustrates the nature of the universe in
a game entitled, Proposition
Player. The game is played in two different ways. The
first is generative and is only played by the artist. The artist
plays Poker with a modified deck of cards, and the hands
that are dealt guide the composition of paintings, which are then
created by the artist. Each card has been modified to include
a name and symbol representing a force or dimension at work in
the cosmos (e.g., strong force, weak force, light, gravity, time,
etc.). Some of the paintings that resulted from the game are M
Theory (2000), based on four aces and a joker; Giant
Time (2003), based on four aces; The Eighth Sea
(2002), based on a straight; and After Lives (2002),
based on two pair. There are fourteen in the series. In the generative
version, the artist plays a card game, and the card game prompts
the painting. The second version of the game is an installation,
and the game is not played by the artist but by patrons. The game
is modeled after the casino game, Craps. Patrons roll oversized
dice, and each roll is converted into information that is used
to create a digital painting that is then projected on the wall.
As players continue to roll the dice, they are taken through five
levels of play and a narrative relating the evolution of the universe.
The installation explores the idea of risk and poses the question,
"Is it possible to always win?" The slogan of the game
is "You may already be a winner!"(51)
Ritchie converts the traditional approach of confronting ideas
about the universe with awe to confronting the ideas with an act
of play. He says, "The technology of the playing card is
such a beautiful thing. It's been around for a long, long time.
No one mistakes it for some kind of art-related activity—it's
a playing card. You know you can throw it away."(52)
III. Exhibits
The body of work discussed below
includes examples of the three modes of interactivity that I have
described: static, reactive and interactive. All explore aspects
of war and conflict. In each the coded or rule-based interactivity
is meant to enhance the meaning of the work, not simply to make
it "more sexy." The narrative of each piece unfolds
in the actions of the participants. Players glimpse aspects of
war and conflict by means of a card game, board games, physical
acts, and reflection.
warDecks
Game modification / 52 decks of plastic coated 2 1⁄2"
x 3 1⁄2" playing cards / 2006
WarDecks is a game modification
in the tradition of Fluxus. To create the piece, I re-sorted
fifty-two decks of playing cards so that each deck contained
only one type of card (e.g., a deck with fifty-two queens
of hearts). I handed out decks to fellow artists, academics
and friends and asked them play War, a card game
for two or more players. The rules are simple and widely known:
the cards in the deck are shuffled and dealt to the players;
each player has the same number of cards; to play a hand,
players simultaneously reveal a card, and the highest card
captures the hand. The object of the game is to capture all
cards in the deck. I did not change the rules of the game,
but I did modify the code. |
|
|
warDecks| Andrew
Y Ames | 2006 |
|
No one, of course, can ever win
a hand because every card in the deck is the same. But the modification
makes a point: no one can win the game of war. Those who played
the game reported that the modification took all of the fun out
of the game. The experience also makes a point: the game of war
is not fun. At best, the game and its real-world counterpart are
tedious and pointless. The work succeeds in some ways, but fails
in others. Players enjoy discovering that all of the cards in
the deck are identical, and they are amused by the realization
that no one can win a hand or the game. But interest quickly fades
into frustration, irritation, and abandonment. The game is interactive,
but does not sustain interest, and players do not necessarily
associate the game of War with the realities of war.
Well, Let's Just Ba-Bomb the Mushroom Kingdom, Too.
Ink on paper / eighteen 9" x 13" water-based woodblock
prints / 2007
|
Well, Let's Just Ba-Bomb the
Mushroom Kingdom, Too | Andrew Y Ames | 2007 |
|
|
Well,
Let's Just Ba-Bomb the Mushroom Kingdom, Too, combines
traditional Japanese woodblock printing techniques and contemporary
video-game imagery in a visual comment on the unfortunate
nature of sanctioned and terrorist bombing. I produced eighteen
prints designed for display in a rectangular pattern on
a wall. Each print contains a stylized, cartoon-like image
of a bomb that appears in the Super Mario Brothers
video game. Added to each print is the name of one real-world
city that suffered a bombing (e.g., Oklahoma and Hiroshima).
The title of the piece, like the image of the bomb, alludes
to the video game. In the game, the Mario Brothers attempt
to rescue a princess from the cute and peaceful Mushroom
Kingdom, which they would never consider bombing because
a princess lives there. The title of my piece is sarcastic,
for it would not be prudent to resort to bombing. The piece
is a response to the realization that all bombs—whether
dropped from a plane or hidden in car—shatter bodies
and destroy property and that the horrors of the tactic
cannot be masked and should not be glorified by marketing
slogans such as "shock and awe."(53)
The current practice of marketing war (and, hence, marketing
bombing) offends. It shocks the sensibilities and lends
itself to a response in the Surrealist and Dadaist tradition:
"épatez les bourgeoisie."
|
There is no attempt in the piece
to identify specific nations or conflicts, to organize them geographically
or chronologically, or to distinguish military or terrorist bombings.
These differences are important in some respects, but I want the
viewer to see that all bombings are alike—they destroy;
and there is always collateral damage. A bomb is a bomb is a bomb.
This is emphasized by the repetition and sameness of each print.
The cities differ, but the bomb is the same. Like Super Mario
Brothers, bombing is a game, albeit a deadly game, and one that
should not be played. Ironically, in the Mario Brothers
game only the bad guys drop ba-bombs. The protagonists, Mario
and Luigi, avoid them. The allusion to the game will be missed
by many, and this is a weakness of the piece, but I have kept
the video-game reference because there is something to learn from
the peaceful victory that can be achieved in the video game, and
those familiar with game will appreciate the connection. Players
can win the game without ever dropping a bomb or firing a shot.
Argument
Table game / One wood, plastic and steel 40" x 40" x
45" table, three wood and plastic 29" stools, 54 wood,
steel and plastic game pieces / 2007-2008
|
Argument installation view |
Andrew Y Ames | 2007-08 |
|
|
Argument is a table game that
allows three players either to collaborate or to compete—the
players decide. The players sit at a round table that has
144 circles inlaid on the top. They take turns moving their
own game pieces from circle to circle. The pieces stack,
and a player who creates a stack of three pieces, removes
and collects the pieces. In competitive play, the person
who removes all of his or her pieces and collects
the most pieces by the end of the game, wins. In collaborative
play, everyone can win, but only if all pieces are removed
from the table.
Setup and play are easy; winning is not. Each player receives
six of each type of piece and lays the pieces out between
three rows. The symbol on top of each piece shows its movement.
Each of the three pieces moves like a familiar Chess
piece: a knight, a rook, and a bishop. In addition, each
type will only stack on a specific type of piece, and the
relationships are similar to Rock, Paper, Scissors:
rock over scissors; scissors over paper; paper over rock.
Players do not have to remember the relationships because
a hole in the bottom of each piece matches the top of the
specific type of piece on which it stacks.
|
The physical structure
of the game was intended to foster collaborative play. Players
sit at a round table as equals. The table is small enough
to encourage intimate conversation, but too large to reach
across easily, so players must help one another move pieces
that are out of reach. Even if players choose competitive
play, they must collaborate with one another in moving pieces.
Watching people play the game has shown that players often
choose to compete, and the competition reveals something
about human behavior: when players collaborate, they are
talking to one another; when they compete, they talk much
less or not at all. These behaviors seem to increase as
players become more familiar with the game. When playing
collaboratively, the game is more like a puzzle than a board
game, for players must have open communication to plan a
strategy to clear the board. People enjoy playing the game,
and because it requires three players, it does bring people
together. Players decide how to play, and the decision changes
how they interact with the game and with one another. |
|
|
Argument table top detail | Andrew
Y Ames | 2007-08 |
|
The Box Game
Box # 8, 12, 11, 11, 8, 7, 2, 6, 2, 2, 1 / Zebra-wood, padauk,
and walnut kerfs 11" x 8" x 7" / 2007
Box # 6, 11, 5, 7, 12, 2, 4, 3, 6 / Bloodwood, maple and walnut
kerfs 5" x 7" x 12" / 2007
|
Box#8 & Box#7 | Andrew Y
Ames | 2007 |
|
|
The Box Game is very much in
the tradition of Surrealist automatism, for it is a game
that is used to select materials, establish dimensions,
and determine the number of kerfs in the construction of
wooden boxes. First, two dice are rolled to determine a
type of wood to use. Twelve types of wood were numbered
I through XII. The number on the dice corresponds to a type
of wood. If the roll includes the number one, then wood
type I is used, as well as the type of wood that corresponds
to the sum of the dice. For example, if a one and a four
are rolled, wood types I and V are used. If doubles are
rolled the player may use two types of wood, the first being
the sum of the first roll and the sum of the second roll.
Second, players roll two dice to determine the type of wood
to insert into the kerfs. Third, players roll two dice three
times to determine the height, width and depth of the box.
Fourth, players roll one dice four times to determine how
many kerfs are used on each edge of the box. Fifth, players
must make a lid from the remaining woods to fit the width
and depth of the box. The box is then titled using the numbers
rolled. Chance acts as a guide, and the rules, I discovered,
are surprisingly freeing, allowing the maker to focus on
the process not the design.
|
With this method I created two boxes,
box # 8, 12, 11, 11, 8, 7, 2, 6, 2, 2, 1 and box
# 6, 11, 5, 7, 12, 2, 4, 3, 6. I put a unique set of holes
in the lids of each box, encoding how and who could open them.
With box # 8, 12, 11, 11, 8, 7, 2, 6, 2, 2, 1 five holes
were laid out so that the fingers of a typical adult's right
hand could slip into the lid allowing it to be lifted off. With
box # 6, 11, 5, 7, 12, 2, 4, 3, 6, four holes were added,
two on either side of the lid, allowing a child's index
fingers and thumbs to slip inside the box to lift off the lid.
The holes are intended to capture a viewer's curiosity,
and when the boxes are displayed, viewers were observed reaching
out and removing the lids of the boxes. Viewers do experience
a measure of inner conflict: the boxes raise curiosity, but viewers
cannot see what is in a box before slipping fingers and thumbs
inside. Their fingers act like a key; if their fingers do not
fit, the contents of the box remain a mystery.
Mano a Mano
Installation / Regulation-sized 38" x 26" x 40"
arm-wrestling table, 2" x 3" x 66" speaker boxes,
walnut, steel, leather and custom electronics, 10' x 10'
canvas mat / 2007-2008
Mano a Mano is
a regulation-size arm-wrestling table built on massive
legs. However, it is not a regular arm-wresting table.
The rusty steel top, worn leather elbow rests, and sweat-stained
pin pads, and walnut enclosure conceal electronics that
sense and process the wrestling match. Players discover
that the table reacts to the back-and-forth movement of
their interlocked grip. The table detects hand and arm
location as players exert force and press for victory,
and the table responds by playing pre-recorded sounds.
Arm wrestling stirs images
of muscles and gambling: power and greed on a man-to-man
scale; one-on-one competition across and around a back-room
table. The design of the table evokes but also extends
the image. The massive, square design recalls the imposing
shape of a fortress with corner towers. Players become
soldiers who look one another in the eye and, while they
compete, hear the voice of an unseen person: a drill sergeant
barking orders. The voice, however, is female. She calls
out passersby, outlines rules, starts the contest, chides
those who cheat, and berates underachievers. The table
borrows an image from the battlefield and a voice from
boot camp.
|
|
|
Mano a Mano installation view
| Andrew Y Ames | 2007 |
|
|
wrestling match |
|
|
Mano a Mano is a metaphor.
Soldiers engage in hand-to-hand combat and hear a master
sergeant's instructions. The sergeant berates, and the language
is sexist and abusive; it is a language that creates warriors.
They are not praised or encouraged; they are insulted, and
this goads them. The voice deforms their humanity and devalues
what they defend. They are little girls, not valiant men,
yet wars are said to be fought for those back home. War
dehumanizes, and the voice of war dehumanizes soldiers.
They are incited to fight by verbal abuse. Ironically, the
abuse does not come from the opponent but from the sergeant,
and those who play the game seem to derive a measure of
satisfaction from it. The work emphasizes the liminal and
crosses boundaries: game and war; wood and steel; worn table
and new technology; male stereotype and female voice; victory
and pain. |
Rock Paper Scissors Bomb Sculpture / 15"x 42"x
38" walnut pedestal, American rock, Japanese paper, German
scissors, and an inert hand grenade / 2008
Rock Paper Scissors
Bomb is an iconic representation and modification
of the hand game Rock Paper Scissors, (also known
as rochambeau or jan-ken-pon) in the
tradition of the Dadaist readymades. I have changed the
code of the game from hand signals to the actual objects,
and changed the rules by including a bomb, specifically
an inert hand grenade. Although it is nothing new to add
a fourth item to the game–for example, one set of
rules includes dynamite which can beat rock and paper
but is defeated by scissors because they are able cut
the dynamite's fuse–the bomb trumps everything.
I only include one of each item, shifting the game of
chance to a game of speed. The game becomes a race for
players to reach the strongest item first. Although this
piece is designed to be static, it has an implied interactivity
allowing viewers to contemplate how they might play.
No one can play this game,
but one can imagine racing for the bomb. In this modification
the bomb unseats the balance of power and puts the viewer
in a cold war mentality: "if I reach the bomb first
I know I will win." This implicates the viewer and
the desire for power, and raises the question of motive:
Is it a fear of losing or a need to win that evokes a
race for the bomb?
|
|
|
Rock Paper Scissors Bomb | Andrew
Y Ames | 2008 |
|
Last Resort
Game modification / 10" x 10" x 1" walnut and sand
chessboard, walnut and brass pieces / 2008
|
Last Resort | Andrew Y Ames
| 2008 |
|
|
Last Resort is a modified game
of Chess in which two opposing sides wage war to protect
civilians and territory. The Bleached side consists of eight
pawns, two rooks, two knights, two bishops, and a nuke;
the Oiled side has eight pawns. Neither side has a king
or a queen. The game itself has six civilians. The chessboard
has alternating walnut islands and black sandpits. The game
of Chess traditionally represents war between kingdoms,
and the kingdoms have equal power, observe the same rules
of engagement, and pursue the same end: to overpower the
opposing king. The distribution of power in real war, however,
has always been asymmetrical. War today is rarely an attempt
to unseat a king, and contemporary wars are not fought by
military forces of equal strength; the differences between
sides may be enormous. Traditional rules of engagement are
not necessarily observed. The conflict may not even involve
one nation against another nation, and the distinction between
military and civilian participants is blurred. Last
Resort modernizes the game of Chess by mimicking
these aspects of real war. Each side has its own code. The
Bleached side, which represents strictly regimented soldiers,
wages war to protect the citizens of a foreign territory;
the objective is to liberate a people believed to be oppressed.
The Oiled set of pieces represents autonomous soldiers who
fight to protect their freedoms and to recruit citizens
to support their causes. Players on both sides seek to protect
life and freedom, but they do so for very different reasons.
One fights to free a foreign people in another land; the
other fights to be a free people in their own land. |
The asymmetry of war is
encoded in the pieces and their movements. The Oiled player
has eight pawns that move, at the discretion of the player,
like a rook, knight, or bishop, though no more than three
squares at a time. The Bleached player has eight pawns,
two rooks, two knights, and two bishops that move like
conventional chess pieces, plus one nuke that moves one
square in any direction. The game also has six civilian
pieces that either player may move diagonally one square
at a time. Players take turns moving one of their own
pieces or one of the civilian pieces. Players can move
pieces to empty squares or squares occupied by opponent
or civilian pieces. Moving to an occupied square removes
the occupant from the board. Oiled pawns and the nuke
may be detonated or moved. To detonate an Oiled pawn,
it and all adjacent pieces are removed from the board.
Detonating the nuke removes the nuke and all pieces within
three squares of the nuke. During a turn, a player can
either move or detonate a piece but cannot do both. The
first player to move four civilians to the row closest
to their side of the board wins. If three or more civilians
are removed from the board, the player who removed the
fewest civilians wins.
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Pawn & Civilian detail |
Andrew Y Ames | 2008 |
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I've created a situation where the citizens are the most valuable
piece of the game, the key to winning is not strictly through
annihilating your opponent, but through the people effected most
by the conflict, those caught in the middle. In the game players
can choose to play justly and protect the citizens. Or manipulate
civilian loses to gain support through deception. Further, its
an attempt to humanize the act of a suicide/ martyr bombing an
act done out of desperation in hopes to sway the odds of an uneven
playing field.
|
Notes
(1) Erkki Huhtamo, "Silicon Remembers
Ideology, or David Rokeby's Meta-Interactive Art (from
the Catalog for 'The Giver of Names' Exhibit at the
McDonald-Stewart Art Centre)" (1998)
http://
homepage.mac.com/davidrokeby/erkki.html
(accessed April 26, 2008)
(2) Randi Hopkins, "Collision Collective
at Art Interactive and Urban Icons At the New Art Center,"
The Boston Phoenix, March 25, 2005
http://www.thebostonphoenix.com/boston/events/galleries/documents/04551270.asp
(accessed April 26, 2008)
(3) Art Interactive, "Curatorial
Mission Statement" (2005)
http://www.artinteractive.org/curatorial.php
(accessed April 26, 2008)
(4) Noah Wardrip-Fruin, "Expressive
Processing: On Process-Intensive Literature and Digital
Media" (Ph.D. diss., Brown University, 2006), 2.
(5) James Paul Gee, What Video Games
Have to Teach Us about Learning and Literacy (New
York: Palgrave Macmillan, 2003)
(6) Marc Prensky, Digital Game-Based
Learning (New York: McGraw-Hill, 2001);
see also David Gibson, Clark Aldrich, and Marc Prensky,
Games and Simulations in Online Learning: Research
and Development Frameworks (Hershey, PA; Information
Science, 2007)
(7) The concept of "strongly interactive"
art is drawn from Dominic Lopes, "The Ontology
of Interactive Art," Journal of Aesthetic Education
35 (2001): 65-81
(8) See comments on the "observer"
in Jonathan Crary, Techniques of the Observer: On
Vision and the Modernity in the Nineteenth Century
(Cambridge: MIT Press, 1992)
(9) "Monopoly History," Hasbro.com
http://www.hasbro.com/games/kid-games/monopoly/default.
cfm?page=History/history
(accessed April 26, 2008)
(10) See also the game, Anti-Monopoly
by Ralph Anspach (http://www.antimonopoly.com)
(11) Martin Gardner, "Mathematical
Games: The Fantastic Combinations of John Conway's New
Solitaire Game 'Life,'" Scientific American 223
(1970): 120–23
http://www.ibiblio.org/lifepatterns/october1970.html
(accessed April 26, 2008)
(12)"Golly," Sourceforge.net
http://golly.sourceforge.net
(accessed April 26, 2008)
(13) Eric Zimmerman, "Narrative,
Interactivity, Play and Games: Four Naughty Concepts
in Need of Discipline," in First Person: New
Media as Story, Performance and Game, ed. Pat Harrigan
and Noah Wardrip-Fruin (Cambridge, MA: MIT Press, 2004),
154–64
(14) Lopes, "The Ontology of Interactive
Art," 67
(15) Ibid., 68
(16) Noah Wardrip-Fruin, "Playable
Media and Textual Instruments" (2005)
http://www.dichtung-
digital.com/2005/1/Wardrip-Fruin
(accessed April 26, 2008)
(17) Graham Coulter-Smith and Elizabeth
Coulter-Smith, "Art Games: Interactivity and the
Embodied Gaze," Technoetic Arts: A Journal
of Speculative Research 4 (2006): 169-82
(18) Ibid., 169
(19) Ibid., 179
(20) Ian Bogost, Persuasive Games:
The Expressive Power of Video Games (Cambridge,
MA: The MIT Press, 2007). 28
(21) Thyrza Nicholas Goodeve, "Reflections
on an Omnivorous Visualization System: An Interview
with Matthew Ritchie," in Matthew Ritchie:
Proposition Player, ed. Lynn Herbert (Houston,
TX: Hatje Cantz Publishers, 2004), 43
(23) Ernest Adams, "Dogma 2001:
A Challenge to Game Designers," Gamasutra.com (February
2, 2001), http://www.designersnotebook.com/Columns/037_Dogma_2001/037_dogma_2001.htm
(accessed April 27, 2008)
(24) Cory Arcangel, "Cory Arcangel—Digital
Media Artist," Art & Technology Lectures (Columbia
University School of the Arts Digital Media Center,
2004)
http://www.columbia.edu/itc/soa/dmc/cory_arcangel
(accessed April 27, 2008)
(25) Christiane Paul, Digital Art
(New York: Thames & Hudson, 2003), 201–3
(26) Nic Kelman, "Yes, But is it
a Game?" in Gamers: Writers Artists and Programmers
on the Pleasures of Pixels, ed. Shanna Compton,
(Brooklyn: Soft Skull Press, 2004)
(27) Claudia Mesch, "Cold War Games
and Postwar Art," Reconstruction 6 (Winter 2006),
par. 3
http://
reconstruction.eserver.org/061/mesch.shtml
(accessed April 27, 2008)
(28) The Nocuchi Museum exhibition was
open October 21, 2005 through April 16, 2006 (Exhibitions
& Collections
http://www.noguchi.org/imagery_chess_past.html
(accessed April 27, 2008])
(29) Larry List, "The Imagery of Chess Revisited,"
in The Imagery of Chess Revisited
ed. Larry List
(New York: George Braziller, Publishers, 2005), 16
(30) Ibid
(31) Ibid., 97–99
(32) Ibid., 30
(33) Jerrold Seigel, "Loving and
Working," in The Private Worlds of Marcel Duchamp:
Desire, Liberation, and the Self in Modern Culture
(Berkeley: University of California Press, 1997), 209
(34) Ibid., 211–12
(35) Ibid., 211
(36) Quoted in A Book of Surrealist
Games, comp. Alastiar Brotchie and ed. Mel Gooding
(Boston, MA: Shambhala Redstone, 1995), 137
(37) Ibid., 25
(38) Ibid., 154
(39) Ibid. 84-83
(40) Mesch, "Cold War Games and
Postwar Art," par. 26
(41) Ibid., par. 19
(42) "Web Video Game Aim: 'Kill'
Bush Characters," CNN.com, September 18, 2006
http://edition.cnn.com/2006/WORLD/meast/09/18/bush.game
(accessed April 27, 2008)
(43) Waffaa Bilal, "Waffaa Bilal's
Response to President Jackson Regarding the Closure
of His Exhibit," Virtual Jihadi
http://wafaabilal.com/statement.html
(accessed April 27, 2008)
(44) Natalie Bookchin, "The Intruder,"
Frontiers: A Journal of Women Studies 26 (2005): 43-47
http://
www.netarts.org/mcmogatk/2003/works/harger/intruder.html
(accessed April 28)
(45) Ibid
(46) http://maryflanagan.com/joystick/default.htm
(accessed April 27, 2008)
(47) Francisco Ortega-Grimaldo, "Observance,"
Games as Cultural Practice: Post Colonial Imaginations
(2007)
http://www.ludoztli.com/games/observance.html
(accessed
April 26, 2008)
(48) Francisco Ortega-Grimaldo, "Crossing
the Bridge," Games as Cultural Practice: Post Colonial
Imaginations (2007)
http://www.ludoztli.com/games/bridge.html
(accessed April 26, 2008)
(49) Gabriel Orozco, "Loss and Desire,"
in Art:21: Art in the Twenty-First Century,
ed. Margaret L. Kaplan, (Harry N. Abrams, 2003), 93
(50) "Gabriel Orozco," Art:21,
PBS
http://www.pbs.org/art21/artists/orozco
(accessed April 28, 2008)
(51) Matthew Ritchie, Art:21,
PBS
http://www.pbs.org/art21/artists/ritchie
(accessed April 28, 2008)
(52) Ibid
(53) Paul Rutherford, Weapons of
Mass Persuasion: Marketing the War Against Iraq (Toronto:
University of Toronto Press, 2004), 52–54
|
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|
Andrew
Y Ames is a new media artist, designer and collaborator.
Over the past year and a half he has been designing and
making games with the aim to provide new perspectives
on war and conflict. Ames holds an MFA in Digital+Media
from the Rhode Island School of Design, a BFA in Electronic
Media Art and Design from the University of Denver, and
an AGS in Multimedia Technology Design and Animation from
Red Rocks Community College. His work has been shown and
published in Colorado, New York, Rhode Island, Turkey,
South Africa and Sweden.
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