Andrea Winkler

MMF MMXXIV: SLOT MACHINIMA

Image: Dall-e 3

The Milan Machinima Festival MMXXIV presents Slot Machinima, a new exhibition that showcases the growing relevance of machinima as a cutting-edge form of video art. Curated by Matteo Bittanti, this immersive exhibition features eight thought-provoking installations by international artists who push the boundaries of creative expression using video game engines.

Slot machinima

March 11-15 2024 09:00 - 18:00

Contemporary Exhibition Hall

IULM 6, IULM University

Via Carlo Bo 7, 20143 Milano

official website

curated by Matteo Bittanti

artists: Adonis Archontides, Steven Cottingham, Kara Güt, Thomas Hawranke, Andy Hughes, Carson Lynn, Stephan Panhans and Andrea Winkler, Bram Ruiter.

The exhibition’s title alludes to the elements of chance, repetition, and the blurring of reality and fiction inherent in both slot machines and the narrative structures of the exhibited works. As viewers navigate the expansive 800-square-meter Contemporary Exhibition Hall at IULM University, they are transported into surreal and often unsettling virtual worlds that challenge perceptions of reality, fiction, and the boundaries between the two. The curator eschews a rigid, linear presentation of the works, instead favoring an approach that embraces randomness and fluidity, creating an immersive context more akin to a video installation format than a traditional cinematic formula. The exhibition space is reminiscent of Plato’s cave, where visitors encounter works that blend the real and the virtual, the familiar and the uncanny. The carefully curated selection of machinima works, each with its own unique aesthetic and narrative style, invites viewers to question the nature of reality and the role of technology in shaping our perceptions. By embracing the unpredictable and the non-linear, Slot Machinima encourages active engagement and personal interpretation, allowing each visitor to construct their own narrative journey through the exhibition.

The comparison to slot machines extends beyond the element of chance; it also speaks to the addictive nature of the works on display, or rather, their source. Just as slot machines are designed to keep players engaged through a combination of anticipation, reward, and repetition, the machinima works in Slot Machinima draw viewers in with their mesmerizing visuals, compelling narratives, and the promise of new discoveries around every corner, which are the main ingredients of video games. In short, the exhibition becomes a space where visitors can lose themselves in the virtual worlds created by the artists, blurring the lines between the real and the imagined.

Ultimately, Slot Machinima challenges traditional notions of art consumption and presentation. By embracing randomness, interactivity, and the immersive qualities of video installations, the curator invites visitors to become active participants in the construction of meaning. The exhibition serves as a testament to the power of machinima as an art form, showcasing its ability to create compelling, thought-provoking experiences that push the boundaries of what is possible in the realm of digital storytelling. Key themes include the representation of warfare in the digital age, the complexities of human intimacy in virtual spaces, and the nature of control and agency in digital environments.

Steven Cottingham’s As far as the drone can see navigates the complex terrain of warfare representation, highlighting the critical perspective on the flood of images emerging from contemporary conflict zones. By introducing a female journalist character into the military simulation software ArmA 3, Cottingham challenges gender biases and explores the potential of digital simulations to represent the complex realities of conflict. European premiere. 

Kara Güt’s Lurker1 delves into the contours of human intimacy as shaped by the digital era, documenting the journey of a Twitch user practicing speedrunning while engaging with a sole chat participant. The work explores themes of constructed detachment from reality and power dynamics within virtual spaces. European premiere. 

Andy Hughes’s Inner Migration takes viewers on an exhilarating ride through Cyberpunk 2077’s Night City, juxtaposing dystopian game footage with archival films to contrast past visions of utopia with the harsh realities of a world under corporate dominance. The piece prompts reflection on the disparity between historical optimism and the current global situation, suggesting that for some, the dystopian imagery may already be a reality. World premiere.

Carson Lynn’s A bronze anvil falls to the earth. merges gameplay with performance art, transporting viewers into a chthonic realm where a solitary avatar engages in fierce combat with monstrous creatures. The intense battles serve as a metaphor for the LGBTQ+ community's real-world struggles against oppression, emphasizing the significance of perseverance and the quest for acceptance. European premiere. 

Thomas Hawranke’s seminal work Play as Animals offers a unique perspective on the virtual world of Grand Theft Auto V by focusing on the often-overlooked animal characters. Originally presented as a two-channel installation, the work is now showcased as a single-channel video that assembles YouTube clips, video sequences, and sound fragments to create a compelling narrative. By stepping into the roles of these non-human characters, players are invited to view the game’s world through a fresh lens, challenging established norms and inviting a reevaluation of their interaction with the virtual environment.

Bram Ruiter’s Infinite Skies, a machinima created during his film school years, explores themes of grief and purgatory. Set against the expansive, generative landscapes of Grand Theft Auto: San Andreas, the work marks an early milestone in Ruiter’s journey into avantagrade filmmaking. Revisited and remastered in 2024, but never seen before in an exhibition space, Infinite Skies showcases Ruiter’s evolving appreciation for the intricate exploration of complex themes through the medium of machinima. World premiere. 

Adonis Archontides’s Ya gotta wob’ere! Ya gotta wob’ere! (Don't give up! Keep trying!) (2019) is the third installment of a trilogy developed within The Sims 4 between 2018 and 2020, alongside Za woka genava (I think you are hot) (2019) and Sulsul! Plerg Majah Bliff? (Hello! Can I do something else please?) (2018). In these works, Archontides crafts challenging scenarios for Non-Player Characters (NPCs), exploring the challenges of our increasingly digital existence.

Stefan Panhans and Andrea Winkler’s »If You Tell Me When Your Birthday Is« (Machinima version) is a single-channel video that delves into the intricacies of communication with artificial intelligence in the modern age. The work features a series of absurdist dialogues between the artists and various AI chatbots, juxtaposed against surreal landscapes created using the video game engine Unity. Throughout the piece, Panhans and Winkler explore themes of intimacy, authenticity, and the search for genuine connection in a world saturated with artificial intelligence. By incorporating this work into the exhibition, the curator invites viewers to consider the complex relationship between humans and artificial intelligence, and the ways in which our interactions with AI shape our understanding of ourselves and others. Panhans and Winkler’s playful work serves as a thought-provoking commentary on the challenges and possibilities of communication in the digital age, and the ongoing negotiation between authenticity and artificiality in our daily lives.

Slot Machinima highlights the growing significance of machinima as a powerful tool for artistic expression and critical inquiry. By appropriating and repurposing video game engines of popular “Triple A productions” such as Grand Theft Auto V, Grand Theft Auto: San Andreas, Cyberpunk 2077, Dark Souls III, ArmA3 and The Sims, these artists create compelling aesthetic experiences that blur the lines between the virtual and the real, inviting viewers to question the nature of their own existence in an increasingly digital world. The exhibition stands as a testament to the limitless potential of machinima as an avant-garde medium, pushing the boundaries of contemporary video art.

Read more about the 7th edition of the Milan Machinima Festival

MMF MMXXIV: STEFAN PANHANS AND ANDREA WINKLER

We are excited to feature Stefan Panhans and Andrea Winkler’s »If You Tell Me When Your Birthday Is« (Machinima version) at the 2024 edition of the Milan Machinima Festival.

Stefan Panhans and Andrea Winklers »If You Tell Me When Your Birthday Is« (Machinima version) merges 3D scanning, CGI, avatars, and motion capture with dialogue reflecting AI-driven communication, all set in a vibrantly constructed virtual world. This absurdist mini-drama, divided into three segments, employs real-time graphics to navigate through surreal landscapes - from a BMX course cluttered with office chairs to an otherworldly forest filled with giant pills. The narrative follows two characters wandering fantastical settings, their dialogue laden with misinterpretations and emotional depth, driven by digital patterns and AI mimesis. These avatars, combining 3D models with the actorsfacial scans, move through a series of visually striking, absurd environments that blur the lines between the digital and the physical. Produced during a fellowship at the Academy of Theatre and Digitality in Dortmund, the film critically examines the intricacies of communication with artificial intelligences that saturate modern life. It intentionally highlights the digital-analog conflict and the charming flaws of integrating these realms, rejecting seamless integration for a portrayal filled with comedic and eerie inaccuracies. Through this, »If You Tell Me When Your Birthday Is« (Machinima version) not only entertains but also probes the complexities of our increasingly digital existence.

Stefan Panhans and Andrea Winkler explore contemporary media and its effects on the mind and body through video, photography, installation, and text. Panhans (born in Hattingen, Germany) undertakes a mental archaeology of hyper mediatization and digitalization, examining their influence on the mind and power relations in society. His work also engages with racism, celebrity worship, stereotypes, and diversity. He studied at Hochschule für Bildende Künste Hamburg. Winkler (born in Fällanden, Zurich, Switzerland) examines similar themes through sculpture, video, and installation. She studied at Slade School of Fine Art in London under John Hilliard and Bruce McLean, after completing a degree in Visual Communication at Hochschule für Bildende Künste Hamburg under Wolfgang Tillmans and Gisela Bullacher. Together, the duo create interdisciplinary works that critically investigate contemporary media culture and human-technology interactions through experimental aesthetics. Their collaborations take the form of video, performance, and installation. Their 2016 video, À Rebours. Mod#1.I, was recently featured on VRAL.

Read more about the 7th edition of the Milan Machinima Festival

ARTICLE: A CLOSER LOOK AT STEFAN PANHANS AND ANDREA WINKLER’S FREEROAM À REBOURS, MOD#I.1. PART THREE

Japanese TikToker Natuecoco in her signature cat ears and wig.Courtesy of Natuecoco

Our 2024 VRAL program opened by spotlighting Stefan Panhans and Andrea Winkler’s Freeroam À Rebours, Mod#I.1. This 16-minute experimental video from 2016-2017, a “machinima sui generis”, warrants extended analysis in its own right and we highlighted key themes in our extended conversation with the artists. But since contextualizing unique works within broader cultural spheres often proves illuminating, we will situate Freeroam À Rebours within surrounding phenomena that inspire comparative examination and share (perceived) resonances.

Part one is available here

Part two is available here

As you may know, the phenomenon of NPC (Non-Player Character) streaming was pioneered by the Japanese performer Natuecoco, a content creator known for her distinctive cat ears and colorful wigs, who embarked on an experimental journey in October 2021. In many ways, she set a standard, introducing a template that others followed almost verbatim. Her livestreams, characterized by the obsessive repetition of catchphrases in Japanese and Korean — along with precise, almost robotic movements — captivated a global audience. Her daily performances, lasting up to an hour and a half, would see a surge of interaction as viewers sent tokens to elicit specific responses.

Her online performances, however, began earlier. Also known within the US context as the “Ohio Queen” or “Eringi”, Natuecoco initially established her online presence on Twitch in 2019. Over three years, she amassed over 12,600 followers, though she retired from Twitch streaming in February 2022. Her social media trajectory, marked by an Instagram debut in December 2019 and a TikTok presence from March 2020, has showcased her cosplay selfies and self-portraits, alongside promoting her Twitch activities. However it is herTikTok content that gained significant traction, with one video achieving over 1 million plays in December 2021. In February 2022, Natuecoco shifted her focus to TikTok Live. Collaborating with fellow TikToker Satoyu0704, also known as the “Ohio Final Boss”, she engaged audiences in NPC-like performances, gaining notable popularity. Their partnership became a hallmark in Japanese meme circles on TikTok, with their collaborative content often going viral. According to Know Your Meme, Satoyu0704’s nickname “Ohio Final Boss” emerged due to his catchphrase “Ohayo,” Ohio memes on TikTok, and the broader “Final Boss” trend. This led to Natuecoco being dubbed the “Ohio Queen” as part of their collaborative lore (1).

Natuecoco’s approach to NPC streaming is both innovative and intriguing and remains baffling and hypnotic even today. She adopted the persona of a video game NPC, known for their predictable behavior and repetitive actions. However, Natuecoco added a unique twist, combining her routine with a more nuanced and puzzling performance. The eerie resemblance of her movements to a character in a video game led viewers to refer to her as the “original AI queen”, as Yooni Han wrote in a widely read profile piece for Business Insider in 2023.

The major inspiration of Natuecoco’s ongoing performance is cosplay, which scholars like Frenchy Lunning (2) describe as a multilayered, complex practice comprisin four main dimensions…

(continues)

Matteo Bittanti


This content is exclusive to Patreon subscribers. To gain full access, consider joining our vibrant community.

ARTICLE: A CLOSER LOOK AT STEFAN PANHANS AND ANDREA WINKLER’S FREEROAM À REBOURS, MOD#I.1. PART TWO

Cherry Crush ASMR

Our 2024 VRAL program opened by spotlighting Stefan Panhans and Andrea Winkler’s Freeroam À Rebours, Mod#I.1. This 16-minute experimental video from 2016-2017, a “machinima sui generis”, warrants extended analysis in its own right and we highlighted key themes in our extended conversation with the artists. But since contextualizing unique works within broader cultural spheres often proves illuminating, we will situate Freeroam À Rebours within surrounding phenomena that inspire comparative examination and share (perceived) resonances.

In our previous article, we compared PinkyDoll’s TikTok NPC streaming to Stefan Panhans and Andrea Winkler’s 2016-2017 video artwork Freeroam À Rebours – two cultural artifacts involving video game character behavior reenactment with vastly different aesthetics and framing, not to mention intent.

We characterized PinkyDoll as an ongoing sexualized doll performance on social media pursuing viral fame and profit. In contrast, Freeroam À Rebours operates as avant-garde art aiming to critically analyze media culture and deconstruct simulations. PinkyDoll loosely borrows from Grand Theft Auto iconic imagery while Freeroam À Rebours closely recontextualizes specific Grand Theft Auto V mechanics. Lastly, PinkyDoll represents viral internet trends capitalizing on sexual tropes for views and money whereas Freeroam À Rebours pushes experimental boundaries to interrogate human-machine interaction.

We applied Sigmund Freud’s theory of the uncanny to decode both cultural phenomena, noting shared qualities of repetition and distorted familiarity. Yet clear divergences emerged on critical perspectives. For instance, Freeroam À Rebours is explicitly framed as a meditation on experimentation, failure aesthetics, and broken simulations. We noticed how Freeroam À Rebours lacks any direct, explicit reference to the very notion of viral media, social platforms, and attention economics and it is extraneous to hypersexualization and objectification that connotes Pinkydoll’s performances.

Expanding our analysis, we now relate Freeroam À Rebours to adjacent TikTok NPC streaming phenomena and the wider ascent of sexualized ASMR/cosplay performances. These intimate online practices often present fantasized personas, leveraging scalable platforms, gamified interactions, and participatory culture…

(continues)

Matteo Bittanti


This content is exclusive to Patreon subscribers. To gain full access, consider joining our vibrant community.

ARTICLE: A CLOSER LOOK AT STEFAN PANHANS AND ANDREA WINKLER’S FREEROAM À REBOURS, MOD#I.1. PART ONE

Pinkydoll, source: The New York Times, 2023

Our 2024 VRAL program opened by spotlighting Stefan Panhans and Andrea Winkler’s Freeroam À Rebours, Mod#I.1. This 16-minute experimental video from 2016-2017, a “machinima sui generis”, warrants extended analysis in its own right and we highlighted key themes in our extended conversation with the artists. But since contextualizing unique works within broader cultural spheres often proves illuminating, we will situate Freeroam À Rebours within surrounding phenomena that inspire comparative examination and share (perceived) resonances. We begin our critical discussion by provocatively juxtaposing Freeroam À Rebours, Mod#I.1 with Pinkydoll’s performances on TikTok. This surprising collision between avant-garde video art and sexualized social media spectacle may first appear discordant. Yet, we believe that exploring affinities and divergences could uncover deeper truths. What crosstalk might emerge by contrasting these works’ differing aims, aesthetics and receptions as they meet in the wider landscape of contemporary media culture? A word of advice: keep an open mind.

One of 2023’s most discussed TikTok “phenomena” blurred the lines between the real and the simulated. The so-called NPC streaming genre features content creators endlessly repeating canned gestures, catchphrases, and stilted movements in response to viewers’ “gifts” that cue different reactions. They embody non-player video game characters, predictable and limited in their responses, as if not quite human or, perhaps, post-human. Viewers are drawn to the surreal, hypnotic spectacle.

To grasp the allure of NPC streaming, it is useful to spotlight TikTok’s both participatory affordinaces and business model enabling this phenomenon. The platform allows direct viewer engagement through digital “gifts”: that is, users pay performers to enact repetitive reactions that evoke programmable game characters. This transaction triggers an unconventional power dynamic: viewers request machine-like responses from creators roleplaying as robotic entities of narrow capability. The performers dutifully oblige, echoing simulated automatons, reducing their agency in a subtly objectifying, sexualized manner.

Yet, for all its resonances with command-control dynamics, this parasocial relationship remains grounded in consent and direct remuneration. In other words, the performers voluntarily adopt constrained, submissive personas because they provide lucrative opportunities. Audiences understand these limits as conditions of a (literally and metaphorically) limited exchange that produces puzzling visual pleasures.

Consider the case of Pinkydoll, the online persona of Canadian content creator Fedha Sinon, who gained viral popularity on TikTok in the summer 2023 for her NPC livestreams…

(continues)

Matteo Bittanti


This content is exclusive to Patreon subscribers. To gain full access, consider joining our vibrant community.

EVENT: STEFAN PANHANS AND ANDREA WINKLER (JANUARY 5 - 18 2024, ONLINE)

Freeroam À Rebours, Mod#I.1

digital video, color, sound, 16’ 13”, 2016-2017, Germany

Created by Stefan Panhans and Andrea Winkler

Freeroam À Rebours, Mod#I.1 is a 16-minute video work combining experimental film, music video, performance, and contemporary dance which examines the stilted behaviors and motions of avatars controlled by humans in video games. The avatars demonstrate awkward gestures, repetitive motions, and failures to perform actions. Groups of live dancers and actors physically reenact these movements in a series of situations. Their bodies recreate the avatars’ gestures and repetitions. The performers interact with constructed sets and environments that resemble video game aesthetics. The scenes cut rapidly between the choreographed reenactments and footage excerpted from the games, literally juxtaposing the human and the post-human.

Stefan Panhans and Andrea Winkler explore contemporary media and its effects on the mind and body through video, photography, installation, and text. Panhans (born in Hattingen, Germany) undertakes a mental archaeology of hyper mediatization and digitalization, examining their influence on the mind and power relations in society. His work also engages with racism, celebrity worship, stereotypes, and diversity. He studied at Hochschule für Bildende Künste Hamburg. Winkler (born in Fällanden, Zurich, Switzerland) examines similar themes through sculpture, video, and installation. She studied at Slade School of Fine Art in London under John Hilliard and Bruce McLean, after completing a degree in Visual Communication at Hochschule für Bildende Künste Hamburg under Wolfgang Tillmans and Gisela Bullacher. Together, the duo create interdisciplinary works that critically investigate contemporary media culture and human-technology interactions through experimental aesthetics. Their collaborations take the form of video, performance, and installation.