Desktop Cinema

NEWS: ARNE VOGELGESANG'S THIS IS NOT A GAME

The publication of the edited anthology Game over. Critica delle ragione videoludica (trans. Game Over. Critique of Ludic Reason, Mimesis Edizioni, 2020) has triggered a heated debate in Italy about the complex relationship between video games and politics, entertainment and activism. Among the most discussed essays included in the book is Jonathan Glover’s This is not a game, in which the American scholar and writer examines the game-like nature of conspiracy theories and, in particular, QAnon.

Here’s a relevant passage:

In this sense, conspiracy theories are already games, and ARGs are already conspiratorial. The game-like structure and appeal of conspiracy theorizing across an array of media has been readily weaponized by trolls, grifters, true believers, and provocateurs alike.

Engaging in conspiracy culture is like playing a secret game based on insider knowledge, and it is this feeling — of joining an anointed community that has transcended the ordinary world — that propels Q’s current popularity.

Perhaps when the medium is ARG, conspiracy thinking is the message. But revealing the game structures, pop media tropes, and affective rewards that shape movements like QAnon can help inoculate those attracted to such forms of play from full immersion in conspiracy culture.

Likewise, in his outstanding 2020-2021 video essay/performance also titled This Is Not a Game, artist and director Arne Vogelgesang discusses the narratives that shape our reality and examines the growth of QAnon and its affinities to ARGs (Alternate Reality Games) and larping (Live Action Role Playing) in the context of the evolution of US politics. This enlightening (and unsettling) tour-de-force will haunt you forever.

What happens when game-like narratives enter reality? It’s game over.

Watch This Is Not A Game

EVENT: GRAYSON EARLE (DECEMBER 10 - 23 2021, ONLINE)

Why don't the cops fight each other?

digital video, color, sound, 9’ 41”, 2021, United States of America, 2021

Created by Grayson Earle

Made with support from Media Art Exploration and Akademie Schloss Solitude

 

Why don’t the cops fight each other? is a desktop documentary that chronicles the attempt by the artist to modify the behavior of virtual police officers within Grand Theft Auto V. This work also engages the modding scene that emerged around Grand Theft Auto, a community of people creating tools to modify the game’s environment, characters, and mechanics. While these mods allow for an almost infinite manipulation and transformation of the game features, one attribute seems completely immutable: the police officers in the game will never fight each other. Through an exhaustive forensic analysis of the game’s source code and interactions with mod developers, the artist illustrates the extent to which the cultural imaginary concerning the real world police is projected into the game space.

Born in California, Grayson Earle is a new media artist and educator. After graduating from the Hunter College Integrated Media Arts MFA program, he worked as a Visiting Professor at Oberlin College and the New York City College of Technology, and a part-time lecturer at Parsons and Eugene Lang at the New School. A member of The Illuminator Art Collective, Earle is the co-creator of Bail Bloc (2017), a computer program that bails people out of jail and Ai Wei Whoops! (2014), an online game that allows the player to smash Ai Weiwei’s urns. In 2020, he hacked the Hans Haacke career retrospective exhibition at the New Museum to criticize the Museum's efforts to union bust its employees. His artworks have been exhibited internationally. He is currently residing in Berlin, Germany, as a participant in the forthcoming Berlin Program for Artists.

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EVENT: VRAL#10_EDWIN LO (OCTOBER 2-OCTOBER 15 2020)

CRUCIFIXION AND EPIPHANY

digital video, color, sound, 22’ 59”, 2020 (Hong Kong)

Created by Ewin Lo

Introduced by Luca Miranda

A follow up to Those Who Do Not Remember The Past Are Condemned To Repeat It (2020) and The Rupture of Promised Land (Or We Can Never Get There) (2020), Crucifixion and Epiphany is a commentary on religious iconography through the lenses of video games and archival materials. Using the format of desktop documentary, Lo disrupts the conventional dichotomies – real vs. simulacral, fiction vs. fantasy – to visually articulate the “downfall of mankind” narrative. Following Kevin B. Lee’s dictum that desktop cinema has cinematic aspirations but operates as a blank canvas, Lo’s screen performance is a captivating and multi-layered visual experience. Crucifixion and Epiphany is a creative (re)mix of multiple sources, a hybrid of machinima, desktop cinema, and archival footage. A study in media res, this work is the outcome of an experimental practice that resembles the vernacular obsession for narrativizing the so-called lore of popular fantasy video games on YouTube and Twitch.

Edwin Lo is an artist and researcher working with sound in various contexts and media such as performance, text, recording, video, installation and video games. Lo received a Master of Arts from the School of Creative Media, City University of Hong Kong. His work was exhibited in several countries, including Hong Kong, United States, Berlin, Tokyo, Shenzhen, Paris, Brazil, Switzerland, Sweden, and Shanghai. His work was presented by the Goethe-Institut and Para/site in Hong Kong, the Tokyo Arts and Space, the Experimental Sound Studio in Chicago, Loop in Barcelona and Meinblau Projektraum in Berlin. His artist residencies include China, Germany, Japan. Lo lives and works in Hong Kong.

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Media coverage: Matteo Lupetti, ArtTribune (in Italian)

EVENT: VRAL #8_DAVID BLANDY (SEPTEMBER 3 - SEPTEMBER 17 2020)

HOW TO FLY

digital video, color, sound, 6’ 23”, 2020 (United Kingdom)

Created by David Blandy

How to Fly was originally presented by John Hansard Gallery in Southampton as part of the Digital Array programme supported by the Barker-Mill Foundation.

Introduced by Matteo Bittanti 

Originally commissioned by John Hansard Gallery in the United Kingdom and exhibited in May 2020, How to Fly uses the format of online video tutorials to explore ideas about life, nature, and technology. Created during the most intense months of the Covid-19 pandemic in Europe, How to Fly begins with the artist providing detailed information on how to make a short video about flying using the tools available on a computer, such as the Rockstar Editor, a popular video editor embedded in Grand Theft Auto V. “Hi guys. I’ve been thinking about making a film about flying,” the artist calmly tells the viewers in voiceover, before illustrating the process step by step. The entire procedure takes place on a computer screen: flying is enacted with the touch of a few strokes on the keyboard and experienced virtually. But How to Fly is not an ironic commentary on the state of the world. It is not earnest either. So, what is it? You decide.

David Blandy’s practice consists of in depth investigations into the pop cultural forces that he experienced throughout his life, from hip hop and soul, to computer games and manga. His works slip between performance and video, reality and construct, using references sampled from the wide, disparate sources that construct and constantly reassemble his sense of self. David Blandy’s films are distributed through LUX. The artist is represented by Seventeen Gallery in London. Blandy’s work has been shown at numerous public institutions including Tate, London, UK; FACT, Liverpool, UK; BALTIC Centre for Contemporary Art, Gateshead, UK; INIVA, London, UK; Künstlerhaus Stuttgart, Germany; Spike Island, Bristol, UK; Turner Contemporary, Margate, UK; Nouveau Musée National de Monaco, Monaco; Kiasma Museum of Contemporary Art, Helsinki, Finland; Serpentine Gallery, London, UK; Witte de With, Rotterdam, Netherlands; Modern Art Oxford, UK; Kölnischer Kunstverein, Cologne, Germany; Site Gallery, Sheffield, UK and Focal Point Gallery, Southend-on-Sea, UK. Blandy lives and works in London.

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