VRAL SEASON FOUR

EVENT: GEORGIE ROXBY SMITH (FEBRUARY 2 - 15 2024, ONLINE)

Blood Paintings

digital video, color, sound, 11’ 06”, 2024, Australia

Created by Georgie Roxby Smith

Georgie Roxby Smith’s Blood Paintings series merges digital gaming spaces and physical art. Each piece comprises three distinct components: a machinima documenting repetitive violence against GTA V pedestrians, intimate selfies showcasing the finished abstract paintings that violence yields, and hybrid digital/physical prints combining in-game imagery with organic artistic styles. This unique, multi-format presentation offers insight into both the meticulous creative process and the provocative contrast between clinical virtual acts and tactile human artistry.

Georgie Roxby Smith is a pioneering digital artist who uses gaming, AI, video, and performance to probe modern identity and reality. Her work focuses on representing marginalized groups, especially women, in online environments. Artworks like The Fall Girl and 99 Problems [WASTED] expose violence against female video game characters, critiquing the misogyny embedded in gaming worlds. Smith’s bold, confrontational, socially-engaged art has exhibited globally and earned prestigious grants and residencies. As virtual and actual boundaries blur, her practice reveals hard truths about identity and systemic bias persisting digitally. Blending emerging tech and mass media, Smith dispels notions of liberation in our increasingly visual world. Her immersive works harbor the probing questions that will propel digital art to its next avant-garde evolution.

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.



EVENT: BABAK AHTESHAMIPOUR’S HEY PLASTIC GOD PLEASE DON’T SAVE THE ROBOTIC KING… (DECEMBER 8 - 21 2023, ONLINE)

Hey Plastic God please don’t save the Robotic King, Let him drone in Acidic Anesthetic

single-channel digital video, color, sound 5’ 33”, 2023, Iran/Greece

Created by Babak Ahteshamipour

Hey Plastic God please don’t save the Robotic King, Let him drown in Acidic Anesthetic explores the mental disintegration of a cyber-king plagued by hallucinations fueled by narcissism, megalomania, and a relentless desire for power and grandeur who finds himself spiraling into a self-created abyss. The video juxtaposes Ahteshamipour’s real-life paintings with digital landscapes from Super Mario 64 and Super Mario 64 DS video games, thus blurring the lines between physical and digital realities. This artistic choice symbolizes the ever-growing influence of digitalization on our daily lives and challenges the separation between these two realms, and the predominant androcentric narratives in gaming culture.

Babak Ahteshamipour is an interdisciplinary artist, writer and musician based in Athens, Greece with a background in mining and materials engineering. His practice is based on the collision of the virtual vs the actual, aimed at correlating topics from cyberspace to ecology and politics to identity, exploring them via gaming, online and pop subcultures with a focus on themes of coexistence and simultaneity. Ahteshamipour’’s work has been presented at festivals, venues, galleries and spaces, museums and institutes such as Centre Pompidou, New Art City, The Wrong, Neo Shibuya TV, University of North Texas, The Networked Imagination Laboratory (McMaster University, Hamilton, Ontario), Biquini Wax ESP, Experimental Sound Studio, Milan Machinima Festival, [ANTI]MATERIA, ArtSect Gallery, and Ametric Festival. Ahteshamipour has released music on the independent cassette label Industrial Coast and on the cassette label Jollies. His music has been played on radio stations such as Fade Radio, Radio Raheem, and Radio alHara. He has performed and shared the stage with artists such as HELM, Zoviet France, The Nam Shub of Enki, Gaël Segalen, Sister Overdrive, and Kiriakos Spirou. He has created video clips for artists such as Fire-Toolz, Digifae, and B.MICHAEEL. His work has been featured on magazines such as CTM Festival’’s magazine, KIBLIND, VRAL (Milan Machinima Festival), und. Athens, Our Culture Magazine and ATTN: Magazine.

ARTICLE: THE GLITCH IS THE VIDEO GAME’S ID

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we’ll be discussing several artworks that comprise his oeuvre. Today, we examine his twin projects Katamari Dreams and The Midday Channel.

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In twin projects The Midday Channel (2017) and Katamari Dreams (2016), Chris Kerich leverages live memory disassembling software to remix and reimagine two classic PlayStation 2 titles, Persona 4 (Atlus, 2008) and Katamari Damacy (Namco, 2004). Despite using the same core technique on both games, the resulting aesthetic experiences differ markedly, demonstrating how memory hacking can both reveal and recast the intrinsic software and artistic qualities of the source games.

Kerich’s innovative use of an emulator and disassemblers to manipulate games while running represents an emblematic example of game-based contemporary art for several reasons. First, it allows creative intervention into the original games, remixing assets and code to generate novel audiovisual spaces. By altering the game maps, assets, and code while the game runs, Kerich is able to reconfigure the “raw materials” of the original game worlds. This remixing and reimagining of game environments is a signature of artistic game modification.

Second, his process reveals and comments on the underlying software processes that power the games. By directly viewing and editing compiled game code, Kerich provides rare insight into the internal logic governing gameplay – peering “behind the curtain”, in a way that investigates games as software systems, not just entertainment experiences. This interrogative uncovering of obscured technical architectures is a key theme in Kerich’s practice and game-based art more broadly…

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Matteo Bittanti


Works cited

Chris Kerich

Katamari Dreams

Screenshots, gifs produced with live memory disassembling software to hack Katamari Damacy (Namco, 2004), 2016

The Midday Channel

Screenshots, gifs produced with live memory disassembling software to hack Persona 4 (Atlus, 2008), 2017

All images courtesy of Chris Kerich

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ARTICLE: JOHN CHAMBERLAIN LIVES ON

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we are discussing several artworks that comprise his oeuvre. Today, we examine his series Dynamic Kinetic Sculptures.

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Like the previously discussed Piles(2018), Dynamic Kinetic Sculptures (2017) utilizes the mechanics of video games in unconventional ways in order to produce glitch art and reveal the underlying systems and hidden ideologies. However, whereas Piles employed violence and repetition to provoke discomfort, Keric’s previous work Dynamic Kinetic Sculptures taps into the joyful anarchy and broken physics of glitch art.

In this series, Kerich builds impossible vehicular constructions using the editor in the soft-body physics driving simulator BeamNG.drive. Vehicles are stacked, fused, and contorted into chaotic sculptures that burst into flames or cause extreme glitching of the physics engine when simulated. According to the artist, this project was inspired by the vernacular YouTube series Car Boys, in which the hosts push BeamNG to its limits to produce an absurdist, often hilarious spectacle.

BeamNG.drive is notable for its advanced soft-body physics simulation which allows vehicles to crumple, deform, and come apart in dynamic ways during crashes. Both Piles and Dynamic Kinetic Sculptures  use exploitation of game systems against their intended purpose in order to surface hidden logics, biases and prerogatives. But whereas the former is painstakingly structured and demanding of both artist and viewer in terms of duration and access (it was originally livestreamed on Twitch for 22 hours), Dynamic Kinetic Sculptures embraces playful serendipity, shorter length, and post facto consumption. It follows in a lineage of glitch art that finds meaning in rupturing systems through technical abuse rather than programmatic critique.

And while Piles implicates masculinity and power relations in its repetitive symbolic violence, Dynamic Kinetic Sculptures has no such explicit agenda beyond visible chaos. In fact, the Car Boys inspiration anchors it firmly in the juvenile but often creative energy of tinkering that many first experience in childhood, usually coded ‘male’: like video games, automobiles are connoted as “boys’ toys”, that is, tools and technologies that promote masculine ideals of competition, power, status, domination, and aggression through play, often emphasizing technical mastery and…

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Matteo Bittanti

Works cited

Chris Kerich

Digital Kinetic Sculptures

digital video/machinima, color, sound, various length, 2017, United States.

digital images, 2017, United States.

All images and videos courtesy of the Artist.

Read more about Chamberlain’s sculptures.

Read more about Brenton Alexander Smith.


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ARTICLE: FOLDERS FULL OF BODIES

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we’ll be discussing several artworks that comprise his oeuvre. Today, we examine his monumental project Piles (2018).

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Piles is a video art project that explores the symbolic and political dimensions of piling up dead or unconscious bodies in video games. Between 2020-2021, the artist, Chris Kerich, livestreamed over 22 hours of gameplay footage on Twitch of him creating piles of bodies across seven different video games. His goal was to turn an uncritical and common practice in gaming communities into a critical interrogation of how games incorporate concepts of life, death, and bodies into their design.

The games selected represent a mix of big-budget productions titles like Hitman, independent games like Viscera Cleanup Detail (which we presented within the context of the 2021 Milan Machinima Festival in a 80 minute cut), and a game creation platform, Tabletop Simulator. This range allows for different perspectives on the theme. The piles created are meant to evoke real-life piles of bodies from sites of atrocity, like Abu Ghraib, where Kerich sees resonances with the unconstrained power to violate bodies often granted to players in games. As a straight white American man, Kerich implicates himself and his own position of power in creating these spectacles…

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Matteo Bittanti

Works cited

Chris Kerich

Piles (excerpt)

digital video/machinima (1152 x 720), color, sound, 14”, 2018-2020, United States.


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ARTICLE: ...OK, BUT JUST HOW POWERFUL IS YOUR LOVE?

Following our recent exploration of Merlin Dutertre’s Lullaby (2019) – which is now accessible here after its VRAL show – we turn our focus to the works that have shaped his artistic vision. After examining Jon Rafman’s groundbreaking A Man Digging (2013), we now shift our lens to Jonathan Vinel’s avant-garde machinima, Notre amour est assez puissant (Our Love is Powerful Enough, 2014).

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“In video games, you get to look at the environment in a way that you don’t in real life, because it’s beautiful and magical. But this leap into the game also allows you to live and experience things differently. In the end, it’s about reconnecting better through disconnecting.” (Caroline Poggi)

In an insightful interview, Dutertre attributes his formative years in the 2010s to YouTube, which he considers pivotal in shaping his identity as a filmmaker. Back then, Dutertre engaged enthusiastically with gaming-related content on the video sharing platform, although the concept of machinima initially eluded him. His high school years marked a turning point, ignited by the early works of Jon Rafman and Jonathan Vinel.

In this short essay, I will discuss Vinel’s machinima and then broaden the context to provide a clearer picture (no pun intended).

Born in 1988 in Toulouse, Jonathan Vinel studied editing at the esteemed film school La Fémis in Paris where he cultivated his passion for games, cinema, and pop culture. He later met Caroline Poggi, a Corsican native born in 1990. Poggi studied at Paris IV University and at the University in Corsica. The two crossed paths in college and directed several short films separately – including Poggi’s Chiens, and Vinel’s Notre amour est assez puissant. Their subsequent collaborative filmmaking practice comprises award-winning shorts, including the Golden Bear-winning Tant qu’il nous reste des fusils à pompe (As Long As Shotguns Remain) and Martin Pleure (Martin Cries, 2017), and full feature films, including Jessica Forever (2018), a paradigmatic example of what has been labeled the GAMECORE genre, which we will address in a separate post.

Vinel’s nine-minute machinima offers a complex interplay of disparate elements: militaristic imagery from first-person shooter games, romantic idealism, and metaphysical purity symbolized by a computer-generated tiger evocative of Thai filmmaker Apichatpong Weerasethakul’s surreal narratives.

Let’s unpack these three themes.

Firstly, Notre amour est assez puissant draws heavily from the visual and thematic elements found in first-person shooter games such as DOOM (id Software, 1993). These games are characterized by their aggressive, fast-paced action, and often hyper-violent scenarios. They usually involve a single protagonist navigating a hostile environment, armed with various weapons, and fighting off enemies in a dog-eat-dog world. The imagery is often dark, gritty, and designed to evoke a sense of urgency and danger. Vinel’s machinima comprises unsettling sequences set initially in a high school and later in a zoo, which evoke the disturbing prevalence of mass shootings in the United States. As for the latter, a group of virtual soldiers spend their evening slaughtering the trapped animals – elephants, monkeys, crocodiles – for “fun” and out of boredom. Both sequences are shocking: the calmness and slow pace which accompanies the narrator’s monotone speech heighten this sense of uneasiness…

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Matteo Bittanti

Works cited

Brody Condon, Adam Killer, in-game performance, color, sound, video game mod, various lenghth, 1999, United States

Jon Rafman, A Man Digging, digital video, color, sound, 8’ 20’’, 2013, Canada

Jonathan Vinel, Notre amour est assez puissant, digital video, color, sound, 9’ 16”, 2014, France

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ARTICLE: MERLIN DUTERTRE’S LES FANTÔMES RÊVENT AUSSI

Merlin Dutertre, Les Fantômes Rêvent Aussi, digital video, color, sound, 7’ 34”, 2018, France

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VRAL is currently showcasing Merlin Dutertre’s Lullaby (2019). In order to better appreciate his oeuvre, we will be discussing several of his most recent works. We begin with Lullaby’s predecessor, Les Fantômes Rêvent Aussi (2018). Taken together, the two films are aesthetically and thematically conjoined, forming a unique diptych.

French filmmaker Merlin Dutertre crafts introspective machinima works set in serene, dreamlike forest environments. His found footage film Les Fantômes Rêvent Aussi (2018), which we are presenting today, unfolds in a lush virtual forest meticulously designed using Zoo Tycoon 2, a popular 2004 business simulation game where players manage a zoo. Developed by Blue Fang Games and released in 2004, Zoo Tycoon 2 was highly popular, selling over three million copies worldwide. Its longevity is remarkable: nearly twenty years after release, it still has an active modding community. In the game, players are tasked with creating and managing a successful zoo by building enclosures, keeping animals happy, and maintaining the park grounds. Not exactly what John Berger had envisioned, but anyway.

Interestingly, Zoo Tycoon 2 is not a popular choice for making machinima. Nevertheless, Dutertre deliberately chose this game due to its remarkable creative adaptability in the construction of lifelike environments and its user-friendly tools, which seamlessly facilitated the customization of landscapes and animal behaviors in alignment with his creative vision. Zoo Tycoon 2’s capacity for animating autonomously animals gave his project an authentic documentary-style essence. Notwithstanding its somewhat anachronistic graphics, the game’s accessible and familiar interface ensured Dutertre’s adept filmmaking, allowing him to work with…

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Matteo Bittanti

Works cited

Merlin Dutertre

Les Fantômes Rêvent Aussi, digital video, color, sound, 7’ 34”, 2018, France

Lullaby, digital video, color, sound, color, sound, 11’ 51”, 2019, France

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EVENT: JUAN OBANDO (JUNE 30 - JULY 13 2023, ONLINE)

Pro Revolution Soccer

Custom PC, modified game, two controllers, two custom-made gaming seats, sound system, projector, and vinyl screen structure, 2019 hereby presented as a gameplay video (1920 x 1080), color, sound, 21’ 23”, Colombia, 2019

Created by Juan Obando

Pro Revolution Soccer is an interactive installation that deftly reimagines the popular football simulation Pro Evolution Soccer (PES). Drawing inspiration from the profound bond between the Zapatista Army of National Liberation (EZLN) and the Italian soccer club Inter Milan, this artwork ingeniously introduces the EZLN as an enthralling new feature within the simulation. Evoking the enigmatic essence of a mythical football match, the work unfurls an intriguing narrative where EZLN daringly challenges the Italian team, forever suspended in the realm of imagination. Originally presented as an interactive installation based on a modified version of Konami’s soccer simulation, the artwork is presented on VRAL as a one channel gameplay video.

Juan Obando is an artist from Bogotá, Colombia, specializing in interventions within social systems. Through video performances, post-digital objects, and screen-based installations, Obando explores the collision of ideology and aesthetics, sparking the emergence of speculative new worlds. Obando’s work has garnered international recognition, with exhibitions held in Mexico, France, Colombia, Germany, and the United States. Notable solo shows include “Fake New” at General Expenses (Mexico City, México), “Summer Sets” in Faneuil Hall (Boston, MA, 2022),  “DEMO” at Museo Espacio (Aguascalientes, MX, 2022), and  “La Bodeguita de La Concordia” at Galería Santa Fé for the Luis Caballero National Art Prize (Bogotá, Colombia, 2021). Selected group exhibitions include First Place In The Table? (Trafo, Szczecin, Poland, 2022), Game Changers (MAAM, Boston, 2020), Video Sur (Palais de Tokyo, France, 2018), La Vuelta (Rencontres de la Photographie,  Arles, France, 2017), and MDE15 (Medellín, Colombia, 2015). Obando was also awarded a Rhizome commission from The New Museum in 2012, a MassArt Foundation grant in 2017, and an Art Matters fellowship in 2019.

VIDEO: GLITCHED RITUALS, UNCANNY REPLICAS. DECODING NATALIE MAXIMOVA’S EPISODES

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As part of our ongoing coverage of Natalie Maximova’sThe Edge of the World, currently exhibited on VRAL, we are delighted to present an essay about Maximova's video piece Episodes (2021).

In recent years, within the context of contemporary art, the appropriation and recontextualization of video game assets has emerged as a powerful practice for artists to explore themes of identity, technology, and digital aesthetics. Through the repurposing of these virtual elements, artists navigate the complex terrain between video art and gaming, forging new pathways of artistic expression and broadening the very definition of machinima. This convergence offers a fertile ground for critical reflection, inviting viewers to ponder both the potential and the limitations of increasingly popular simulated horizons.

One notable exemplar of this artistic investigation is Elaine Hoey’s 2019 mesmerizing video work, Animated Positions. The piece prompts viewers to reconsider the underlying frames and symbolism ingrained within traditional art by juxtaposing it with the domain of video games. Specifically, Hoey delves into the tradition of 19th-century European nationalist paintings, unraveling the intricate role of art in the representation of jingoistic patriotic ideals that have acquired cultural symbolism in nation-state formation. Breathed anew, the bellicose postures and poses of male figures depicted in these historical paintings come to life through character animation sourced from the popular first-person shooter Call of Duty by Activision Blizzard. By comparing digital reenactments of war-like stances with the traditional aesthetics of nationalist art, Animated Positions defies romanticized notions of nostalgia associated with the nation-state, offering a critique of the pervasive violence underpinning modern nationalistic ideologies and the glorification of aggression found in mainstream video games.

When I say that Animated Positions exemplifies the practice of artistic decontextualization, I mean that Hoey skillfully appropriated characters’ animations from their original context, i.e., video games, thereby altering their meaning and relevance as she inserted it somewhere else, i.e, a specific Western tradition of sculpture and painting. The artist employs the strategy of decontextualization to illuminate and offer alternative interpretations by removing an element from its usual context, associations, and intended uses. For example, this approach suggests a connection between the artworld and the gaming milieu, particularly regarding representation. Furthermore, it implies that both art and games can function as forms of propaganda, even if they are not commonly recognized as such. Additionally, the artist proposes that the conventional distinction between high art and the vernacular lacks foundation, as they share similar themes, values, and objectives. Ultimately, Hoey’s use of decontextualization serves as a creative strategy to disrupt prevailing narratives, question societal norms, and foster critical engagement. Animated Positions reframes and reinterprets familiar ideas, inviting viewers to contemplate different perspectives and rethink the underlying assumptions or principles attached to the decontextualized items.

Natalie Maximova’s equally thought-provoking work, Episodes, is another compelling example of critical decontextualization through the repurposing of video game assets…

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Matteo Bittanti


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VIDEO: BENDING SPOONS, FORKING PATHS

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Bending spoons, forking paths: On Natalie Maximova’s There is no spoon


As part of our ongoing coverage of Natalie Maximova’s The Edge of the World, currently exhibited on VRAL, we are delighted to present a video essay about her more recent work There is no spoon (2021).

The phrase “There is no spoon”, echoing through the corridors of cinematic history and bookmarked in the annals of culture virality, is a staple ingredient of simulation theory. This enigmatic utterance alludes at the inexplicability of reality and the illusory constructs that envelop our perception. The alleged, counter intuitive absence of the spoon, therefore, is a puzzle that has ontological and epistemological implications. 

Let’s take a step back and try to unpack the concept.

In the dystopian universe of The Matrix (1999), this mantra emerges as a beacon of truth, challenging the accepted norms of existence. A young boy tells Neo about the paradoxical absence of the mundane utensil to suggest that within a simulation, anything is possible. The boy’s verdict “you’ll see that it is not the spoon that bends, it is only yourself” can be read as an invitation to abandon biases, reject prejudices, and recognize the limitations of existing frameworks. On a more philosophical level, the maxim serves as a reminder that the physical manifestations we perceive as tangible objects are but constructs of our mind’s incessant activity, mere facades within the vast labyrinth of simulation. The spoon, a seemingly ordinary tool, becomes a potent metaphor for the illusions that veil our understanding, urging us to question the authenticity and veracity of our perceptions. Recognizing our constraints is the first step toward an epistemological liberation. 

As the narrative threads of simulation theory and video games intertwine, the parallel between the illusory world of The Matrix and the immersive interactive digital experiences becomes apparent. Video games, much like the simulated reality portrayed in the film, transport participants into meticulously crafted worlds, replete with intricately designed environments, characters, and narratives. In this boundless and often groundless domain, players embark on a number of quests, facing challenges and overcoming obstacles, all within a construct devoid of material substance and, perhaps, meaning.

The convergence of simulation theory and video games poses a captivating inquiry into the nature of agency and perception. Within the gaming realm, players navigate these digital landscapes, fully aware of the artifice that underpins their experiences. They become active participants, willingly immersing themselves in simulated realities, where the boundaries of what is real and what is fiction begin to blur. As we previously discussed, this confounding but enthralling situation is at the center of Maximova’s work The Edge of the World which seems to suggest that there’s no such thing as reality, just layers upon layers of simulation, connected by glitched areas, broken portals and literal or metaphorical rabbit holes.

Like its literary predecessor, the phrase “There is no spoon" serves as a poignant reminder of the ultimate conundrum, prompting players and observers alike to question the essence of their digital engagements. Are the avatars we control mere digital extensions of our own consciousness, or are they independent entities with their own sense of existence? Are the trials and triumphs we experience within the digital a reflection of our own realities — thus the underlying logic is memetic — or are they mere constructs of coded algorithms, and therefore purely compensative?

When examined through the lens of simulation theory and game design, this enigmatic observation — “There is no spoon” — confronts us with the profound paradox of existence within constructed realities. It beckons us to peel back the layers of illusion and seek a deeper understanding of the simulacra that shape our perception, understanding, and desires.

This paradox lies at the center of Natalie Maximova’s eponymous video work, which invites the viewer to embark on a profound expedition, akin to traversing a boundless video game devoid of prescribed objectives or known destinations. There is no spoon explicitly references the aforementioned line from The Matrix that explores the intersection of reality as a distinct entity and our perception of it. 

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Matteo Bittanti


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EVENT: BENJAMIN FREEDMAN (APRIL 21 - MAY 4 2023, ONLINE)

Benjamin Freedman

Jake

digital video, one channel, color, sound, 6’ 46”, 2023, Canada

Jake is an experimental film that explores simulated environments and the inherent artificiality and fallibility of memory. Composed of footage captured in Everybody’s Gone to the Rapture, a videogame set in a post-apocalyptic small town, the film presents semi photorealistic views that alternate between natural and domestic environments. Despite an effort towards realism, the footage remains uncanny as a disembodied voiceover of a young man plays overtop. Expressed in first person, the young man reminisces on his childhood memories that involve his family, the town itself and in particular, his first love named Jake. Written using OpenAI’s ChatGPT technology and recounted by a human actor, the narration eventually acknowledges that in spite of the town being simulated, like the nature of his memories of Jake, there is truth to the liminal space that divides reality and fiction. 


Benjamin Freedman’s artistic practice spans multiple mediums, encompassing sculpture, video, photography and computer generated imagery with a marked interest in complex histories and the restorative potential of photographic research. Through his lens-based work, Freedman artfully reinterprets and disrupts the past, navigating the relative truths and deceptions inherent in the medium. Of particular note is his embrace of science fiction and horror visual vocabularies to expand his documentary projects, compellingly challenging the boundaries of the genre. Notably, Freedman self-published his first photography book in 2015, and has since exhibited extensively throughout the Greater Toronto area, including at Pumice Raft Gallery, Stephen Bulger Gallery, Ryerson Image Centre, 8eleven Gallery, Art Gallery of Mississauga, and Division Gallery, as well as internationally at the prestigious Aperture Foundation in New York City. Beyond his individual artistic pursuits, Freedman has also made significant contributions to the Toronto arts community, serving on steering committees for the Toronto Art Book Fair and SNAP! Live Auction, and as an artist advisory committee member for The Patch Project. He is currently pursuing a Master of Design, Photography at the École cantonal d’art Lausanne (ECAL) in Lausanne, Switzerland.

NEWS: VRAL SEASON FOUR

VRAL is set to unveil its highly anticipated fourth season of exhibitions this coming Friday, promising an immersive experience of avant-garde, cutting-edge, and unclassifiable game-based video art from both established artists and emerging talents.

In the midst of a global pandemic, VRAL emerged as a cutting-edge, carefully curated game video experience, featuring a selection of machinima crafted by artists and filmmakers who operate at the intersection of video art, cinema, animation, and gaming. The program showcases only the most exceptional machinima, chosen for their cultural significance, artistic merit, and bold stylistic choices.

Often relegated to the margins of new media art festivals, film retrospectives, and exhibitions, these works represent the full spectrum of innovation and creativity that can be found in game-based video practices. Serving as an online portal that grants access to a diverse range of voices that complement and expand upon the Milan Machinima Festival, an annual retrospective that takes place at IULM University and at the Interactive Museum of Cinema in Milan, Italy, VRAL heralds a new generation of digital filmmakers and artists. The project features exclusive interviews, image galleries, and an extensive archive. The curators' ultimate objective is to deepen and broaden our understanding of machinima as an art form.

Since Spring 2020, we have curated three seasons comprising 64 shows overall and published two catalogs (the third volume is forthcoming). For S04, we have assembled a roster of established and emerging artists whose work embodies the avant-garde spirit and pushes the boundaries of what is possible in the world of game-based video art. Whether you are a longtime fan of VRAL or a newcomer to the world of game-based video art, this is an event that we hope you’ll find interesting, stimulating, and unexpected.

VRAL is an independent project and it is not supported by either sponsors or advertising. We do greatly appreciate however, community support through Patreon. To become a supporter and enjoy a series of benefits including exclusive interviews, videos, articles, and more, click here.

Don't miss this opportunity to explore the forefront of machinima and witness the future of contemporary visual culture.

See you tomorrow,

Matteo Bittanti