eSports

ARTICLE: A CLOSER LOOK AT FILIP KOSTIC’S FILIP KOSTIC VS. FILIP KOSTIC

VRAL is currently showcasing Filip Kostic’s 2019 game video Filip Kostic VS. Filip Kosticin a brand new format. Today we dig deeper into this specific artwork by discussing the longer cut currently hosted on the artist’s website.

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For the record, there exist at the very least three distinct edits of Filip Kostic VS Filip Kostic: the artist’s website features a 22 minute and 10 second version. Additionally, Kostic tailored a unique cut exclusively for VRAL, with a duration of 16 minutes and 28 seconds. Interestingly, an even longer edit can be found on the internet. In this article, we focus on the 22-minute version, which can be watched on this very page.

The most widely debated book of Fall 2023 is, undoubtedly, Naomi Klein’s Doppelgänger, which explores a bizarre case of “identity crisis”. The Canadian author finds herself constantly mistaken for another esteemed public figure who happens to share her first name, Naomi Wolf, and Jewish heritage who gained fame through unexpected and controversial bestsellers, with Klein’s No Logo (1999) and Wolf’s The Beauty Myth (1990), among other things. In her unconventional memoir, Klein methodically elucidates the moments of mistaken identity, specifically in the context of online discourse and social media. Klein explains that this persistent confusion has left a lasting impact on her life and career over the years and led to existential self-questioning. She adds that the mix-ups became more frequent during the COVID-19 pandemic, when Wolf’s visibility increased significantly due to her controversial stances on lockdowns and vaccines. Klein kept Wolf at both literal and metaphorical distance. Despite the occasional unplanned overlaps, they never met or engaged in direct interaction.

In contrast, years earlier the Serbian artist Filip Kostic took a radically different approach when confronted with his own doppelgänger, Serbian soccer star Filip Kostic. Rather than avoid his twin, Kostic staged an elaborate performance directly engaging with the notion of identity, celebrity, and performance. In 2019, Kostic was contacted by the athlete’s PR team, wishing to purchase his @filipkostic Instagram handle. For years, Kostic’s account had been incorrectly tagged in posts of the soccer player due to homonimy. Declining a straightforward transaction, Kostic instead suggested a unique proposition: a FIFA Soccer match, streamed live before an audience, where the coveted prize would be ownership of the Instagram account.

As Kostic explains in the VRAL interview, “I was then linked to Filip’s manager via WhatsApp, whom I managed to convince that it is in Filip’s best interest to have a presence on Twitch.” The athlete’s management team warmed to the idea initially, hoping to generate media buzz. But apprehension set in when his soccer club caught wind of the plans. Nonetheless, the absurdist face-off proceeded as Filip Kostic VS Filip Kostic, staged as a flamboyant eSports event…

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Matteo Bittanti

Works cited

Filip Kostic

Filip Kostic VS. Filip Kostic, digital video, color, sound, 22’ 10”, Serbia, 2019

Filip Kostic VS. Filip Kostic, digital video, color, sound, 16’ 38”, Serbia, 2023 [2019]

All images and video courtesy of the artist


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MMF MMXXIII UPDATE: A CHAT WITH SØREN THILO FUNDER

Søren Thilo Funder, GAME Engine (Orange Bulletproof Kids), 2021, still

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The Milan Machinima Festival is delighted to present Søren Thilo Funder's groundbreaking work GAME Engine (Orange Bulletproof Kids) (2021) for the first time in Italy as a single channel video. Originally conceived as an installation. this work offers a thought-provoking and multi-layered exploration of the intersection between gaming and reality. GAME Engine takes the viewers on a journey to an undisclosed location, where they are invited to an exclusive press meeting with a game developer. Through the perspective of a spokesperson, the work offers a glimpse into a brand new game engine promising a revolutionary experience, with details shrouded in secrecy to protect its intellectual property value.

An artist who specializes in video and installation, Søren Thilo Funder, creates thought-provoking works that blend various cultural tropes, socio-political issues, and popular fictions. These narrative constructions operate within a delicate membrane where fictions and realities intersect, generating fresh interpretations and new meanings. Funder’s oeuvre is steeped in both written and unwritten histories, as well as a deep awareness of the paradoxes and complexities of societal engagement. His art explores temporal displacements, nonlinear storytelling, and the emergence of new, unconventional forms of memory. Through his work, Thilo Funder creates immersive spaces that enable unpredictable encounters with the political, temporal, and recollective. Funder received an MA from the Royal Danish Academy of Fine Arts and The School of Art and Architecture at the University of Illinois at Chicago. He is currently finishing a Doctorate program in Artistic Research at The Art Academy, Department of Contemporary Art, University of Bergen in Norway.

GAME Engine (Orange Bulletproof Kids) will be screened exclusively at the MIC - Museum of Interactive Cinema on March 25 2023 in the POLITICS OF GAMING program.

Thilo Funder's Everywhere (2007) was recently featured in VRAL S03.

Matteo Bittanti and Søren Thilo Funder discussed the genesis and evolution of GAME Engine, which has been exhibited internationally through various iterations.

Matteo Bittanti: Can you discuss how the recursive structure of GAME Engine (Orange Bulletproof Kids) reflects the repetitive nature of video game playing? Is this looped narrative a defining, quintessential feature of digital games? In our previous conversation, you spoke about the concept of tempor(e)ality, i.e., “the timeliness of reality, or how reality unfolds in accordance to time; not only on a phenomenological or conceptual level but on a socio-political one as well”, and how gaming can be a way for young people to “reclaim time”. However, the looped narrative in games can also give a false sense of progression: the effect is akin to being stuck in time, as seen in TV shows like Russian Doll and films like Groundhog Day. Can you address the tempor(e)ality of GAME Engine (Orange Bulletproof Kids)?

Søren Thilo Funder: I’ve been thinking a lot about how the recursive formatting of game levels somehow mirror the way in which we also seem to repeat gestures and passages in our everyday tempor(e)ality, to stay with that term. Especially in my work with CS:GO athletes, we kept circling around the idea of respawning, that is, the reappearance after having been killed, only to set out and repeat the motions that led to your perishing in the first place. GAME Engine (Orange Bulletproof Kids) was created specifically for an exhibition revolving around Extreme Sports. Here I proposed eSports as falling under this category. There is an extreme cognitive effort to the athlete that only succeeds if every micro action and choice is done at the exact right moment. And this extremely athletic precision is contrasted by the seated body and almost passive gaze of the athlete. I am really fascinated with the linkage to the excessive motion of the virtual character up on the screen and the physical still body that directs all the action. Another reason why I thought of CS:GO eSports as an extreme sport, is due to the complicated reality of having a sport where the playing field is induced with a political reality outside of the strategic unfolding of the game. I can think of no other sport where the competition is playing out in a field that is textured with the environment of an ongoing political conflict. I was interested in the linkage between what the players experienced cognitively, in the unfolding of their top athletic strategic maneuvering and astounding reaction time, and the visuality of the environment they navigated through, and the political landscape it represents. The respawning, of the CS:GO soldier, in the dark tunnel just outside the Mid Doors of the game level Dust 2, and of The Spokesperson delivering her presentation at the exclusive press meeting, perhaps speaks to the idea of being stuck in the recursive, but also that each respawning offers a possibility to think again, act different, learn from one’s environment. And technically (and conceptually), working with video installations for me is about progression in the looping environment. The video installation loops, the visitor of the installation can move about, leave, re-enter at their own behest. So linear narrative will always be an illusion – or for the apparatus itself to experience without a visitor – the real experience in the visitor will always be about assembling narrative, experiencing loops, selective editing or really respawning with the work. Or the work respawns every time a visitor leaves or enters. I like to use this circumstance quite deliberately, not as a way to bypass the problem of the visitor never experiencing what I had planned to be the experience, but rather to enforce this aspect and let this tempor(e)ality inform my process and my own experience of how narratives can be unfolded. There is a dreamlike sensation in experiencing the loop, that is not the loop. A return to somewhere else. I hope that this looping offers the possibility of reclaiming time – the time experience of the work but also really the time experience of existing in our contemporary tempor(e)ality. Progression is a strange word. It seems to have a certain implication of a productivity that leads towards accumulation, but I believe there could be progression in the looping, the respawning, the staying in the trouble and figuring out what the hell is going on before moving torrentially ahead.

Matteo Bittanti: Through repeated views of GAME Engine (Orange Bulletproof Kids), I couldn’t help but come to see a parallel to David Cronenberg’s eXistenZ. The spokesperson/game designer in both works is enigmatic yet captivating, charismatic yet elusive. Did you have Allegra Geller in mind while creating your project, and if so, to what extent was Cronenberg's 1999 reflection on video game culture a source of inspiration for your work?

Søren Thilo Funder: Allegra Geller is (tip of the cap) exactly the character I always imagined behind the game developer in GAME Engine (Orange Bulletproof Kids). We never meet her here though: we only see a…

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Matteo Bittanti

Works cited

Søren Thilo Funder

GAME Engine (Orange Bulletproof Kids)

digital video, color, sound, 30’ 02”, 2021, Denmark


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