politics

EVENT: CHRIS KERICH (OCTOBER 27 - NOVEMBER 9 2023, ONLINE)

Three Impossible Worlds

digital video, color, sound, 2022, 11’ 14”, United States

Created by Chris Kerich

A speculative digital art project that probes the underlying logic and limitations of procedural world generation Three Impossible Worlds was developed with/in the popular video game Minecraft. The artist began by conceptualizing a series of thought experiments: worlds deemed “impossible” within Minecraft’s existing generative framework. By subverting the game’s expected parameters, Three Impossible Worlds surfaces latent politics and ingrained assumptions coded into procedural systems. 

Chris Kerich is a programmer and artist living and working in Lethbridge, Alberta. Kerich is interested in systems, constrained art, information, critical science studies, and video games. Chris is currently an Assistant Professor at the University of Lethbridge. He received his doctorate from the program in Film and Digital Media Studies at the University of California, Santa Cruz, and he has received a Master of Arts from the Massachusetts Institute of Technology (MIT) in 2017 and a Bachelor of Science from Carnegie Mellon University in 2013. Kerich’s creative endeavors have garnered international recognition and have been featured in retrospectives and events like the Milan Machinima Festival (2021, 2019, Milan, Italy) and Vector Festival (2018, Toronto, Canada).

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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ARTICLE: FILIP KOSTIC IS GAMING THE ARTWORLD

VRAL is currently showcasing Filip Kostic’s 2019 game video Filip Kostic VS Filip Kostic in a brand new format. To contextualize this specific artwork as well as the artist’s oeuvre, we will be discussing a series of artworks influenced, inspired and/or developed with video games and game tools, such as the Unreal Engine. Today we are happy to present Booty Bay Open Studios (2020).

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Kostic’s amusing Booty Bay Open Studio is a fascinating intersection of art and gaming unfolding through the virtual persona of “Jerrysaltz the Undead Warlock,” clearly modeled after Jerry Saltz, America’s preeminent art critic. Situated in the fantastical realm of World of Warcraft, this avant-garde initiative poses compelling questions about the valuation and interpretation of art within a simulated, magical world. Employing a diverse toolkit of visual aids – ranging from in-game photography to meticulously constructed diagrams, mind maps, and charts – the project engages participants in an enthralling artistic journey in a land ruled by Orcs, Goblins, and Warriors.

The setting for this experiential foray into art criticism is the fictitious Booty Bay Studios, hereby described as an iconic trading hub, renowned as the largest of its kind in all of Azeroth and the Horde territories. The experience transcends the usual paradigms of art exhibits, turning into what can only be described as a whimsical, yet incisive, art crawl. But the true depths of the project’s humor and subtext can be fully grasped only by those proficient in two distinct dialects: the specialized lexicon of WoW’s geography and gameplay mechanics, and the nuanced vocabulary of contemporary art critique.

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Matteo Bittanti

Work cited

Filip Kostic

Booty Bay Open Studios, digital video, color, sound, 7’ 18", Serbia, 2020

All images and video courtesy of the artist


This is a Patreon exclusive content. For full access consider joining our growing community.

ARTICLE: FILIP KOSTIC’S FORTNITE REMAKE AS A COMMENTARY ON NEOLIBERALISM

VRAL is currently showcasing Filip Kostic’s 2019 game video Filip Kostic VS Filip Kostic in a brand new format. To contextualize this specific artwork as well as the artist’s oeuvre, we will be discussing a series of artworks influenced, inspired and/or developed with video games and game tools, such as the Unreal Engine. We begin with Fortnite: 007 Merciful Angel, an artistic remake of Epic Game’s popular battle royale video game.

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Filip Kostic’s Fortnite: 007 Merciful Angel is a reimagining of Fortnite, engineered using the Unreal Engine 5. This project was originally commissioned by curator Aaron Moulton for his groundbreaking exhibition The Influencing Machine, first showcased at Nicodim Gallery in Bucharest, Romania in 2019, and later revisited at the Ujazdowski Castle Centre for Contemporary Art in Warsaw, Poland in 2022. Fortnite: 007 Merciful Angel was subsequently presented in the context of the Manic American Humanist Show at Public Works Administration in New York between March 10-26 2023, alongside the works of other core members of the internet collective Do Not Research.

In The Influencing Machine, Moulton explored the nuanced relationship between institutions and media in societies transitioning from socialist to capitalist systems. Within the domain of visual arts, the curator explored the evolution from socialist realism to creative freedom, albeit constrained by the stipulations set forth in open-call exhibition guidelines. Recontextualizing the art of the 1990s within the modern-day milieu, both the exhibition and its related publication provide an intellectual platform for critical discourse on the global art ecosystem, interrogating key thematic areas, such as the integral role of activism in the artistic sphere, the influence of ideology on creative production, and the potency of institutional critique.

Curated by Abbey Pusz, the exhibition Manic American Humanist Show was situated in the aftermath of a decade marked by internet-enabled political experimentation, making it, historically speaking, a sort of follow up to The Influencing Machine. It also presented a US-centric view as opposed to the more European focus of Moulton’s show. Specifically, Manic American Humanist Show explored how the digital age – from the Occupy movement in 2011 to the election of Donald Trump in 2016 – has contributed in giving rise to a new kind of American citizen with increasingly specialized and highly tribalistic political leanings. The exhibition humorously engaged with this phenomenon through the lens of Post-Internet art, analyzing how contemporary alienation manifests in the fringe political spaces online before it reaches the mainstream…

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Matteo Bittanti


Work cited

Filip Kostic

Fortnite 007: Merciful Angel, interactive game, 2022-in progress, Serbia/United States

All videos (Fortnite: 007 Merciful Angel: Opening Sequence and 007 Merciful Angel: Scarlet Witch Monologue, both 2022) and screenshots courtesy of the Artist


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ARTICLE: NO, IT’S NOT “JUST A GAME”

VRAL is currently showcasing Firas Shehadeh’s Like An Event In A Dream Dreamt By Another — Rehearsal (2023). To contextualize his work, we are looking at some of his most significant projects. Today we examine his 2013 multimedia project Guerrilla 8-bit.

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In a thought–provoking blend of historical narrative and video game aesthetics, Firas Shehadeh’s Guerrilla 8-bit showcases in a nuanced, perhaps counterintuitive style the parallel evolutions of two seminal yet apparently disconnected events: the formation of the Black September Organization (BSO) and the birth of 8-bit computing. Conceived in 2013, this brief yet impactful video installation – clocking at one minute and forty-seven seconds – is augmented by a series of digital prints that beckon viewers to reevaluate the intricate relationship between technological and socio-political upheavals.

The BSO, which emerged in the waning years of the 1960s, was a militant collective committed to the liberation of Palestine. Composed of an undefined number of libertarian fighters hailing from Palestine and beyond, the organization aimed not merely to free their homeland but also to protect refugees and internationalize the Palestinian cause.

Coinciding with this socio-political ferment was the advent of 8–bit computer processors, a technological milestone that would later serve as the catalyst for a worldwide digital revolution. Guerrilla 8-bit ingeniously unites these seemingly disparate timelines, employing 8-bit technology as a medium to reexamine…

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Matteo Bittanti


Work cited

Firas Shehadeh

Guerrilla 8-bit, digital video (4:3), color, sound. 1' 47", series of digital prints, 2013, Palestine

All images and videos courtesy of the Artist


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ARTICLE: LOST IN THE LOOP

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VRAL is currently showcasing Firas Shehadeh’s Like An Event In A Dream Dreamt By Another — Rehearsal (2023). To contextualize his work, we are looking at several of his most recent project. We began yesterday with There, Where You Are Not (2022), a series of performative screening on the nature of digital culture. Today, we continue our exploration of There, Where You Are Not.

We are pleased to present a second component of Firas Shehadeh’s ambitious 2022 multimedia project, There, Where You Are Not: T,WYAN_appendix, abbreviated as T,WYAN_appendix. Although the artist describes it as an improvisational sound performance, T,WYAN_appendix is something else altogether: A comprehensive auditory odyssey that delves into the multi-layered landscape of contemporary digital culture. By meticulously weaving together sonic and visual elements, this element of Shehadeh’s larger multimedia project serves as a visceral expedition into memes, video games, network spirituality, emotional landscapes, hybridity, and additional scapes that inform our online discourse. The performance was originally presented on October 15 2022 at the Singapore Art Museum as part of the Singapore Viennale 2022 Named Natasha. An excerpt is available here.

T,WYAN_appendix also exists as a 32’ machinima piece, intended as a sophisticated companion to Meme Without Irony, another machinima crafted within the environment of Grand Theft Auto V. T,WYAN_appendix serves as a revelatory exposition of the hidden mechanics of video gaming. It focuses on the “game before (under?) the game” or perhaps, one might argue, the “real game,” pulling back the curtain on the intricacies that generally remain concealed from the end-user.

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Matteo Bittanti

Work cited

Firas Shehadeh

There, Where You Are Not, sound performance, improvisation, various lengths, hereby presented as a digital video, color, sound, 32’ 26”, 2022, Palestine

Firas Shehadeh

The View From ‘No Man's Land’, print, edition of 300, softcover, 204 pages, 2020, 104 x 176 mm.

All images and videos courtesy of the Artist


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ARTICLE: MEME DISPLACEMENT

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VRAL is currently showcasing Firas Shehadeh’s Like An Event In A Dream Dreamt By Another — Rehearsal (2023). To contextualize his work, we will be looking at several of his most recent project. We begin with There, Where You Are Not (2022), a series of performative screening on the nature of digital culture.

“I wander silently and am somewhat unhappy,
And my sighs always ask “where?”
In a ghostly breath it calls back to me,
“There, where you are not, there is your happiness.”

George Philip Schmidt

Firas Shehadeh, a Vienna-based Palestinian artist and researcher, fashions intricate artworks informed by digital world-building within the post-internet milieu. A distinguished alumnus of the Academy of Fine Arts Vienna, where he received a Master of Fine Arts in 2022, Shehadeh has long been preoccupied with the interplay between post-colonial narratives, technological landscapes, and historical resonances.

In his 2022 multimedia project There, Where You Are Not, a precursor to Like An Event In A Dream Dreamt By Another — Rehearsal, Shehadeh deconstructs the dialectic between digital spaces and physical reality, all set against a backdrop of post-colonial discourse. The work is a meticulous examination of the transformative journeys that lived experiences and concrete objects undertake as they metamorphose into their digital counterpart, only to be catapulted back into the material world, often in transmuted forms. Shehadeh’s layered narrative dissects the roles of digitality and internet memes, serving as a discerning commentary on such themes as identity, geopolitics, and cultural representation in an epoch marked by incessant digital proliferation.

The titular phrase, There, Where You Are Not, pays homage to an eponymous literary work by Kamal Boullata, a Palestinian artist and theorist of considerable renown. Boullata’s conceptual framework finds its roots in “The Wanderer,” a poem by German poet Georg Philipp Schmidt. The phrase, for Boullata, acted as a metaphorical articulation of an existential disjunction – his severed connection with his Palestinian homeland. It becomes a potent expression for unattainable realms, whether they be geographical, emotional, or conceptual.

Shehadeh augments this complex intertextuality by introducing an additional conceptual stratum: the borderless yet boundary-recreating universe of the internet. His project launches an investigation into the post-colonial ramifications of these digital realms. The work questions the ways in which the internet serves as both a liberating force that transcends traditional borders and a mechanism for the reinscription of power dynamics, cultural commodification, and appropriation. Utilizing an array of mediums – including digital art, video installations, gameplay footage, and textual exegesis – the project scrutinizes the functioning of memes as cultural touchstones within the digital ecosystem. These memes…

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Matteo Bittanti

Work cited

Firas Shehadeh, Meme Without Irony, digital video, color, sound, 6’ 21”, 2022, Palestine.

All images courtesy of the Artist


This is a Patreon exclusive content. For full access consider joining our growing community.

EVENT: FIRAS SHEHADEH (SEPTEMBER 8 - 21 2023, ONLINE)

Like An Event In A Dream Dreamt By Another — Rehearsal

Single-channel video (color, sound, narrator: Mamusu Kallon), 14’ 19”, 2023, Palestine

Created by Firas Shehadeh

Part of Shehadeh’s ongoing research into video games and Palestinian youth culture, Like An Event In A Dream Dreamt By Another — Rehearsal combines found-footage of Twitch streamers and custom game mods for Grand Theft Auto V (Rockstar Games, 2013). Unpacking video game mods as a form of contemporary archive — and therefore digitizing historic and contemporary architectural sites in addition to seemingly ubiquitous objects — the artwork proposes Los Santos, a virtual replica of Los Angeles, as the biblical “land of milk and honey”.

Firas Shehadeh is a Palestinian artist and researcher exploring issues of identity, meaning, and aesthetics in the digital age. Currently based in Vienna, his interdisciplinary practice engages with post-colonial effects, technology, and history through the lens of worldbuilding and internet culture. Shehadeh holds a Master of Fine Arts from the Academy of Fine Arts Vienna, where he is currently a PhD candidate. His education also includes studies in conceptual art, video, and architecture in Vienna, Barcelona, and Amman. Investigating topics like colonial legacies, memory, and belonging, Shehadeh creates speculative narratives that reveal unseen structures and realities. His research-focused practice utilizes and subverts the visual languages of new media, examining how technology transforms society’s relationship with knowledge and power. His work, which has been exhibited internationally, offers a critical perspective on the role of the internet and digital imaging in shaping contemporary identities, histories, and ways of world-making.

ARTICLE: DEFUND THE GTA POLICE?

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Felix Klee's most brazenly political machinima developed with/in Grand Theft Auto V investigate the cop as an ideological force - but also as a farce - within the game.

No one left to frisk and Police running wild were originally presented in the context of United We Stream festival (2020) — which dealt with the theme of “The Authoritarian and the Potential of Art” — and at the 23rd Equinoxio Film Festival Bogotá and Retina Latina.

Exploring the sociopolitical dimension of Grand Theft Auto through modding and machinima, Klee seeks to present an understanding of the relationship between real life police brutality and the simulated violence of video games, where carnivalesque excesses are the norm and real life consequences negligible or non existent. These works also raise interesting questions about the very possibility of the artist in articulating such dichotomy and introducing a nuanced point of view. No one left to frisk and Police running wild exemplify Klee's constant preoccupation with the political, which he approaches with a surreal, almost comical tone. The filmmaker juxtaposes the seriousness of real world abuse by policemen against minorities and people of color - one machinima explicitly evoke in its very title the so called stop-question-and-frisk program, or stop-and-frisk, a controversial practice of temporarily detaining, questioning, and at times searching civilians on the street for weapons and other contraband in New York City. Such practice is known elsewhere as the Terry stop. In the past decade, several activists have alleged that the program unfairly targets African-Americans and Hispanic-Americans.

The criticism is hiding in plain sight in Klee's short video, which features a bored policeman who spends his day sitting on a chair in the porch of his foreclosed home. However, his idle time is interrupted by a confrontation with an invisible criminal. The outcome mixes real world tragedy with slapstick style action.

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EVENT: KADIR KAYSERILIOĞLU (JANUARY 21 - FEBRUARY 3 2022, ONLINE)

WOLFPATH.EXE

digital video (1920 x 1080), color, sound, 4’ 04”, 2017, Turkey

Created by Kadir Kayserilioğlu

Updating a traditional origin myth through video game aesthetics, Wolfpath.exe is a meta-commentary on contemporary Turkey from the perspective of a young artist engaging with technology, popular culture, politics, and folklore. By directly confronting with the technical and ideological constraints of Far Cry 5, a popular video game developed by French giant Ubisoft and aparadigmatic example of the politics of videogames in the face of an ongoing “anti-progressive/anti-feminist backlash” in the United States” — as Sören Schoppmeier convincingly argues in his essay “Playing to Make America Great Again: Far Cry 5 and the Politics of Videogames in the Age of Trumpism” — Wolfpath.exe forces the viewer to rethink the impact of game culture on the collective imaginary.

Born in 1987 in Istanbul, Kadir Kayserilioğlu received a B.A. in Graphic Design and an M.A. in Fine Arts from Yeditepe. He is currently pursuing a Doctorate program at Marmara University, while making and exhibiting art in Turkey and elsewhere. His practice is grounded in the idea that play operates across a wide range of forms including video games and collaborative, performance-based video and imagery. His works often rely on a combination of instructions and protocols on one hand, and collective improvisational processes and chance operations on the other. This often results in works that challenge conventional notions of authorship and authority, imbued with a dark humoristic style, showing irreverence towards traditional hierarchies between forms of high and popular culture, assembling high production value with home made and DIY esthetics. His areas of investigation include the nature of social reality, gender, identity politics, populist tactics, posthumanism and micro-stories. He often engages in strategies of the absurd, repurposing mythological narratives as well as science fiction and horror tropes towards a critical take on contemporary political dynamics.

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