video essay

EVENT: HARDLY WORKING (LOCARNO FILM FESTIVAL, ONLINE)

Total Refusal’s masterful video essay Hardly Working is now accessible on demand on the Locarno Film Festival’s website.

This monumental game video essay spotlights digital gaming’s unsung background performers — the rote routines of NPCs (non-player characters). Populating worlds solely to represent banality and engage in trivial pursuits, this supporting cast of a laundress, stable boy, street sweeper and carpenter now occupy center stage. Captured through an ethnographic lens, their repetitive labor cycles, programmed patterns, and periodic bugs form a potent analog to modern working life under capitalism – an endless hamster wheel of menial, thankless tasks. Like Sisyphus sentenced to perpetually roll his boulder in futility, these NPCs epitomize the toil intrinsic to system dynamics tilted starkly against them by coded design. Their endless drudgery upholds the stage so that gamers can play.

In June 2023, the machinima has been featured on the New York Times as well in their “Op-Docs” section.

Hardly Working has been screened at the 2023 Milan Machinima Festival.

The artist, researcher and filmmaker collective and pseudo-marxist media guerrilla Total Refusal appropriates contemporary video games and writes about games and politics. They upcycle the resources of mainstream video games, creating political narrations in the form of videos, interventions, live performances, lectures and workshops. Since its foundation in 2018, their work has been awarded with more than 50 awards and honorary mentions - like the European Film Award or the Best Short Direction Award at the Locarno Film Festival. The current members of Total Refusal are:Susanna Flock, Adrian Jonas Haim, Jona Kleinlein, Robin Klengel, Leonhard Müllner & Michael Stumpf



EVENT: HUI WAI-KEUNG (FEBRUARY 16 - 29 2024, ONLINE)

Parallel V

digital video, single-channel-projection, color, sound, 26’ 14”, 2023, Hong Kong

Created by Hui Wai-Keung

World premiere

Conceived by Hui Wai-Keung as a tribute to Harun Farocki, Parallel V is a continuation of his seminal Parallel I-IV series investigating the operational logic of computer games. The point of departure for Hui is a statement by the late German director on the computer-controller characters’ tendency to repeat the same actions over and over again: “This tragedy revealed the limitations of human freedom of action”. Hui discovered that all NPCs seem trapped in a time-space bond with the player, a relationship of ontological dependence. NPCs live life-like existences; repetitions are inevitable in their simulated lives. And yet, Hui suggests, the algorithmic bounds of games are not absolute, and NPCs still encounter contingencies. Thus, both NPCs and human beings might be better off following Friedrich Nietzsche’s admonition, embracing rather than rejecting repetition.

Hui Wai-Keung is a Hong Kong-born cross-disciplinary artist currently pursuing a PhD in Art Creation and Theory at Tainan National University of the Arts in Taiwan. Hui received his MFA from the School of Creative Media at City University of Hong Kong and studied at the Hong Kong Art School. In recent years he has focused especially on game art and algorithmic art, exploring visual possibilities in digital hyperspace. Hui has exhibited widely in solo and group shows in Hong Kong, Taiwan, South Korea, Japan, Germany, Finland, Italy and the USA. Hui has completed artist residencies in Germany, Finland, South Korea, and Japan. Currently based in Taiwan, Hui continues to exhibit and conduct research into narrative, algorithms, possibility, contingency, reenactment, and history.

ARTICLE: A CLOSER LOOK AT CHRIS KERICH’S THREE IMPOSSIBLE WORLDS

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 delve deeper into his Minecraft video essay, with a comparative approach.

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The specific nature of Chris Kerich’s Three Impossible Worlds becomes clearer when contrasted with Sjors Rigters’s The Virtual Frontier. Both artworks employ Minecraft to unpack the ideological biases and constraints subtly encoded within the game’s mechanics and procedural systems. Yet despite this shared intent, the two projects mount their critiques through notably distinct creative strategies.

Fundamentally, Kerich and Rigters have a common ambition: to expose and defamiliarize the colonialist, hyper-capitalist ideology that Minecraft insidiously promotes through its gameplay loops of endless accumulation, extraction and technological expansion. The artists are united in interrogating how this blockbuster video game normalizes ecologically reckless values of infinite growth and resource exploitation.

However, Kerich and Rigters diverge in their means of critiquing Minecraft’s embedded ideology. Whereas Rigters adopts a direct, expository approach in his video essay format, Kerich opts for a more oblique and interpretively open-ended tactic with his interactive impossible worlds. This contrast illuminates two viable artistic avenues for laying bare the concealed politics suffusing mainstream games...

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Matteo Bittanti

Works cited

Chris Kerich

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

Sjors Righters

The Virtual Frontier, digital video, color, sound, 3’, 2020, The Netherlands

All images courtesy of the Artists

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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 JORDY VEENSTRA’S REGRESSION 4

VRAL is currently showcasing Regression 4, Jordy Veenstra’s latest installment in his ongoing ludo-topographical project. To accompany the screening, we are delighted to present a critical examination of Veenstra's monumental series Regression in video essay form.

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Conceived and developed by Dutch artist and filmmaker Jordy Veenstra, the ongoing Regression series uniquely captures experimental machinima within Rockstar’s ever expanding Grand Theft Auto’s urban and rural territories. Using an array of mods and the Rockstar Editor, Veenstra produced avant-garde studies of these detailed spaces from distinct vantage points. From 2019, Veenstra has been producing four installments, all showcased on VRAL

While linked thematically, each film focuses on different contexts within specific Grand Theft Auto maps. As an auteur, Veenstra explores overlooked corners, finding beauty in transformed gameplay. His rigorous approach reimagines chaotic worlds as meditative landscapes.

Regression’s title refers to the illusion of perfection in Grand Theft Auto’s dystopia, perceiving it as societal decline, deterioration, and barbarism. Behind the glitzy façade, flaws and cracks emerge, satirized via aggressive advertising, profanity, and lawlessness. Through distorted, dreamlike aesthetics, the films unpack the dissonance between illusion and grim realities. Visually embracing both analog and digital, a grainy 24fps texture emulates film alongside sweeping 4K vistas. Dynamic grading heightens contrast and painterly scenes. This fusion pays homage to cinema’s legacy while exploring the frontiers of simulation. Veenstra eschews narrative conventions such as voice over or didactic illustration in favor of a more improvisational production. Loose frameworks guide raw gameplay capture while editing choices shape the experiences. 

Using the embedded Rockstar Editor, Veenstra cuts, frames, and exports clips from Grand Theft Auto V. His shots feature depth of field, enhancing cinematic illusions in-engine. With the EVE mod, scenes export at 24fps, evoking the look and feel of celluloid. Veenstra coined the expression “cinematic distortion” to indicate techniques transforming gameplay into cinematic aesthetics. Key features include:

— Filmic aspect ratios over typical 16:9;   

— 24fps over higher game frame rates;

— Extensive color grading to shift familiar hues;

— Analog artifacts like grain and motion blur;     

— Cinematic framing and pacing;

— Intuitive filming focused on spaces rather than plot.

The outcome distances the polished CG interactivity of the original games for the richness of celluloid. Veenstra’s distortion process elicits a dreamlike, glitchy texture, expanding and simultaneously merging machinima and cinema. Through strategic post-production transformations, Veenstra’s meticulous workflow sculpts raw gameplay into textured cinematic experiences, transcending Grand Theft Auto’s digital gloss.

Specialized mods from the active modding community enrich creative possibilities. Veenstra leverages these fan-made tools, showcasing remarkable imagination alongside his vision.

The Dutch filmmaker redefines player relationships with familiar game spaces. Chaotic criminal playgrounds transform into serene environments appreciating underlying aesthetics. The films play with realism and artificiality, using convincing illusions yet reveling in fanciful virtual possibilities. Through skillful craft, Veenstra elicits resonance and humanity from violent game worlds. His cinematic distortion recalibrates familiar mayhem into a canvas for poignant artistic expression.

(continues)

Matteo Bittanti


Works cited

Jordy Veenstra

Regression 1, digital video, color, sound, 3’ 19”, 2019, The Netherlands

Regression 2, digital video, color, sound, 3’ 23”, 2019, The Netherlands

Regression 3, digital video, color, sound, 9’ 49”, 2019, The Netherlands

Regression 4, digital video (4k Scope), color, sound, 13’ 51” (original), 2023, The Netherlands

Joris Ivens, De Brug (The Bridge), black and white, silent, 15”, 1928, The Netherlands

Bert Haanstra

Glas (Glass), color, sound, 15”, 1958, The Netherlands

Zoo, black and white, sound, 11”, 1960, The Netherlands

Vittorio De Sica

Ladri di biciclette (Bicycle Thieves), black and white, sound, 93”, 1948, Italy

All images and videos courtesy of the Artist

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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.

VIDEO: A CLOSER LOOK AT HUGO ARCIER’S GHOST CITY

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Currently on display at VRAL is Ghost City, Hugo Arcier’s groundbreaking 2016 video installation, which, until now, has never been exhibited online. The artwork clearly deserves a closer look, especially in its original iteration.

Digital Realism

A red-haired woman wearing a pitch black dress appears vaguely uneasy as she clasps her lavish handbag, perhaps wondering if the voracious camera consuming Los Santos before her eyes might breach the fourth wall and snatch her prized possession. She is taking in Hugo Arcier’s Ghost City at the 2016 Beirut Biennale, where the installation’s documenting the accelerated erosion — or rather full disappearance — of a virtual cityscape evokes a touch of apprehension in the viewer.

Inspired by a critical reading of Lucretius’s De Rerum Natura, Ghost City is a creative reinterpretation of Los Santos, a virtual replica of Los Angeles, within the alternative reality of San Andreas, that is, Grand Theft Auto V’s setting. Originally conceived as an immersive installation, the work blurs the boundaries between reality and virtuality. With a masterful blend of architectural and graphic elements, the viewer is immersed in a hauntingly desolate, monochrome landscape, completely devoid of human presence. As the camera incessantly explores this evocative environment, the city’s structures fade away as if consumed by an invisible force. Through the juxtaposition of architectural details, the deliberate removal of living presence and the render-like aesthetics, Ghost City prompts viewers to contemplate the interplay of memory, virtuality, and the epistemological foundations that shape our perception of the world.

As an installation, Ghost City comprises two large parallel screens projecting the vision of the vanishing world, and a third screen that acts as a kind of poetic voice-over that can be read and listened to before or after, functioning therefore either as a prelude or an epilogue. Arcier compares such a narrator to a digital ghost, a placeholder for the virtual identities we leave behind through our online activities…

(continues)

Matteo Bittanti


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VIDEO: DIGITAL FABRICATIONS, LIMINAL REALITIES

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Between April 21 - May 4 2023, VRALfeatured Benjamin Freedman’s first ever machinima Jake, which can now be watched here. In this short video, Matteo Bittanti discusses the artist’s left motifs, recurring themes, and the role of video games in manufacturing false memories.

The video essay’s full transcript can be found here.


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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. 

(continues)

Matteo Bittanti


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VIDEO: THE POETICS OF GAME SPACES

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The poetics of video game spaces: On Fumi Omori’s Home Sweet Home

A video essay by Matteo Bittanti 


PART ONE

Fumi Omori’s latest project Home Sweet Home delves into the young Japanese artist’s intimate tapestry of personal recollections and her playful documentation of frequent relocations both IRL and within the virtual environments of Animal Crossing: New Horizons. 

Her nomadic history, characterized by a succession of relocations around the world in the past few years, finds solace in the poignant stillness of captured photographs, a portal to the emotional entanglements woven into past physical spaces. Nestled within the cherished folds of this beloved game, Nintendo’s Animal Crossing, which emerged as a sanctuary amidst the disquietude of the 2020-2021 Covid-19 pandemic, the artist crafts bespoke chambers that bear testament to their very essence.

Home Sweet Home is an investigation into the ramifications of transposing corporeal abodes into the virtual landscapes of video game spaces, which are “inhabited” by around two billion people as we speak, at least according to the latest statistics. Employing the technique of photogrammetry, Omori undertook the playful reconstruction of her former dwellings within the game, thereby obfuscating the demarcations between reality and imagination, leaving the viewer awash in a sea of architectural reverie, both deeply personal and utterly generic, as these apartments evoke the classic IKEA principles of impermanence, interchangeability, and transience. The interplay that ensues between these competing ideas of domesticity but also between these planes of reality — one corporeal, the other intangible — affords a tantalizing glimpse into a distinct visual hacking methodology, a véritable trompe-l’oeil.

In an extensive interview, the artist mentioned that the genesis of this project took root at ECAL the prestigious École cantonale d’art de Lausanne, and was set into motion by the visionary digital curator Marco De Mutiis of Fotomuseum Winterthur as part of a workshop on Automated Photography. Notably, this marks the third installment - following the lauded contributions of Benjamin Freedman and Moritz Jekat, to grace the fourth season of VRAL — a testament to the platform’s unwavering commitment to championing burgeoning talents alongside their venerable counterparts, an approach advocated by both Bittanti and the discerning Italian emigré, De Mutiis. It is not by chance, then, that these three works share common concerns for such issues as memory, belonging, and loss.

(continues)

Matteo Bittanti


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ARTICLE: A CLOSER LOOK AT NATALIE MAXIMOVA’S THE EDGE OF THE WORLD

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Natalie Maximova’s mesmerizing machinima The Edge of the World unfolds as an exploration of boundaries within the landscapes of Cyberpunk 2077 that is both a virtual dérive and epistemological inquiry. In this video essay, Matteo Bittanti explores its unexpected connections to a seminal movie of the 1990s. 

In Peter Weir’s seminal The Truman Show (1998), Jim Carrey masterfully embodies the eponymous character, Truman Burbank, orchestrating his escape from the confines of Seahaven Island—a virtual prison existing in a state of dual unreality. Not only does this idyllic town fail to manifest in the tangible realm of the United States — its supposed setting within the film’s intra and extra-diegetic reality — but it also lacks a proper existence within its own filmic world. In fact, Seahaven Island emerges as an elaborate fabrication, an expansive film set where its inhabitants willingly assume the roles of actors. Truman alone, akin to many protagonists of Philip K. Dick’s stories, remains oblivious to this deceitful charade.

As the reluctant victim of this perverse concoction gradually awakens to his spectacular “golden cage” imprisonment, he plots his liberation through a makeshift tunnel concealed within a basement. Astonishingly, in the globally broadcast reality show that commands an audience of millions, we witness Truman defying his captors by embarking on a daring escape aboard a humble sailboat, departing from Seahaven Island’s shores. Yet, the puppeteering TV producers — modern day demiurges — unleash a tempestuous storm in a desperate bid to sabotage Truman’s voyage. Although the protagonist teeters on the precipice of drowning, his unyielding spirit propels him forward, sailing until his vessel collides with the imposing barrier of the dome. 

His boat hit the wall. 

In the past two decades, “The boat has hit the wall” has transcended mere linguistic expression and evolved into a shared vernacular, encapsulating a particular scenario wherein the confines of systemic or structural obstacles render their eventual overcoming seemingly insurmountable. An intriguing example can be encountered  in a “peculiar” 2013 interview of Kanye West by Zane Lowe on BBC Radio One. 

With its distinct resonance, this phrase has indelibly imprinted itself upon the collective psyche, assuming a nuanced significance that sets it apart from the more prevalent idiomatic trope of “hitting a brick wall.” This mantra permeates the vernacular, albeit perhaps not as persistently as the notable slogans of another influential late 1990s Hollywood production, The Matrix, such as “a glitch in the matrix” (which inspired a captivating 2021 documentary by Rodney Ascher), the tantalizing “red pill vs blue pill” quandary, the paradoxical “there is no spoon”, not to mention the evocative “going down the rabbit hole” which can be traced back to Lewis Carroll’s timeless opus, Alice in Wonderland.

In the opening scene of Maximova’s The Edge of the World, an accelerated vehicle careens through the desert, mercilessly trampling cacti in its path—a stark departure from Truman’s maritime escapades. And yet, the end result is the same. The wall has been hit. In this case, “the car has hit the wall”. This powerful image reverberates with symbolic resonance, evoking, among other things, the failure of the Trumpian fantasy of an impregnable, fortified, six-feet tall wall.

Truth be told, we’re not on Seahaven Island anymore, Maximova’s alter ego emerges unscathed from the wreckage, poised to confront the seemingly impenetrable barrier. Climbing the rocky terrain, she discovers an opening — a portal to the unknown. As she gazes back at the sprawling metropolis of Night City, a sense of trepidation mingled with anticipation fills the air. And then, with a leap of faith, she plunges into the depths of the metaphorical “rabbit hole,” an allegorical passage to the realm where the conventional rules governing reality disintegrate. 

What unfolds next is a dizzying descent — or rather, ascent — into an otherworldly space, where fragments of structures appear and vanish, creating an erratic, unpredictable choreography. The landscape, bereft of textures and logic, defies comprehension. In a disorienting shift of perspective, we become voyeurs in this strange realm beyond the visible, witnessing its broken beauty from multiple angles. Around the two-minute mark, the enigmatic protagonist finally materializes as the perspective switches from the first to…

(continues)

Matteo Bittanti

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VIDEO: VIDEO ESSAY: FILMS MACHINIMA: NOTES SUR UN CINÉMA AMATEUR VIRTUEL BY GALA HERNÁNDEZ (2022)

Gala Hernández

Films machinima: notes sur un cinéma amateur virtuel

video essay, color, sound, 17’ 47”, 2022, France/Germany [in French, without subtitles]

Gala Hernández is an artist filmmaker and researcher based between Paris and Berlin. A Doctorate Candidate in Aesthetics, Sciences and Technologies of Arts at Paris 8 - Vincennes Saint-Denis University, ESTCA laboratory, Hernández examines screen capture as a media in the post-internet era. She is currently a ATER/Assistant Professor in Visual Studies and Digital Art at the Université Gustave Eiffel after having taught for 3 years at Paris 8 University. She co-founded and currently co-directs the association After Social Networks. She is currently a visiting PhD researcher at the Filmuniversität Babelsberg Konrad Wolf (Germany) thanks to a doctoral research scholarship of the German DAAD.

Read more about Gala Hernàndez

EVENT: ALIX DESAUBLIAUX (OCTOBER 28 - NOVEMBER 10 2022, ONLINE)

L’AUTRE MONSTRE (THE OTHER MONSTER)

digital video/machinima (1920x1080), color, sound, 48’ 59”, 2021, France (in French with English subtitles)

Created by Alix Desaubliaux

L’Autre Monster (The Other Monster) is an experimental film created with/in Monster Hunter World (Capcom, 2018). A contemplative immersion in a fantasy universe, this machinima examines the affective nature of playing. The artist appropriated a popular Japanese RPG and hunting game to explore ecological issues related to the ongoing capitalist exploitation of nature, which are intimately linked to the affective positions of the players. This singular relationship is punctuated by questions about the ontology of the creatures that inhabit the world, their language and communication style, and the system of representation that informs their appearance and behavior. Part documentary, part visual poem, and part conceptual walk-through, The Other Monster was produced using in-game assets, environments, and 3D images generated by an application. From the Anjanath to the Deviljho and the Pukei-Pukei, from the director’s point of view to the players’ experiences with Serid and Unbot, accompanied by their palicos, the monster becomes a metaphor for Otherness: a tool to question one’s relationship to the Other and to the world as a whole.

French artist Alix Desaubliaux and has been an active member of the Vivarium workshop since January 2021. In addition to her artistic practice, she explores performative and experimental formats via online encounters with the collective 3G, featuring Annie Abrahams, Pascale Barret, and Alice Lenay. She is also involved with the research group WMAN, comprising six artists and curators working with video games. Desaubliaux teaches in several art schools including ENSAD Nancy, ESACM Clermont-Ferrand, ENSBA Lyon, ESAM Caen, ESBAN Nîmes, where she organizes workshops, interventions, conferences, and seminars. Her work has been presented in several exhibitions, events, and festivals including Jeune Création Fair in 2015 at the Thaddaeus Ropac gallery; Digital Arts Biennial at the Cité Internationale des Arts, Domaine Pommery; Ars Electronica Festival in Linz, Austria; Mécènes du Sud Montpellier-Sète and Glassbox, among others. Desaubliaux lives and works in Rennes.

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VIDEO: VRAL AT #50_MATTEO BITTANTI

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In this short video, Matteo Bittanti discusses the trajectory of VRAL thus far and what comes next.

Read more about VRAL

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ARTICLE & VIDEO ESSAY: Albert Mason or, in game-photography as "Manifest Destiny"...

Request for RDR2 mod, https://foundynnel.tumblr.com

…OR, the queering of in-game photography

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Red Dead Redemption 2 is set in 1899, when photography was still considered a “new medium” or, as the cliché goes, a “medium in its infancy”. In fact, the device that turned photography into a mass medium in the United States, the Kodak Brownie, was introduced a year later, in 1900. Photography nonetheless plays an important role within the context of the game. On a narrative level, it is embodied by the character of Albert Mason, a real-life nature photographer that the player first encounters in a quest entitled “Arcadia for Amateurs”. French artiste-astronaute Elisa Sanchez (2021) describes her encounter with Mason in her autobiographical essay:

“Arcadia for Amateurs” is a side mission where I met Albert Mason. Arcadia, a country of villages in the mountainous part of the Peloponnese in ancient Greece, has become a symbol of a primitive and idyllic place where people lived happily and in love. It is also the name of one of the first homosexual associations in France, which made me hope for a romance between Arthur and Albert. But, of course, there was no way to make Arthur Morgan anything other than a strict heterosexual.  

Albert Mason is an amateur photographer who wants to take pictures of the wildlife of the United States. Clumsy, knowing neither the fauna nor the flora, he solicits my help to protect him from the wild animals he wants to photograph. The romantic visions of the Wild West conveyed by the press and popular literature - which describe the splendid sunsets and the rough comradeship of the men of the frontier and yet ignore the massacre of the native population and the hardness of life - inspired man living in the Eastern cities like Albert Mason to try their luck in the West, in search of a more fulfilling life. 

Mason’s character was inspired by George Shiras III, who was the first to use flash photography, thanks to the explosion of magnesium powder, to photograph the night life of animals. Albert Mason dreams of the Wild West as Arcadia: a wild country, which has not yet known the throes of civilization, filled with magnificent animals that are waiting for him to be revealed. Albert displays a sense of wonder that is quite similar to the one I felt when I entered the game. As fascinated as he is, I observe with binoculars dozens of animals, listed in an encyclopedia that grows richer as I discover them. I pick flowers, track raccoons and get mauled by grizzly bears, and I can’t help but feel the beauty of the moonlight or the reflection of the sun in the streams with each step. Red Dead Redemption 2 is fully aware of its aesthetics and incorporates a photo mode which allows the player to capture images of the great wilderness.

As Sanchez writes, the fictional Mason is indeed based on a historical figure, George Shiras III, like several other characters featured in the game. The “real” Shiras was born into a wealthy family in Alleghany, Pennsylvania, later becoming part of Pittsburgh, in 1859. His father, George Jr., was an attorney who served on the United States Supreme Court for eleven years. Shiras III attended the most exclusive schools in the country: he was an undergraduate at Cornell and — following in his father’s footsteps — received his law degree from Yale. He eventually became the U.S. Representative from the state of Pennsylvania. He was also an amateur wildlife photographer and his photos were featured in the National Geographic. In 1906, the influential magazine published 74 of his photographs and in 1928, Shiras donated 2,400 of his glass plate negatives, which are now part of the National Geographic Society archive. In turn, Shiras III’s award-winning Midnight — a suite of ten photographs of deer taken at night, all of which were taken from a boat using a jack light and illuminated by flashlight — were instrumental in the somehow controversial transformation of the National Geographic from a technical magazine into a mainstream publication (Brower, 2008, pp. 173-174)…

Matteo Bittanti

(continues)

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EVENT: SJORS RIGTERS (APRIL 22 - MAY 5 2022, ONLINE)

THE VIRTUAL FRONTIER

digital video, color, sound, 3’, 2020, The Netherlands

Created by Sjors Rigters

The popular video game Minecraft exemplifies the inner contradictions of the digital age. Lauded by many pundits as a highly creative form of entertainment, the so-called “digital LEGO” is a powerful vessel for neoliberal ideologies and hyper-capitalistic imperatives, with its frenzy of accumulation, extraction, circulation, production, and exploitation. An effective indoctrination tool now pervasive in thousands of US elementary schools, Minecraft is a techno-dream of endless growth, a manifesto for the perpetuation of devastating patterns of consumption, competition, and destruction. Informed by colonialist principles, its gameplay elevates numbing grinding routines into a recipe for the good life, casting the player as both a conqueror and an entrepreneur. In his video The Virtual Frontier, Dutch designer Sjors Rigters brings to the foreground the toxic message of one of the most successful video games of all time.

Sjors Rigters (b. 1995) is a graphic designer specializing in visual identity and editorial design. After receiving his BA in Graphic Design at the Royal Academy of Art, The Hague, he opened his own studio. Sjors lives and works in Rotterdam, The Netherlands.

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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

NEWS: THIS IS NOT A GAME AT MMF MMF MMXXII

We are delighted to announce that Arne Vogelgesang’s groundbreaking desktop documentary/performance THIS IS NOT A GAME will be featured at MMF MMXXII

Alternate Reality Games (ARG) combine reality and fiction in interesting and startling ways. Based on interactive structures, ARGs incorporate a very wide range of media, and generate a strong compulsive effect on the players who (help) shape the game by researching and exchanging information. ARGs use the individual lives of the players as their true gaming platform, thus forming active and enduring communities. What has this got to do with QAnon? Since this myth, which has also established itself as a brand, became widespread, numerous observers have pointed out how it operates on similar principles to Larping (Live Action Role Playing). In QAnon one can find elements of both LARPs and ARGs combining to create a new form. Arne Vogelgesang guides us through stories that shape reality and examines the growth of QAnon primarily in the context of the evolution of US politics.

Arne Vogelgesang is a director and founder-member of the theater label internil. He has created freelance theater work under this and other names since 2005, experimenting with a various composites of documentary material, new media and performance. Key themes in his work include political radicalization, deviant practices and the digitization of what is human. He also works as a video artist and in cultural education, publishes literary texts and presents lectures and workshops on the aesthetics of radical internet propaganda.

This program is presented by GAME OVER: CRITICA DELLA RAGIONE VIDEOLUDICA (2020)

Watch an excerpt below:

EVENT: HILLEVI CECILIA HÖGSTRÖM (JANUARY 7 - 20 2022, ONLINE)

A HAND IN THE GAME

Digital video, color, sound, 35’ 08”, 2017, Sweden

Created by Hillevi Cecilia Högström

A hand in the game is a video essay documenting the artist’s experience with SimPark (1996), a simulation published by Californian game company Maxis in which players cultivate and manage a successful park. Developed by Roxana Wolosenko and Claire Curtin, SimPark was explicitly targeted toward children: its objective was to educate the young about ecology and biodiversity. SimPark was accompanied by a 77-page manual which included tips on how to incorporate the game in the curriculum. Twenty years later, the artist intentionally tried to “mismanage the park enough to terminate all living things” in order to bring forth the simulation’s underlying ideology, which is grounded in capitalistic values and neoliberal imperatives. Specifically, Högström played four iterations — titled Termination 1.0, 2.0, 3.0 and 4.0 respectively — by altering the main variables, from the ratio between tropical, desert, and cold regions to the degree of animal agency, not to mention the effects of climate change upon the flora and fauna. The more she played, the more she realized that SimPark is deeply flawed: a supposedly pedagogical aid becomes a tool of disinformation.

Hillevi Cecilia Högström was born in 1994 in Jönköping, Sweden. She is currently completing her M.A. in Fine Arts at Malmö Art Academy. Previously, she received a B.A. in Fine Arts at the Iceland University of the Arts. Her work is concerned with the Anthropocene, which she defines as “the point in time where humans became an actual geological force capable of reforming the surface of the planet”, and its effects on the world. Her recent exhibitions include A Hand in the Game (solo, 2017), Bachelor Exhibition, Kubburin, Reykjavík, Iceland, and Full Vision (2020), Jönköpings länssmuseum, Jönköping, Sweden, Af stað!, Norræna Húsið, Reykjavík, Sweden (2019), and the 6th Moscow International Biennale for Young Art (2018), Main Project, Moscow, Russia. Her video works were featured at several international festivals, including EXiS (2021), Seoul, South Korea, and Impakt Algorithmic Superstructures (2018), Utrecht, Netherlands. Högström works and lives in Malmö, Sweden. 

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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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