Kristof

Togetherness

For my final project, I wants to create a game that explores the complexities of human relationships. The game will include both positive and negative aspects of relationships, such as happiness and conflict, and will require players to navigate these challenges in order to maintain the relationships. The goal is to convey the message that relationships can be difficult, but they are an inevitable part of life and require effort to maintain.

The game goes as followed: tie two people together by any string. Have one person in the front and one person in the back. The person in the back will have a blindfold on (the game works best on a tiled floor). Have another person direct the person in front by telling them which tile to step to (front, diagonal, side to side). The person in the back has to mirror the person in front by stepping to the correct tile in the back of the person in front. If the person in the back steps to the wrong square, they must be notified and told to step to the correct tile. The game also works best when the person in the back has headphones on so they cannot hear footsteps.

My game was inspired by Linda Montano and Tehching Hsieh, who were known for their performance art piece in which they were connected by a rope for over a year, doing every move together. Their work influenced me because of the strong connection they maintained and the range of emotions they experienced. In my game, I want to capture this sense of connectedness and openness to all emotions and themes, like Linda and Tehching’s piece.

Another inspiration comes from the Dada movement. “According to critical consensus, Dada represented youthful provocation, an adolescent destructiveness that (for those favorably inclined) should clear the way for a new intellectual engagement with art and the world at large (349).” This quote suggests that the Dada movement, which was known for its provocative and destructive nature, was seen by some as a necessary step towards a more intellectual engagement with art and the world. My game explores this destructive nature by showing the hardships of relationships inside the world.

The fluxus movement was also a big inspiration to my game. “Fluxus’s goal is to teach us to experience the world for ourselves, ” in the same way” (Maciunas’s words) that we experience art (Baas 8)”. This quote suggests that the goal of the Fluxus movement was to encourage people to experience the world in the same way that they experience art. According to this perspective, the movement sought to blur the line between art and everyday life, encouraging people to be more present and engaged in the world around them. This interpretation highlights the participatory and experiential nature of Fluxus, as well as its emphasis on individual experience and perception. This engagementreflects that we must stay calm and accept the changes in relationships we face in life.

A Day In The Life

For my activist game, I want to explore the life of another person. 

The activist game starts with a person documenting their day; they capture themselves with pictures and videos. They share the information online to a maximum of 10 people and pose the question: how am I feeling at each given moment? Each participant has to provide responses  of what they think the pictures and videos convey. Each participant is now eligible to participate in the game by posting pictures and videos themselves creating a chain reaction. A day in the life starts with a person that shares their most revealing and vulnerable experiences that allows everyone to learn and grow from each other. One of my inspirations for this game comes from talk show host Carson Daley who shared a picture of himself during a live television show when he was experiencing a panic attack while everyone thought he was having the time of his life.

My game illustrates the artwork of  Linda Montano and Tehching Hsieh who tied a rope around each other and did every move together. This artwork was particularly inspiring to me because of how they stayed connected for over a year. They say, “They take out the dog, they  run, they have tea, watch a lot of TV, spend hours at the work tables sitting back to back. For pleasure, they watched  movies and rode their bikes around, one following behind the other (4).” Through thick and thin, this connectedness was therapeutic, but at the same time caused a rift between the participants. I’m not insinuating that there has to be a conflict between the posts, I just want it to be open to all emotions and themes. Linda and Tehching togetherness still created a bond with each other by sharing their lives. I want my game to capture this same meaning and experience.

Another example is Burden’s “ Five Day Locker” piece where he curled up in a two-by-two-by-three-foot locker which he endured for five consecutive days. The text, On Edge, quotes, “… to his surprise, people he didn’t even know came unbidden to sit in front of the locker, to tell him their problems and the stories of their lives. … Certainly, those who came were projecting something onto him. And Burden’s been extremely conscious of audience behavior ever since (Carr 18).” Burden’s artwork shows that everyone has a story to tell even though the person may not look like they do. I want to invoke the same emotion by making the viewers question and critique others’ lives and how it relates to themselves.

Never Have I Ever

In the introduction to Dada: Zurich, Berlin, Hanover, Cologne, New York, Paris, one of the lines reads: “The word Dada itself provides an overarching moniker for the raucous activities of its participants.” For my artwork, I want to call out the double edged sword that is alcohol. 

Alcohol is a substance you can easily find in any household; it is a substance that is used recreationally as a party or social drug but it also has its dark side which is abused by people for its sedating effect. Returning to the quote in the introduction, I want to create an artwork that uses alcohol on its participants to create a “raucous activity”. I want to appropriate the game “Never Have I Ever” as the basis for my artwork. How you play the game is people go around in a circle and say “Never Have I Ever”  with a specific activity and whoever has done it has to put a finger down. Whoever puts a finger down has to take a shot of whatever alcohol they have found in their area. I want the game to follow Macchab’s stance which states, ”tenacious yet mocking presence wants to transform tragic memory into skeptical consciousness, refusing therapeutic mourning by being seditious. As a whole, the leitmotiv of Der Ventilator is productive anxiety, indulging in the play between apparitions and realities, mockery and gravity, and feeding a culture of instability that forecasts Dada’s tactics of provocation in Cologne (220).” I want the game to take a dark turn by revealing something personal for each person, turning the game “raunchy” in nature. Alcohol “refuses therapeutic mourning” and “feeds a culture of instability”. Alcohol is a powerful substance that can bring out the emotion in people and makes the game like “Never Have I Ever” transparent in a sense. 

I feel my artwork is in line with the Paris Dada movement. According to the Dada text, “The cumulative effect of this first “Dada season,” as it became known, was to mark the movement as a nihilistic collective force leveled at the noblest ideals of advanced society. According to critical consensus, Dada represented youthful provocation, an adolescent destructiveness that (for those favorably inclined) should clear the way for a new intellectual engagement with art and the world at large (349).”  Alcohol use can be looked at as a disorder which is a form of self-destructive behavior. The point of my artwork is to expose the dark deep truths of our lives and to invite the somewhat “nihilistic” way of thinking similar to the Paris Dada Movement. I want the users to engage with the game with a different perspective and leave the game learning something not just about themselves but also other people.

photography score

The saying “a photograph is worth 1000 words” is a cliche but it speaks an underlying truth. Two of my favorite photographers are Nan Goldin and David Sorrenti. They took candid pictures of people, couples being intimate, drugs, and their whole surroundings. They were able to create beauty in a single snapshot of their life which tells its own story. The essay, “Essays on the Blurring of Art and Life” exemplifies what Goldin and Sorrenti did. “ … If we bypass “art” and take nature itself as a model or point of departure we may be able to devise a different kind of art by first putting together a molecule out of the sensory stuff of ordinary life. (Kaprow 10)”. Like Kaprow states, Nan Goldin and Davide Sorrenti turned their whole life, into an art pieces.

For my project, I want to explore the seductiveness of a photograph. I take inspiration from the apps Pokemon Go and BeReal. At its peak, Pokemon Go had everyone go outside to play around. It connected everyone which made it become a bonding game with other people. The app BeReal allows its user to take a picture of the current moment at a random time of the day. I wanted to create a game based on these two apps and explore this quote, “… these participatory events blurred the line between what was life and what was art, what was an everyday movement and what was a performance. Kaprow said, ‘The line between art and life should be kept as fluid, and perhaps as indistinct as possible. (Beavin).”

For my game, I want to blur the lines between art and life. The rules of my game are simple: create a discord group chat with friends with how many people in total. Each participant takes picture of something interesting in their current moment (could be a picture of friends, going out to see an art exhibit, etc). The duration of the game can last anywhere from a day to a week. Whoever has the most interesting photos in the group chat wins the game.

The point of my game is to get people out and experience the beauty of their current moment. Japanese artist Mieko Shiomi defines this goal perfectly. He defined Fluxus as a way ” to view and feel the world with innovated perception.121 In this sense, we can all be Fluxus artists, as Maciunas urged. Fluxus’s goal is to teach us to experience the world for ourselves, ” in the same way” (Maciunas’s words) that we experience art (Baas 8)”. Everyone in their own right can be an artist. Each picture is a snapshot of the current world that is ever-changing. Shiomi teaches us that we can all be innovative artists if we can just sit back and enjoy the world. With my game, as the end product, once everyone turns in their photo, you can sit back and embrace all we have been through

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