Artwork #2: Appropriate

ArtWork #2: Apropriating an apropriate Board Game

The idea behind my game was to involve a board game that has already been created that people did not know the rules of in this case I ended up using a game developed by a Northeastern proffessor and his partner being Robots. The idea behind my game is to have people play a game to which they do not know the rules and have them either make their own rules for the game and try to win based on their rules. Similarly they could also try to figure out what the rules on based on the context of what was given to them and what their capabilities were and try to win off of what they suspected was the win condition. The game has an overall a lot of moving parts and tries its best to make a lot of complex ideas simple and easy to understand thus it wasnt difficult for players to take the game in the correct direction. However how the game is actually played and overall the amount of pieces can be seen in the video bellow

Components:

  • 32 Gear Cards
  • 1 Coal Heart Hex
  • 1 Quarry Card
  • 1 First Player Card
  • 60 Resource Cubes
  • 6 Playmats
  • 66 Robot Parts
  • 12 Tracker Tokens
  • 7 Action Hexes
  • 1 Resource bag

An example of all of the pieces required to play the game

The first playtest for the game went very intrestingly because there were some aspects of the game that the group deffinetly got right however a lot of the rules that were found in more Eurocentric games seemed to confuse them or they seemed to not be aware of the limitation. They also seemed more willing to interpret the rules for their own robots very loosely. For example one of the robots has the feature of getting the ability to not be a target of being attacked whenever that specific player picks the attack action but the players chose to interpret it as meaning that they could just never get attacked. Which I was very surprised to see people just accept that because thats what the ability says. This play test was very intresting because when asked about the win condition they seemed to be certain it involved being the last robot to not be broken which is one of the two win conditions. Other than that they seemed to kind of hand wave a lot of the rules and just kind of guess which they all agreed with and had this expectation or idea of we can spend all day arguing so lets just agree upon a rule and play with it meaning a lot of rules were “broken” but they did get through the most gameplay out of all of the groups playtesting.

 

The second play test went really well this was by far the longest playtest going on for a little over 30 minutes and it was mainly because the players chose to do their absolute hardest to play the game correctly. This meant that they would read through every thing given to them and disscuss with each other on what it could mean and how it could relate or whether or not it proved their previous assumptions correct or not. They did however bassically play the game correctly they seemed to particularly enjoy figuring out how to play the game. They also all seemed to agree that in order for this game to work it should be a game that has a lot of direction to give the players which is a lot of information that the players can use to figure out how the game is played and only have the players make a couple leaps in logic to be able to properly play the game. This particular playtest group deffinetly had the most fun playing my game. Simillarly the final playtest went well it was a little shorter than the other two but people got the hang of it a lot quicker given that we had some repeat players and decissions were made very quickly though the game was still not played correctly but they all again expressed loveing having to figure out the rules of the game.

In the creation of my game I had a couple of inspirations such as the chess game that Celia Pierce showed us in class where someone was playing chess while it was on a mans back and they kept trying to play as they ran through the park. I thought the idea was quite humerous given that people already knew the game of chess it was a nice way to change/bend the rules. I also was inspired by the Ready made which I belive Duchamp started and I think the idea of having something be used in a different way follows the idea of my game given that I have something that has the purpose (a game meant to be played one way) and then have people be forced to play it a different way because they have no other choice but to play it the only way they know how which is not knowing it at all. I think Duchamp was a really big inspiration for this even without knowing it because I also think L.H.O.O.Q simillarly follows the inspiration because I take a game in this case one that isnt well known and make a small change to it being having the game be set up as if some other group of players had played and just got up mid round and then the new group of players arrived and have to figure out how to play and win while not knowing the rules. Meaning I take something created the board game or Mona Lisa and then make a small change to it that changes the initaial purpose of the piece very simillar to a lot of Dada to be honest.

Artwork #2: BirdStrike

BirdStrike by Daniel Rosenthal

At the start of the game, each player is dealt four BirdStrike cards. Each card, which represents a plane part (wing, body, tail, or engine) from different planes, has a hand-written “bird risk” number, which indicates how lethal the plane part is to birds.

At the start of each round, each player discards one of their BirdStrike cards. Then, four BirdStrike cards are drawn in the middle. Players each take one card from the middle, going in order from the lowest to highest “bird risk” sums of their current hand.

At the end of the round, two 20-sided dice are rolled. Each player “strikes” a bird if their “bird risk” sum is greater than the rolls. After a player strikes a bird, they take a Wingspan card and read its name and fun fact. They then show the other players the drawing of a bird on the card.

If a player has a full set (four BirdStrike cards of the same plane), they can choose to halve or double their “bird risk” sum. If they have one of each part, they can choose to add or subtract 2 from their “bird risk” sum.

At the end of ten rounds, whichever player has the most points wins. The players get a point for each Wingspan card they have. If a player has no Wingspan cards, meaning they struck no birds, they gain 11 points and automatically win.

Artist’s Statement:

I think that all art (and man-made creation, in general) requires a degree of appropriation from nature. Both the tools and media used to create art are made from natural material, albeit with varying degrees of transformation from its original “natural” state: wooden brushes and paints made of natural pigments are used to create paintings; the human respiratory system vibrates air to create vocal music; computers and hardware made of materials like metal and glass are used to both create and display digital art. Even “synthetic” materials like plastic were created from naturally occurring chemicals. I also think that the immaterial ideas that facilitate human creativity are appropriated in some sense, as I believe new ideas come from the synthesis of existing ones. Neither matter nor energy can be created or destroyed, but they can be transformed, with works of art being a possible end result of this transformation.

read more…

Artwork #2: Pieces In Pieces

Pieces in Pieces is an art game about creating a new Dada-esque collage out of the world’s most famous paintings. Three players are each given a different tool (scissors, Sharpies, or glue sticks) and must cooperate to create a new piece in 10 minutes.

By Yonatan Catran

Setup

  • I printed out 13 of the most famous and recognizable paintings and also their titles:
    • The Starry Night by Vincent van Gogh (1889)
    • Sunflowers by Vincent van Gogh (1888)
    • Girl with a Pearl Earring by Johannes Vermeer (1665)
    • The Kiss by Gustav Klimt (1907-1908)
    • Napoleon Crossing the Alps by Jacques-Louis David (1801)
    • Water Lily Pond by Claude Monet (1899)
    • The Scream by Edvard Munch (1893)
    • Mona Lisa by Leonardo da Vinci (1503-1505)
    • The Birth of Venus by Sandro Botticelli (1485–1486)
    • Wanderer above the Sea of Fog by Caspar David Friedrich (1818)
    • The Persistence of Memory by Salvador Dalí (1931)
    • American Gothic by Grant Wood (1930)
    • Lady with an Ermine by Leonardo da Vinci (1489–1491)
  • I brought a bigger paper to use as a canvas (in the first test, I did not have this, so you’ll see the result is smaller).
  • I also brought the tools: a pair of scissors, two glue sticks, Sharpies, and pens.
  • Each player picks one of the items that they could ONLY use for the 10 minutes (except the pens, which everyone can use)
  • Then, start the timer and let the players create their collage.

Pictures

 

 

 

 

 

 

 

 

 

 

 

First Iteration (Up ^), Second Iteration (Right >).

Inspirations

The first piece that drew me to this idea was Marcel Duchamp’s L.H.O.O.Q., which was him drawing a mustache on the Mona Lisa, basically vandalizing the world’s most famous painting. So I extended that to the many Dada collages that were made, but for my game they would use other famous paintings and create a Duchamp-style collage. I added the titles as well as the paintings because I was hoping the players would reorder the words to say less nice things and cut up the paintings in out-of-the-box ways.

YouTube Bingo – Appropriation Final

Brainstorming

For this project, I was thinking about the algorithms around us that constantly influence our worldviews and waste our times. I can’t think of a specific art piece in particular, but I really enjoyed the cornerstone idea of Dada making fun of or tearing down the status of technology and media. George Grosz’ paintings and Marcel Duchamp’s concept of “readymades” were good examples of this – depicting/using a technology in a ridiculous purpose. Back then, they had radio, TV, and motors, but today we have social media, the Internet, and these other invisible “algorithms” that influence us greatly. I thought that if I somehow “appropriated” these predatory algorithms into a game, I could get people to think more actively about how the algorithms influence them. I had an idea to borrow the idea of a Wikipedia speedrun (where players race against each other to use Wikipedia hyperlinks to jump from one random topic to another) and apply that to a social media algorithm. It seemed fascinating to use social media to get to a target endpoint while constantly battling a recommendation algorithm trying to keep you in a rabbit hole.

I chose YouTube because I felt it was a good balance between user and algorithmic control over the feed. Initially, I wanted to use a scrolling platform like Instagram or TikTok, but it was tricky to figure out what a target could be, since there’s so many niches and no public data from these apps showing what the public enjoys watching the most. It also provides very little user agency over what they see – all they can do is scroll and watch for a certain amount of time to game the algorithm’s parameters. Instead, I chose YouTube – its recommendation algorithm allows users to click on different options, allowing them some agency over what they watch, but they are also limited in their choices since the algorithm decides what they see in their feed.

At first, I was discouraged because I found out that this idea is not entirely new. Youtube streamers have done “YouTube speedruns” where they try to get to a certain video from surfing through YouTube recommended videos. However, I realized that these YouTube speedruners only tried getting to a topic that the player set for themselves. This was a limitation because inherently knowing that topic meant that the player would’ve had to have been introduced to that topic already from YouTube. I wanted players to experience trying to break out of their own recommendation algorithms into somewhere they don’t normally traverse or know about. Very fortunately, here is public data over the top searched YouTube queries on Google Trends, which I conveniently “appropriated” as well for my targets. I decided on a Bingo format, so players can strategize which YouTube topics to hit.

Playtest 1

For an initial viability test, I tried simply seeing if a player can get from one search query to another in a reasonable amount of time. I took the top YouTube queries and picked 2 at random, and tried to see if 2 players could get from one to the other. I gave people the option to use their own algorithm or start fresh if they were not comfortable, but people surprisingly were willing to use their own algorithm. So from their own algorithm, I assigned them to move to a baseball player. Neither participant knew who it was, so I gave some clues / similar queries, like the clue that he’s from baseball and which team he was on. While the playtest wasn’t long, the players were able to get pretty far from their search algorithm.

Playtest 2

In the second playtest, I tested out placing the Top 25 YouTube search queries in a 5×5 Bingo card. There were some questionable queries like “Victoria’s Secret Fashion Show 2025” that I debated leaving off the card. I ended up keeping it on to leave the queries as untampered with as possible. Even if the player is uncomfortable with the search topic, they have the flexibility to choose different topics to hit because of the Bingo mechanic. I had 3  playtesters Nysha, Joel, and Kenny. Here were each of their screens:

Joel:

Kenny:

Nysha:

Photos from the playtest:

Below was Joel’s documentation on the different YouTube topics he was able to catch. N

Unfortunately, nobody got a bingo, but it was interesting to see how each person strategized to make the algorithm give them something that they wanted. Whether it be cutting the video short to not encourage too much watch time, or rapidly clicking on new videos to trigger the algorithm to force something new. The players said they had a lot of fun trying to get out of a rabbit hole, and were surprised at how suffocating it can be sometimes if you are craving an escape. Overall, a very interesting playtest that I think successfully got people to think about the algorithms in a critical way.

 

Artwork #2: Appropriation -Auction

First Version

This is a racing game, but instead of competing to be the fastest, players compete to be the slowest. Players roll dice to draw a receipt or bill. There are three categories of bills: supermarket receipts, takeout and clothing bills, and luxury bills.

Roll 1 2, get supermarket receipts, roll 3 4, get cloth and takeout bill, 5 6 get luxury bills

I will build a racktrack, divided into sections that represent different ranges of spending amounts, from smallest to largest. After drawing a bill, players need to read aloud the items and prices listed on the receipt. And then move their token to the section of the track that corresponds to the amount spent on the bill.

The last player remaining on the track wins. Among the three types of bills, supermarket receipts represent the smallest spending amounts, followed by takeout and clothing bills, while luxury bills represent the largest amounts.

Final Version

Game PreparationMaterials:


1. I will prepare a variety of found objects, placed randomly on the table

2. Each object corresponds to an item card, which includes:(The item’s name,A short description,A hidden score (1–5 points))

3. Each player starts with 100 game coins.

Selection Phase

1. All objects are displayed openly on the table.

2. Each player selects one object, without knowing its real value.

3. After choosing, the player comes to the host to privately receive that object’s item card.(The information on the card must remain secret and cannot be shared with other players. Only the owner of the object knows its details. And the hidden score for each object will announced in Final Phase

Presentation Phase

1. Each player, in turn, becomes the auctioneer of their chosen object.

2. The owner must assign value to their object in any way they choose, using persuasion, storytelling, or exaggeration to make it appear “worth buying.”

Auction Phase

1.Other players begin bidding for the item.

2.Bidders can freely increase their offers, and the highest bidder wins the item.

3. Each player must purchase at least one item before the game ends.

Final Phase

1. After all objects have been auctioned, I will reveal the hidden scores of each item. In addition, the person with the most game coins will get 2 points, and the person with the second most gold coins will get 1 point.

2. Every player adds up the total score of the items they purchased.

3. The player with the highest total score wins the game.

A Cup of Coffee (Empty)

Description:
A Starbucks coffee cup once used by Taylor Swift, secretly taken by a devoted fan.
To some, it’s worthless trash; to others, it’s a priceless treasure.

Hidden Score (1–5): 4

A Jacket

Description:
A simple jacket that keeps you warm — truly useful for someone who genuinely needs it.

Hidden Score (1–5): 2

 A Pair of Earphones

Description:
They’re quite practical, though there are traces of previous use. Fortunately, they still function perfectly.

Hidden Score (1–10): 3

A Bottle of Water

Description:
For someone living in a drought-stricken area, this would be extremely valuable.
But in everyday life… not so much.

Hidden Score (1–5): 1

Summary

My original version used receipts for various items as the primary props, meaning that if a player drew a luxury item, they would lose. However, I felt this was too deceptive, with too much randomness throughout the game, and players lacked the ability to make their own choices. So, I changed the game format, imbuing ordinary items with special meaning, making them incredibly valuable, like a Starbucks cup once used by a celebrity. No one except the owner knew the item’s value, and they were forced to sell their possessions as much as possible. I think this perfectly simulates the current situation where things are overpriced but have little practical value.

Artist Statement

My project draws inspiration from the Dada and Fluxus movements, which reimagined ordinary materials as art and challenged systems of value and meaning. I utilize found objects like cups and everyday items, transforming them into a game that questions how value is created and perceived.

The original version was a “slow racing game” using receipts as props—the player with the fewest expenses wins. However, this structure relied too heavily on randomness and lacked autonomy. In the final version, I replaced chance with performance and persuasion. Each player secretly learns the hidden value of an object and then auctions it off to others through storytelling and exaggeration.

This transformation transforms the game into a critique of consumerism and belief. It reflects on how the art market and everyday capitalism imbue trivial objects with false meaning, such as how a used Starbucks cup can become a “celebrity memorabilia” simply through narrative. In the spirit of Fluxus, the artwork’s existence stems from play and interaction. It raises the question: what truly gives things value—the object itself, or the meaning we ascribe to it?

 

 

 

 

 

 

 

 

Artwork #2 – Who’s Appropriating Who?

Concept

Who’s Appropriating Who? is a collaborative art game where players remix and reinterpret famous paintings together. Each person starts with a different artwork. A theme is announced, and everyone has four minutes to alter their piece using pens, markers, tape, or collage cut-outs. When the timer ends, players pass their artwork to the person on their right. The next player must build on what’s already there — not cover or erase it. Each round continues until everyone has added to every artwork once. By the end, every piece becomes a mix of different hands, styles, and interpretations.

Rules

  • Each player chooses one artwork to start with.
  • A theme is announced for the round.
  • Players have 4 minutes to modify their artwork.
  • When time is up, everyone passes their piece to the right.
  • The next player must add onto what’s already there.
  • Continue passing until all players have worked on each piece.
  • When all artworks return to their original owners, the round ends.
  • A new theme is announced, and a new round begins.

Timing

  • Each turn: 4 minutes
  • Each round: number of players × 4 minutes

End of Game

  • After all rounds, lay out the final artworks.
  • Share, discuss, or vote for fun categories like:
    • Most Creative
    • Funniest
    • Best Collaboration

Inspiration

This game was inspired by the Dada movement and its focus on collaboration, spontaneity, and questioning the idea of originality. The Dadaists believed that art didn’t have to be serious, perfect, or made by a single artist. They used collage, randomness, and shared experimentation to challenge what art could be. Who’s Appropriating Who? follows that same mindset. Each player adds their own perspective to an existing image, blurring the line between creation and modification. The result is constantly changing — a layered conversation about creativity, ownership, and how meaning shifts when different people reinterpret the same work.

Iterations

The first version of this game started as a simple drawing exercise on a whiteboard. I gave the group a theme, and players took turns adding something to a shared image, building on what the last person had drawn. At first, it seemed like a fun way to explore collaboration, but it didn’t really work the way I intended. Without a visual foundation, the results often felt disconnected, and the activity depended too much on each person’s ability or confidence in drawing. I realized that I wanted something that focused more on ideas and transformation rather than technical skill. Using real, published art as a base would give everyone a shared starting point and a clearer visual language to react to.

The second iteration moved closer to that idea. I printed several famous paintings for players to draw on, which helped anchor their creativity, but I ran into a few practical problems. Since the artworks weren’t laminated, the paper didn’t hold up well, and many of the colors were too dark for the markers to show clearly. The two-minute time limit also ended up being too short — people barely had time to think before the round was over. I also noticed that because players could only draw, their additions often felt flat or limited. Something about the experience still felt like it was missing the playful, experimental energy I wanted the game to have.

After getting feedback from my peers, my professor, and reflecting on my own experiences, I refined the game into its final form. I laminated the paintings so they could be reused and adjusted the time limit to give players room to think and experiment. Most importantly, I introduced collage materials like tape, glue, and printed cut-outs. These new elements completely changed the feel of the game — players could now layer, remix, and reinterpret the art in physical, creative, and unpredictable ways. This final version finally captured the spirit I had been aiming for: a mix of collaboration, humor, and transformation that encourages people to think about what appropriating means.

Link to document.

Artwork #2: Melodic Flight

Gameplay video

itch.io

Melodic Flight is a game where the player pilots an aircraft along a prescribed flight path, collecting points, without realizing that their movements trace the contour of a famous melody. Only after the flight ends is the melody revealed, and their recorded motion is played back to them. This game takes the familiar rhythm-game structure and misdirects the player’s expectations, turning a musical performance into navigational obedience.

The game includes three distinct levels, each with a different aesthetic and a famous classical tune that the player unknowingly transforms. The first level is military-themed and features Ode to Joy, in which the player pilots a fighter jet while performing a piece that embodies universal joy, happiness, and unity. The second level centers on Minuet in G major, a piece previously attributed to J.S. Bach and still widely known as such, but in fact a work by Christian Petzold, which aligns with the institutional and capitalist value of presentation over authenticity that the commercial airliner represents. The player “pilots” a bee in the third level, transforming the Flight of the Bumblebee. In this level, the player’s sporadic movement embodies the piece’s title – the flight of the bumblebee – and the result reveals that the player’s performance, although inaccurate, still reflects the core concept, if not elevates it.

In the first iteration, the flight path was not smoothed, and only the recorded version was played back at the end. Based on the feedback, I smoothed out the flight path and added separate buttons to play both the performance and original versions. I also learned that the flight phase can be confusing because players have no instructions or feedback from the first and second playtests. You can’t break expectations without establishing any, so I added a background track, the instruction text, and a score system. From my own playtests, I found it would be cool to have different themes for different levels, since the first background track I wrote was better suited to a war-themed level, so I created three distinct levels with unique assets.

Ode to Joy

Minuet in G major

Flight of the Bumblebee

This game relates to Cory Arcangel’s Super Mario Clouds and Yoko Ono’s White Chess Set in breaking player expectations in a familiar structure, and modifying an existing gameplay format is similar to mods made by Jodi.org for various digital games. The coins that spawn throughout each level break the familiar trope of collectibles and instead act as distractions for players, which conceptually aligns with Dada works that transform useful objects into useless ones, such as Marcel Duchamp’s Bicycle Wheel. It is also similar to Takako Saito’s Sound Chess in that players generate sound within an otherwise unrelated gameplay loop. The lack of explanation and the simple instruction of “stay on path” also draws from Fluxus scores.

 

ClipChamp Appropriation: Artwork #2

Link to Final Appropriation Presentation: Artwork #2: Appropriation – Final Presentation – Google Docs

Link to Players’ Appropriation piece/process where they are adding a voice over to it(it really funny):Voice over of Climpchamp

Link to Players’ Process of cutting and editing up the clips in Clipchamp: ScreenRecording 3x Speed Made with Clipchamp 1

For my appropriation project, I put together short clips of Gary Oldman from different roles in movies for players to make a story or simply appropriate the editing software Clipchamp. Instead of recording anything new, I used clips that already existed, which connects to ideas from the slides. Dada artists like Hannah Höch used cut-out images from magazines to create new meanings by combining them, and I did something similar by letting players rearrange Gary Oldman’s clips in different orders. Because there was no sound at first, I had the players focus on facial expressions, body movement, and emotional tone, which relates to how Surrealist artists used visuals to create feelings without needing dialogue. Each time they changed the order of the clips, the story completely shifted.

Using simple editing tools also connects to Fluxus artists such as George Maciunas and Yoko Ono, who believed art should be playful and open to experimentation. By adding music, text, filters, and transitions to Gary Oldman’s clips, I changed how the audience felt about the scene, similar to how Marcel Duchamp changed everyday objects by placing them into new contexts. The slides also showed more modern artists like Cory Arcangel, who remix popular culture and video game media to create something new. My project fits into that idea because I took existing footage and transformed it into a different story instead of making everything from scratch. It was entertaining to experiment, try new combinations, and see how the players’ story changed. The playerswho watched their final short film enjoyed it and thought the process of building the story was interesting as well.

Instructions Not Included

Concept

Instructions Not Included uses only packaging materials and product labels and instructions to create its absurd gameplay. The game reveals how our daily existence depends on numerous rules which people fail to analyze. The game requires players to perform exact actions from consumer instructions until their logical thinking fails and their understanding of meaning breaks down into complete disorder. The project bases its creation on Dada’s rejection of rationality and Fluxus’s use of event scores and playful absurdity.

Material

All materials are found or appropriated:

5 discarded product packages or labels

Optional: paper scraps or markers for players to record responses

How To Play

Players: 2 or more

Objective: Follow the printed instructions as literally as possible.

Setup:

Lay out all packaging pieces on the table. Each player selects one object.

Rules:

Read the object’s printed text.

Act out the words as commands.

Ex:

“Cold Water” → shiver violently

“Tear Here” → rip a paper or mimic tearing

“Recycle” → spin around and swap objects with another player

Continue in turn order, improvising responses and actions.

End Condition:

The game ends when a player hesitates, or asks, “What now?”

Instructions Not Included examines how people follow instructions in consumer society while also experiencing absurd situations. All products we purchase include instructions which function as subtle commands that control our actions and mental processes and behavioral control. People execute these instructions without ever stopping to think about them. The game converts our automatic obedience into theatrical performance to show the ridiculous elements which exist within consumer language.

The game follows Dada principles by eliminating both logical structure and purposeful direction. The artwork status of packaging materials stems from their new context rather than their functional value according to Duchamp’s readymade concept. “Recycle, Just Be A Box” is a game where players act like a box and then exchange items with other players, using the “Recycle” concept. Players then find “Doordash” on other players’ items and perform actions based on the meaning of the word. The another player depends on “Sport” to make basketball moves. The piece achieves its effect through both comedic elements and uncomfortable moments which create a break in the established authority structure.

The work implements Fluxus principles through its design which promotes active participant involvement and playful activities. Inspired by Yoko Ono’s Instruction Paintings and Brecht’s Event Scores, so the rules in this game are open-ended and flexible.The performance outcome depends on how players understand the materials and the unpredictable nature of discovered objects. The game experience consists of players interacting with each other through their individual interpretations of the game.

The game development process leads to a system-based analysis of human behavior. The game fails when players follow instructions exactly because their actions lead to confusion which demonstrates how systems of meaning become unstable when their original context disappears. Through strict interpretation of instructions players discover the ridiculous nature of complete obedience.

The project establishes a goal to transform commercial language into a time for people to think about their actions and fight against control. The game Instructions Not Included encourages players to break free from following instructions by creating a space where they can abandon logical thinking.

Artwork #2: War Box

War Box Rules

Assembly Required

Open the box and assemble your team’s pieces. (Rip pieces apart and place tape on the back to allow sticking to a wall.)

Set up your chess pieces on a wall consisting of rectangles and/or squares. Regular chess rules. Movement is agreed upon at move time.

When you take an opponent’s piece, take it off the wall and stick it anywhere you want on either of your bodies.

Assembly Not Required

Open the box.

Set up your chess pieces on a wall consisting of rectangles and/or squares. Regular chess rules. Movement is agreed upon at move time.

When you take an opponent’s piece, take it off the wall and stick it anywhere you want on either of your bodies.

War Box Pictures

War Box Write up

My initial inspiration for this project came to me while doom-scrolling on my phone:
Chess pieces set up in initial positions on a black and white tiled bathroom floor with the caption "Open World"

Apart from giving me a decent chuckle it also was a clear example of appropriation and specifically appropriation with games. This also reminded me of Raymond’s Artwork #1 which similarly appropriates the space you are in as the game play area. On my way to class I looked around at different textures and tiles and decided that the white wall of Cabot was a good enough place to start appropriating. So my first play test was pretty simple, play a game of chess on a irregular brick wall.

Players playing chess on a wall

During the play test the players starting doing something strange, when they took an enemies piece they grabbed it and stuck it onto their bodies. This was really interesting and was really a massive coincidence because I needed chess pieces that could play on a vertical surface so I had used paper with tape on the back.

This emergent behavior from the players made me think about chess’ relation to war (since it is a war game) and about artworks that explore this connection. Notably Yoko Ono’s White Chess Set and how it approaches anti-war from the ‘what is the difference between you and I’ perspective. The way the play testers were playing my game had an aspect of ‘war trophies’ as they stuck more and more of their enemies pieces onto their arms which I found interesting.

Since I was going with an anti-war message I decided to explore what message I wanted to convey with my piece appropriating the wall/space around the players. Sophie Taubers Dada Bowl and Poudrier to me look like bomb shells, the idea of the war coming home and not being some distant conflict struck me as important and I felt that my artwork similarly conveyed that message by having players appropriate the space around them to ‘play’ war.

For the second play test I experimented with forcing players to stick the pieces they captured onto the other players body, anywhere they wanted. This was inspired by Yoko Ono’s Cut Piece by giving up some bodily autonomy in terms of choosing where your captured pieces go. I was also trying to steer players away from the ‘war trophies’ of capturing a piece and placing it on yourself that occurred in the first play test. Players were respectful during the play test but I would assume that not all players would act like this especially if the players were strangers.

 

For the final piece I created two versions ‘War Box’ and ‘War Box (Some assembly required)’ the goal of the assembly required version was to add more player participation and increase the ‘loss’ when a player loses a piece because they had to assemble the set themselves so each lost piece is a bit of lost effort. I also modified it to allow players to attach taken pieces to either themselves or their opponent, I decided to leave this up to the player so the player is forced into an uncomfortable choice, do they take the war trophy or do they burden the other opponent with a physical token of their mistakes.