Artwork #3: Intervene

Nba2k25 Voice Chat Intervention

NBA2K25 MyPark Social Behavior Study

Overview

The way this NBA2K25 study looks at how players act online is really similar to what these artists called Fluxus did back in the 1960s. These Fluxus people, especially this guy George Maciunas, would set up these “Fluxus festivals” where they’d basically watch how people acted and reacted to different situations – kind of like a social experiment but they called it art. In the same way, this NBA2K25 study breaks down how players behave in the game, like when someone goes from being toxic to suddenly being nice, or how people act differently when they’re in a group. Just like Fluxus wanted to show that everyday interactions could be worth studying, this project shows that even trash talk and friendships in a basketball video game can tell us something interesting about how people act around each other. Whether it’s people at an art show in the ’60s or gamers on NBA2K today, both projects basically show that you can learn a lot about people by just watching how they interact.

Objective: To observe and document player reactions to changes in social behavior within NBA2K25’s MyPark environment. Location: MyPark voice/game chat Purpose: Analyze how players respond to shifts in communication style and whether toxic behavior can be influenced.

Experiment Scenarios

Initial Scenario 1: Toxic to Nice (Individual) Initial State: Exhibited toxic behavior Progression:

  1. Initial toxic interaction
    • Me: “You’re trash at this game, uninstall bro”
    • Them: “Whatever, you’re just spamming cheese”
    • Me: “Grown A** man being this bad at a video game is crazy”
    • Them: “Talk when you learn how to shoot”
  2. Post-loss interaction
    • Them: “Hold that L you toxic *****”
    • Me: “That’s what you get for playing like that”
    • Them: “Scoreboard don’t lie”
    • Me: “Your peoples would be real disappointed by this performance”
  3. Slight improvement in tone but still condescending
    • Me: “Hey, at least you’re trying. Maybe stick to rookie mode though?”
    • Them: “Still won tho”
    • Me: “Next time do [this, this and that] so you can stop me”
    • Them: “Nobody asked for your advice *****”
  4. Second game victory
    • Me: “You getting better man good job!”
    • Them: “Don’t act nice now after being toxic”
    • Me: “Nah fr though, good adjustments”
    • Them: “Whatever man…”
  5. Third game being nice
    • Me: “What’s your name how are you?”
    • Them: “Why you switching up now?”
    • Me: “Say you actually pretty good I can’t lie”
    • Them: “Yo, why you trynna be so nice all sudden chill”
  6. Outcome
    • Me: “GG man, you’ve tuff. Add me if you want to run some games”
    • Them: “You bipolar or something?”
    • Me: “Nah just tired of the toxic stuff”
    • Them: “Ight bet, but no more toxic stuff”

Scenario 2: Toxic to Nice (Group Setting) Initial State: Group toxicity towards opponents Progression:

  1. Initial group toxic behavior
    • Us: “Yall some **** straight garbage fr”
    • Them: “Says the **** with 0 points”
    • Us: “Deleting the game might help your IQ levels”
    • Them: “1v1 me you scared **** “
  2. Post-loss interaction
    • Them: “Hold that L bozos”
    • Us: “Y’all got lucky with that **** cheese”
    • Them: “Cry more, skill issue”
    • Us: “Touch grass you **** sweats”
  3. Individual shift
    • Me: “Come on guys, they’re not that bad”
    • Team: “Nah **** them they’re dogwater”
    • Them: “At least someone got sense”
    • Team: “You switching sides now? **** outta here”
  4. Victory interaction
    • Me: “Good games anyway”
    • Them: “You cool but your squad toxic af”
    • Team: “Still trash tho frfr uninstall”
    • Them: “3-1 scoreboard don’t lie”

Scenario 3: Targeted Toxicity with Defenders Initial State: Group targeting one player Progression:

  1. Initial targeting
    • Team: “This PG selling harder than a garage sale”
    • PG: “My bad, I’m new to point”
    • Team: “My grandma got better handles than this ****”
    • PG: “Yall dont gotta be like that fr”
    • Them: “Leave gang alone”
    • Team: “Or what LMAOOOO”
  2. Performance criticism
    • Team: “7 turnovers?! Delete the build expeditiously”
    • PG: “Chill bru im new”
    • Team: “Actual NPC behavior right here”
    • PG: “How bout you guard your man instead of ****riding me”
    • Them: “Nah i cant lie you playin like *** gang”
    • Them: “Yea I can’t even defend you”
    • PG: “Bru what??”
    • Them: “LOCK IN DUMB***”
  3. Other team jumps in
    • Team: “Yall really bullying your own teammate?”
    • Them: “Wasn’t yall just talkin ya own ****? Mind ya business before you catch these L’s too”
    • Team: “1v1 after this, put your VC where your mouth is”
    • Them: “Bet pull up then”
  4. Unexpected turn
    • Team: “Your PG ain’t even bad, yall just ball hogging”
    • Them: “Now we got ops defending sells, I’m done”
    • PG: “Thanks but I don’t need yall pity”
    • Team: “Just saying they toxic for no reason”
    • PG: “Yall the idiots who started it”

Scenario 4: Nice to Toxic (Individual) Initial State: Positive behavior Progression:

  1. Initial friendly
    • Me: “Nice shot selection bro”
    • Them: “Thanks fam, you got good IQ”
    • Me: “We could go crazy if we sync up”
    • Them: “No cap, let’s cook”
  2. Post-loss shift
    • Me: “Bro what are these passes…”
    • Them: “Maybe if you hit an open shot”
    • Me: “You playing with your monitor off?”
    • Them: “Least I don’t play like I got parkinsons”
  3. Full meltdown
    • Me: “My dead dog got better stick skills”
    • Them: “Crazy how you went from nice to **** real quick”
    • Me: “Crazy how you went from decent to selling”
    • Them: “You the type to cry in park cuz you lost yo vc fr”
  4. Peak toxicity
    • Me: “You the reason 2K needs parental controls”
    • Them: “All that talk but won’t 1v1”
    • Me: “**** go back to Fortnite kid”
    • Them: “Your mom should’ve closed her legs”

Scenario 5: Nice to Toxic to Nice Initial State: Positive meeting mild toxicity Progression:

  1. Initial friendly
    • Me: “Clean moves bro!”
    • Them: “Whatever, you just cheese screens”
    • Me: “Just tryna hoop fr”
    • Them: “You call that hooping? **** pathetic”
  2. Energy matching
    • Me: “Shooting bricks like you building a house”
    • Them: “Still dropped 21 on your head”
    • Me: “With 12 shot attempts you **** ball hog”
    • Them: “Better than yo selling ***”
  3. Cooling down
    • Me: “We both acting childish rn”
    • Them: “You started being toxic tho”
    • Me: “This community toxic enough already”
    • Them: “Facts, mb for getting heated”
  4. Resolution
    • Me: “Run it back? No toxic this time”
    • Them: “Bet, lemme hop on my guard build”
    • Me: “Ight don’t sell tho lmao”
    • Them: “Only W’s from here”

      Key Observations

      • Toxic behavior intensifies after losses but often initiates from early-game mistakes (missed shots, turnovers)
      • Players are more likely to become toxic when teammates reinforce negative comments
      • Initial plays heavily influence the match’s social dynamic
      • Solo players tend to adapt their behavior based on group majority
      • Defensive players receive most toxic comments, especially after opponent scores
      • Players maintain toxic behavior longer when supported by teammates
      • Direct confrontation typically escalates toxicity while indirect positivity can de-escalate

      Patterns Observed

      1. Players show strong initial resistance to attitude changes, often interpreting positivity as sarcasm or weakness
      2. Individual reform happens gradually over 3-4 games while group toxicity tends to be self-reinforcing
      3. “Alpha” players (highest rep/score) heavily influence group behavior
      4. Toxicity peaks after game-changing plays (turnovers, missed open shots)
      5. Players are more receptive to positive feedback after showcasing individual skill
      6. Cross-team defenders of targeted players often escalate rather than defuse situations
      7. Victory often softens players’ receptiveness to positive interaction
      8. Early-game toxicity is harder to reform than late-game reactions

Excellent Work Citizen

Instructions:

Get a group of players

The group of players will take pictures of each other during their daily life when they are doing tasks that the list considers to be considered good or bad.

When a player is caught doing something bad, they lose ‘Citizen Points’

 

When a player is caught doing something good, they gain ‘Citizen Points’

 

Players will start with ‘25 citizen points’ which is the baseline of an average citizen

 

Whoever has above or equal to the average level of citizen points gets insurance(they win), and whoever has the least citizen points will be ‘re-educated in a public facility’(they lose and have to go on a mile run).

 

Some good tasks are pictures that capture the person

  • Eating fruit
  • Putting trash in its respective bins
  • Cooking your own food
  • Greeting someone
  • Giving compliments
  • Praising the government

 

Some bad tasks are pictures that capture the person:

  • Eating takeout
  • Eating sugar or junk food
  • Wasting energy
  • Not putting trash in its respective bins
  • Ignoring someone
  • Putting on your left shoe
  • Not being patriotic when seeing a flag
  • Looking at your phone in the presence of two or more people

 

Each time a bad task is recorded, the recorded citizen will lose 5 Citizen Points  and the recorder will gain 1 citizen points.

 

Each time a good task is recorded, the recorded citizen gains 1 citizen point and the recorder will gain 2 citizen points.

 

At the end of the day, tally up all the photos

Playtest Notes:

During the playtest, there was some amount of tension whenever someone brought out their phone to take a photo, unfortunately, because of the short playtest duration (4 or so hours), however the playtest pointed out a flaw of the two-player design where the players felt like they werent always constantly surveilled, removing some of the tension. Thus a change was made to the rules to make it more of a group game, in order to better affect daily life.

Citizen One lost 10 points for:
1. Eating sugar or junk food

2. Eating sugar or junk food

Citizen Two who lost 15 points for:

  1. putting on his left shoe
  2. Eating sugar or junk food
  3. Eating sugar or junk food

 

Summary:

This work was inspired by a lot of the real-world intervention games we saw in class such as the Men in Grey and the jejune institute which brought the game and its commentary into everyday life. 

In this way I wanted people to start noticing how much people are surveilled in public and how many cameras are pointed at people in their everyday lives. The way I decided to do this was to use the people who played the game as cameras and viewpoints into the other players’ lives. To make them more conscious of these ‘cameras’ and their actions of observing them, I assigned point values and punishments to create a feeling of tension whenever there is another player present. Of course, this game would be best played among friends to make the message impactful but not uncomfortable.

It’s Just A Game: Intervening in Toxic Game Chat

Players of competitive online video games know the struggle all too well: chat can be a pretty ugly place. Whether it’s trash talk, someone blaming their own team, or offensive remarks, toxicity is in no short supply. Chat filters, community moderators, and increased awareness of toxicity can curtail this to a degree, but players don’t need to wait for someone else to stop the toxicity for them- they can confront it themselves, and with little effort required.

My online intervention took place in the ROBLOX first-person shooter game “Phantom Forces”. It is a fast paced game where players fight each other in teams with different weapons and if your character dies, you can respawn within a few seconds, creating a competitive and captivating experience.

My strategy was simple: if someone is being toxic, respond to them immediately, and say something. Anything at all. Do not verbally attack them, just respond. My goal is to lower the chat’s hostility level and remind the players to have fun.

But this raises the question: “If it’s a chat and a player is saying things you don’t like, why don’t you just block them?” This is a valid question. I completely understand blocking players who are insufferably toxic or you don’t have the energy to deal with. No player should have to be obligated to respond to every little thing because sometimes we just want to have fun. However, I want to change other people’s behavior. I want to bring to light the fact that people can fight toxicity a different way, by directly confronting it and maybe changing some minds.

For example, if someone says:

  • “My team is trash” respond with something like “What do you mean?”
    • This ensures that you acknowledge the toxicity without attacking them.
  • “Player X is so bad at this game” respond with something like “It’s just a game, you don’t have to get upset over it.”
    • This emphasizes the fact that they are playing a video game and should not be attacking others over it.
    • This reminds the player not to get upset. Everyone is playing this to have fun!
  • If a player says something blatantly offensive, respond with something like “You probably shouldn’t be saying that.”
    • This calls out the offensive remark without escalating the situation further, which might prompt them to continue or say worse things.

I ran this intervention multiple times, in different servers to ensure a fresh set of players each session. I would first play a few rounds saying nothing in the chat as a control, and then I would play the following rounds doing my intervention strategy.

Session C: Changing the Vibes

In my third session of this intervention, I had encountered a server where the game chat had a feeling of frustration and agitation. The game ended with only 3 “good game” messages, and it felt cold and tense.

One player was upset with other players for “camping” in the game, a strategy where you stay in one place hidden and wait for other players to walk past you so you can take them by surprise. As it is a video game, I wanted to emphasize that people have different ways of playing the game so I responded with that and said that it is simply a matter of planning and strategy to counteract players who camp. My chat messages are highlighted in pink.

The match went on and it felt like my comments were ignored, but luckily one of the players who was upset earlier asked a question about one of the weapons in the game, asking if it was good.

I saw this as an opportunity to respond to deflect the attention away from the negativity in the chat and help to open a discussion about the game itself. After many players began to chime in on their opinions of the weapons in the game, the vibe of the match took a turn and it felt like a casual conversation between a bunch of friends, despite the fact we were all strangers.

The vibes had changed so much that by the end of the game, many more players were saying “gg” meaning “good game”, prompting one player to remark “why is everyone saying good game?” out of surprise. The player who was originally complaining about the camping strategy even said goodbye and wished everyone well.

While I doubt that my intervention was responsible for this shift in the game atmosphere, I think that my actions along with everyone else’s to cool the tension and adopt a more playful attitude was certainly powerful. Players often want to do the right thing, but feel uncomfortable being the first one to say something. If you take the first step to counteract a bad chat environment, others might join in. Together, you can all make the game way more fun for everyone.

Session E: Misplaced Anger

In the fifth session of the intervention, I noticed the chat activity was relatively low until a teammate said something toxic against our team.

Their message basically expressed anger at the makeup of the team’s overall skill levels. As part of my intervention, I quickly responded, but realized someone else had beaten me to it.

The toxic player said how everyone on our team was underperforming. I reminded them that we are all just playing to have fun, and that there was no need to get upset about it. This seemed to have an impact on the player, as instead of continuing to be hostile, they began to calmly explain their reasons for why they were upset.

Player B interjected to cool the tensions with a distraction and Player C joined in with my intervention. We wanted to be non-confrontational, but still address the toxicity by shifting their attitude towards doing their best and just playing the game. I tried to show that I was understanding by not verbally fighting them.

At one point, someone on the other team was rude to the formerly toxic teammate and even the teammate was taken aback by this. Other players including myself joined in to calm the situation and assert that there was no need for rudeness in the chat. By now, I felt like the intervention was having at least some effect on reinforcing a positive atmosphere in the game.

Towards the end of the game, the formerly toxic teammate’s concerns about the unbalanced team were addressed. They expressed their reasons for being upset in a civil manner and explained their vision for an improved game experience.

This was huge in the intervention, because it managed to transform what was originally a toxic remark into something that was a civil, neutral discussion but also helpful for the game developers. This made me think that this teammate probably was having a bad day, and took out their anger on the wrong thing. Some toxic players don’t even realize they’re being toxic, but all it takes is a civil discussion and some understanding to get them to express what they really mean.

Conclusion

Throughout the course of this intervention I watched as hostile environments turned into friendly ones. The game chat can shift from negative to neutral to positive with relatively little effort. All it takes is one person to change the vibes, and other players might feel inspired to join in and make a difference too.

This intervention won’t always work, and despite my efforts to be as scientific as I could with my experiment, I can’t definitively prove that it was significant in all my sessions. However, it did prove effective in at least a few simple cases. It all depends on the person: some people will be toxic no matter what you say to them, and in that case, chat filters, moderators, and blocking users is the best course of action. But it doesn’t always have to be that way. Sometimes all it takes for a player to chill out is just a civil conversation like an ordinary human being and reminding them that we all just want to have fun.

Bastión Toledo-Altamirano

How Are You Feeling?

By Ruby Harkness

 

How to play: 

  • Option 1: Find a QR code poster around
  • Scan it
  • Option 2: Listen to me tell you to scan the QR code 
  • Scan it 
  • Answer the google form question linked to the QR code “How are you feeling? Answer with 1 song title.” 
  • Submit the Google form

 

Artist’s Statement: 

“How Are You Feeling” is an intervention project based on taking a minute to ask yourself how you really feel. People live such busy lives and often don’t take the time to think about how they feel, this project is meant to intervene with that mindset and promote positive self care while people go about their day. I wanted this intervention to be simple, straight to the point, and meaningful for the people participating. Even the act of thinking about how you really feel is something people gloss over in today’s world. I think this is something that needs to be focused on.

Some inspiration from this project came from “Uncle Roy All Around You,” which combines the physical and digital world. I wanted to combine physical and digital as well for my intervention and I used QR codes and posters to achieve that. This intervention played out in two ways. Originally I was only going to put QR code posters up around campus. I did this and waited a few days and got like 4 responses. I learned that people don’t really take the time to scan a random QR code and usually end up going about their day. Although upsetting, I think this is completely normal. I tried to make the posters stand out to increase interest but that didn’t seem to work. The second phase was me intervening in people’s lives. I asked individual people in my classes and even presented the idea in front of the entire class to get everyone’s response. This was a lot more effective and helped me get the majority of my responses. I do think it’s interesting to think about how people don’t seem to take time out of their day to scan QR codes. This could even relate to the project, and provide evidence for how people are constantly on the move. Not only are people struggling to prioritize their feelings, but they also struggle to find curiosity in asking the question “How are you feeling”, which is written all over the posters. 

The project ended with the creation of the playlist: How we are feeling. This playlist is a collection of all 67 responses to the question “How are you feeling” in real song form. I wanted to make a playlist for this project because I think music is definitely a way people connect with each other and themselves. Relating to a song is a great way to think about your own feelings. The cover art for the Spotify playlist was also designed by me, and features organic shapes and lines. I wanted to represent how feelings are fluid, and in constant motion with this design. 

Playlist Link: https://open.spotify.com/playlist/4PRgmpObxHkkONEM7Pgpq5?si=97e04311329e4f1e

Documentation: 

Posters: 

Spotify cover art:

Artwork 3: “A Portrait Opportunity”

Overview

The work I chose to make for my intervention piece is called “A Portrait Opportunity.” In this work, the artist goes into a already existing social gathering (the premise of the gathering does not matter), and holds their phone up with the camera app open toward the rest of the room. From there,

Setup/Rules

  1. Go to a natural social gathering of some kind.
  2. Hold your cell phone up with the camera app open in a random direction (ideally not facing right in front of a wall, however). Make sure to hold the phone with two hands in a pose that highly suggests you are taking a photo.
  3. Observe what the people around say and do in reaction. If someone purposely goes in front of the camera, take a picture.

Documentation

Picture 1: One of my roommates as we had a movie watch party with friends at our apartment

Picture 2: One of the hosts of a dinner party I attended

Picture 3: School club member at the end of a club meeting

Artist’s Statement

My intervention piece, “A Portrait Opportunity,” is inspired by the daring performances of artists like Chris Burden, whose works such as “Doomed” often prompted audience members to observe and potentially interact with him.

With “A Portrait Opportunity,” I seek to explore the dynamics of social interaction and power within the context of a natural social gathering. By inserting myself into these settings with my phone held up as if taking a photo, I create a scenario where others must navigate around my active camera angle. This presents two possible responses: some may view the camera angle as an obstacle to be avoided, perceiving me as having dominance over the space, while others may see it as an opportunity to become the dominant focus in that moment.

Drawing parallels to Burden’s work, where audience members were invited to observe and potentially interact with him, “A Portrait Opportunity” challenges traditional notions of power and agency within social settings. Much like Burden’s performances, which prompted viewers to confront their own role in the art and the potential consequences of their actions, my intervention encourages participants to consider their response to my presence and the active camera angle.

Through this exploration, I aim to provoke thought and reflection on the ways in which we navigate social environments and negotiate power dynamics. By documenting the reactions and responses of those around me, “A Portrait Opportunity” can be seen as a study in human behavior and interaction, shedding light on the complexities of social dynamics and the performative nature of everyday life.

Though I only included three of the photos, six of the ten times I conducted this experiment resulted in people posing in some way in front of the camera. Two of the ten times people notably scurried out of the way of the photo, and the remaining two times people were already out of the camera POV and remained out of the POV until I put the phone down.

Frame of Reference

How to Play:

  1. Find an accomplice who does not mind having someone they don’t know take pictures of them.
  2. Find your player. Make sure that they have not met the accomplice before. Tell them that you are playtesting a new game in which you need someone to take pictures of various objects around town. Once they take a picture, they should send it to you, and they will be scored from 0 to 100 based on how well they took a picture of the object.
  3. Set up your accomplice near the photo site, doing something innocuous, such as taking a phone call or working on something on their computer.
  4. Send the player to that site, along with some made-up criteria you’ll be judging their photo by. The true criteria, of course, being whether or not the accomplice is in the photo.
  5. Once you receive the photo, send the player their score, and ask if they’re satisfied with that score. Once they say yes, tell them to await further instructions.
  6. Repeat Steps 3-5 with each photo site, or until the Player realizes that the same person has been appearing in most every photo they’ve taken.

Playtesting Experience

After many, many delays due to scheduling issues, I finally managed to track down two friends of mine who don’t know each other; the person who ended up being my accomplice is our very own Timothy Doyle, who you’ll be seeing in quite a few of these pictures. The player was Charlie Liu, a current business major here who I knew from being in the same 12th Grade English Class. The pictures from this playtest are attached to this post.

  1. Shillman Hall This one was primarily a warm-up. I just had Charlie take a picture of the cat statue out front, with Tim nowhere in sight.
  2. Forsyth Street More warm-up. This time, flagpoles.
  3. That one archway outside Snell with all the broken screens inside of it I positioned Tim on a bench nearby, but Charlie never went around to the other side of the arch to actually get a picture with him in it. After around five pictures getting similarly low scores, Charlie gave up. I felt like having Tim move to the other bench would be too noticeable, so I just decided to move on.
    1. I had Tim sit where he had been on the bench after the playtest, and I myself took a picture of that, just to include in here as an aid in visualization.
  4. Curry Student Center F1 I asked Charlie to take a picture of the posters from the outside, and had Tim pretend to be busy on his laptop at a nearby table. This one worked like a charm, and had Tim in the shot on the second try.
  5. Curry Student Center F2 Tim talked to “his mom” over the phone behind a window, and Charlie took a picture of the Husky Statue in front of said window. Couldn’t have gone better.
  6. Ruggles Station This time, when asked to take a photo of the Customer Service booth, Charlie rotated around it when he was scoring low, which means that he did eventually get a shot of Tim definitely buying a ticket and not just kinda pushing buttons.
  7. Centennial Quad With this one, I wanted to see just how far I could take this. I had Tim hide behind the 2 of the big 125, and peek out with a grin and thumbs up. Charlie did take the picture of the 125, but he also definitely noticed Tim. And with that, the game was up. I debriefed my player, and we all went home.

Artist’s Statement

AKA “Jackson, why on Earth did you do this?”

I was inspired by games such as Uncle Roy All Around You, and the way it has the Game Master navigate two players out in the field that interact with each other in interesting ways. I wanted to try and create a game that emphasizes just how little we pay attention to our surroundings. The world we live in can be so incredibly distracting sometimes, and everyone’s always got something important that they need to be doing. By making Charlie focus on this one task of photography, he was completely oblivious to the things that the actual people around him were doing. Furthermore, I believe that there’s something to be said about how the points he was getting for the photos didn’t really make sense, and yet he didn’t really question it.

I guess, in the end, what this intervention is meant to show is that as you live your everyday life, you should strive to be aware of the people around you. As you hustle about through your day, don’t forget that everyone around you is doing their own thing as well. Also, be willing to question authority, and to ask for clarification when something doesn’t make sense. Because otherwise, you may end up playing into a completely different agenda without even realizing it.

Apex Legends:Happy Birthday Song Challenge

Requirments: Any device that can play apex legends

For my Intervene project, I had chosen the battle royal first person shooting game Apex Legends as my subject of intervention. In this game, I when to both the battle royal mode and team death match mode. In this game, people barely turns on their microphone before the game actually started. So in the beginning of every match, I typed something like:”Hi guys, its my birthday today, can yall sing happy birthday to me?”  I would like to see how my teammates react to my request. I want to interfere with their gaming experience through such seemingly unreasonable demands. At the same time their response interferes with my gaming experience and the results of my experiment. So I played around 10 matches in total and I only edit the 5 games out of it, because it seems like no one actually cares about their temmates birthday or they just ignore my request. Some of them did response but instead of singing the happy birthday song they typed Happy birthday in the chat. However in one match there was someone who actually sangs happy birthday song to me, I was so impressed.

Artist statement:

I embarked on an unconventional artistic intervention in a game world where strategy, skill, and quick reflexes are the main elements in a tense and exciting apex legends matchup. My project was unassuming but impressive, causing my teammates to pause in their pursuit of a game win to participate in a birthday sing-along in honor of my birthday.
The purpose of this intervention was to inject humanity and joy into every competitive and stressful online multiplayer game. It challenges the conventions of gaming interaction, blurring the lines between the battlefield and the shared space of celebration.

At the same time I see it as an exploration of human connection in the digital world, where the act of singing Happy Birthday is one that is universally recognized as a symbol of joy and solidarity, turning the digital battlefield into a vehicle for celebrating my birthday. I think this is similar to the work “Rope” in that my teammates are strangers matched through a computer algorithm, and they are not obligated to sing along with me for my birthday. rope’s idea is also to challenge the idea of how people get along with each other, and to forcefully bind two people together in a certain way (they use rope, I use the birthday song). The idea of rope is also to challenge different people to get along with each other in a certain way (they use a rope, I use a birthday song), and to accomplish seemingly impossible challenges until they reach a certain state of harmony, where human emotions can be transmitted to each other in the most unlikely of circumstances. What these two projects have in common is that they challenge the traditional way of being together, both in life and in games.

Find The Strongest Heart:

Equipment:

computers with Overwatch

Something can measure heart rates/ blood pressure (apple watch, phone…)

need 2-3 players

Rules:

Players need to measure their heartbeats before and after a regular Overwatch competitive gameplay. Use the heart rates after minus the heart rates before to get the current score of players. The player with the lowest score wins the game.

Artist statement:

Overwatch is a toxic game that often leads players to experience heightened emotions during the gameplay. Defeats in the game can trigger frustration and anger. As they get rages, their blood pressure or heart rates may increase. Therefore, the person with the lowest score could be considered as the calmest. By rewarding the player who maintains the lowest increase in heartbeats, this game encourages players to stay calm and despite the toxic gaming environment. It challenges the notion that winning or losing a match is the only measure of success in gaming and suggests that emotional control is equally valuable.

Before playing:

second round:

lose the game:

After losing for all night! (still the same heart rate)

Result:

I tried to borrow my friend’s watch, but we got some time conflict so I can only use the app on my phone to measure the heartbeat instead. I played this game several times myself. But measuring with my phone didn’t work as I expected. My heartbeats were 76 before playing. However, when I measured the heartbeat after an annoying and frustrating round, it was still around 80. I tried a few times and played four games in total, but the heartbeats just stick with 70 – 80. Maybe in the future, I could try to measure the heartbeats with other equipment. I found this game shares some similarities with Yoko Ono’s cut piece in that both projects explore vulnerability and emotional states. While “Cut Piece” focuses on physical vulnerability through cutting clothes, this game focuses on emotional vulnerability while playing Overwatch. On the other side, because Overwatch is such a toxic game to play, the players may face emotional stress and strain. And that can connect to Chris Burden’s “Doomed” which challenges limits of the body and personal endurance

 

How to Make Friends on Valorant

For my project, I chose to intervene on a game of Valorant Deathmatch. Rather than determining success based on kills within the match, I would try to get other players to not kill me, whether it be they bad at the game, or they genuinely don’t want to kill me. Through my iterations, I realized that there are certain behaviors that I must adopt to get this message across. The first run that I have done with this idea didn’t go as well since the message didn’t seem to get across that I am trying to be a pacifist. After throwing myself in front of people with a melee weapon as well as use the in-game mechanics to get the point across. In the end, I even gained some people that ended up protecting me with in the match, killing others that would end up shooting at me.

Artist Statement:
The initial inspiration that I got for the project was from the Barbie Liberal Organization that was shown in class. I found it intriguing that altering the standards for a Barbie doll could lead to a message being pushed across as well as bring joy to those that comes into contact with it. Generally, activist movements tend to receive some form of backlash from the community, but BLO seemed to sparked more laughter compared to the anger that I was anticipating. I wanted to spark this joy within the FPS community, which is known for the toxicity and the negative player-base. By bringing this little wholesome moment to the game without any expectations, I hoped that I would be able to remind others that the experience of fun that players can have is up to them.
The behavior that I adopted to get the point across to other players was that similar to Yoko Ono’s cut piece. It was meant to make myself seem vulnerable to others within the game, that my intention is not to follow the standards that they are used to. By letting my fate be decided by other players within the game, it was fun to see how varied the reactions were. Some were caught off guard at first and decide to play along, while others killed me anyways.
Overall, it seemed that my point to bring fun back into the genre worked as it seemed like the players that played along enjoyed the concept enough to continue with it for the entirety of the match. If I were to bring this into other FPS games or game modes within Valorant, I hope to be able to keep the idea that winning or losing the game wouldn’t matter as long as the players are having fun within the game. As a result, by making these team-based games to be as enjoyable to others should be more prioritized as opposed to relentlessly putting others down for the self-satisfaction that one is better at the game compare to others.

Clips from playtests of this project:
https://youtu.be/ZioWrg21eU8

Steal the Beat

All players start with the same 30 second music video clip. The first one to upload it to YouTube without their copyright detection recognizing the song wins. They may use any means necessary to do so – distorting the video, distorting the audio, rerecording parts of it, renaming the upload, etc. Anything is fair game as long as the clip stays recognizable.
You will likely need a 3rd party judge to determine if the video clips are intact enough to be valid.
When you are done, share your strategies in hushed whispers where YouTube and copyright holders cannot hear.

To playtest this game, I played it single-player with Mariah Carey’s “All I Want For Christmas Is You”. You can see my results in the video below.

Each attempt took about 10 minutes to render and export, and YouTube recognized the copyrighted material in attempts 1 and 2 in less than 20 seconds. Whether or not my third attempt counts as “intact” is up to your interpretation.

 

Artist’s Statement:

This game ended up significantly harder than I expected. To start, you can only even play it if you have the software and knowledge to edit video and audio sufficiently. I used Adobe Premiere in my playtest, but it could be possible with entirely free software as well. Once you actually do find some players and start, the game is very slow. Waiting to render and export every attempt becomes tedious quickly. As you can see in the video, I had to distort the audio and obscure the video very severely to be able to upload it. The game may be easier if you play with a less popular song, where the copyright is enforced less harshly.

I was inspired by Jennifer Gradecki and Derek Curry’s intervention in algorithms and computer systems. Their artwork is very concerned with algorithms and data processing, and how they are applied and misapplied in our modern era. I am fascinated with copyright, and have seen various creators on YouTube employ different strategies to play short relevant clips of copyrighted material in their videos. I figured this copyright dodging could make an interesting creative game. There are many ways to go about avoiding YouTube’s copyright detection, but in practice you realize how difficult a task it can truly be.

Part of what I wanted to do with this was to teach players how to get around YouTube’s system, and help them firsthand understand what makes YouTube stop recognizing the copyrighted material. This desire to teach is also why I urge players to spread the information they learned, without telling copyright holders. I think the current systems of copyright and its enforcement are detrimental to art, and the allocations of fair use are insufficient. I wanted to subvert this system and intervene in it. By playing the game on YouTube, players directly interface with perhaps the most-used copyright enforcement algorithm on the entire internet. One thing the game does very well is show how difficult it is to subvert YouTube’s automatic detection. When copyright laws were written, such algorithms did not exist, and copyright infringement had to be enforced on a case-by-case basis. This was slower, but allowed more edge cases to slip through the cracks. Nowadays, there is no way to slip through unnoticed when YouTube checks every video for copyrighted content. Sometimes the copyright holder chooses not just to take any monetization on the video, but to block it entirely. Jennifer Gradecki and Derek Curry’s Boogaloo Bias artwork (among several of their other works) is very concerned with false positives in automatic detection algorithms. This is a huge issue in YouTube’s copyright detection system that I wish my game did more to address. Perhaps one could play to try and twist one song to be recognized as another, but that is a game for another day.