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Figure 3. Another screenshot of (t)Error
I always felt that at least for me there is a lack of meaning in
a lot of media pieces. I decided to express my feelings about
the war in Iraq with a protest computer game and tried to use
this genre as a protest medium. In former times a revolution started
with a song, in our time console kiddies play games, it's as easy
as that. I see a transition in how information and protest
works for the younger generation. Fakes, Adbusting und Semiotic
Sniping are the ways to express your feelings in a world ruled
by global players. The logos and signs of this companies can be
found everywhere. Resistance is futile ? Not if you undermine
their symbolic system, fight with their weapons and use corporate
disinformation. That’s what I try to do with my art. I’ll
define this kind of work as Media Pop Art. It takes well known
objects, structures, medias, etc. and sets it in a different and
sometimes funny context. For me that’s more interesting than to
make a serious art work, which in the end doesn’t reach anyone,
except some specialists [6].
2.1 (t)Error criticizes the Iraq war
„Art is the cry of distress uttered by those who experience at
first hand the fate of mankind.“ [12]
This interactive video installation was my reaction on the Afghanistan
campaign and the following Iraq war. It is a political persiflage
on world politics, a mixed-reality game, which playfully tempts
- through the whole body interaction - to participate, but at
the same time the not very playful content of (t)Error wants to
provoke reflection and self-reflection.
This play with the aspects of fun and seriousness or game and
reality forms the basis of my work and media analysis.
Laughter lures the visitors, and not only an elitist gallery audience,
but also the people from the street, who do not know too much
about contemporary art. Fun, games and interaction cause motion,
it is then much easier to get involved in the game, and so the
change from laughter to sadness is more powerful and obvious.
2.2 (t)Error criticizes the gaming industry
To transform this combination of laughing and crying into the
world of computer games, and so into the world of our children,
was my main aim.
“Fifty percent of all Americans age six and older play computer
and video games.” [14]
„In 1998, over one in four American youngsters reported playing
games between seven and 30 hours a week. More than one in four
homes has a game console.” [4]
This is one of the reasons why I like to show my installation
at parties and clubs or in public space (see Figure 4) [10]. This
year at the beginning of april, for example, (t)Error was exhibited
in Berlin, in the “Club zur Möbelfabrik”. The young audience
of this venue participated with enthusiasm. The reflection hit
them a couple of minutes later, when the youngsters squatted down
besides the installation, tired after the exhausting movements.
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Figure
4. (t)Error as public space intervention
“I just played Osama Bin Laden in the game. I was killing people.
Was that fun?” And this is what makes the artistic examination
of computer games so precious and powerful: The sudden liberation,
which is triggered by the dramaturgy of computer games, the role
games par excellence. Nowhere else it is as simple and as easy
to slip into the role of authorities, to play with the overthrow
of established social systems and experience the dynamism of action
and reaction without any danger. At the same time, (t)Error provides
its players with a strange closeness and directness: It’s not
a joystick that helps our avatars to jump hundred meters high,
but everyone is actively playing him/herself.
(t)Error is an attempt to dismantle the gaming industry and the
stereotype roles and behavior patterns taught by it. All these
are the semiotics our children are confronted with since birth.
We need to analyze them to get to know our children’s world.
The simple, pixel graphics of my game was developed following
early, famous computer games like for example Space Invaders or
Defender.
(t)Error creates a manageable (art) space, a system of signs and
symbols, which are well known by the followers of computer games,
who always associate these sign systems with fun and leisure time.
Society codes and conventions which everyone takes for granted,
can now be seen from a different perspective and open up new possibilities
for dialogue and debate. |