2.3 (t)Error criticizes the media society

Our contemporary life and society consist of brainwashing media flashes, consumption and pseudo-happiness paired with a upcoming depression. My work uses the same media and the same mechanisms however the goal is the deconstruction of this failed system and a reflection of this media junked fake.
Just the unbroken popularity and fascination of computer games speaks for an artistic analysis. There is a whole “culture of external activities that has developed around these games – from trading of customized game patches to demands that the manufacturer provide more levels, to whole web sites devoted to one’s avatars [3]. In consequence of her examination, Antoinette La Farge stresses that in the near future, computer games will be as important in the modern cultural landscape as art, music or film.

2.4 (t)Error criticizes the abuse of computer games through military and economy

Another important point of criticism shown in (t)Error lies in the close connection of computer games with military and economy.
„It’s now fairly common knowledge that Operation Desert Storm was prepped for by doing simulation strategy exercises down in Florida, and that the US military is currently pumping large amounts of capital into figuring out how to appropriate gaming principles for battle training in massively mulituser SimNet environments.” [4]
This list of strange simultaneities and surprising cooperations could go on and on and on.
“According to the Interactive Digital Software Association’s 1999 sales information, over 6.1 billion dollars in U.S. entertainment software sales in 1999 went to games.” [4]
In a time where professional computer games have more production budgets as Hollywood films, you must question this media, analyze it artistically and bring it up in a topic. A whole generation grows up with games, mostly just having one goal: “You achieve your aims with violence.”
Artists and creative must click in at this point, dismantle these games, rearrange them with new ideas and reflect the media itself. The transformation and modification of games are also interesting in the historical context, if you consider that military institutions have taken a great part in the development of this gaming technology. With the second version of a modified 3D Shooter the American Army is at the present time hunting for new recruits; let’s hope that this shot was off target.

3. ORGASMATRON

Orgasmatron is an interactive sound installation. It is designed as a glass piano (see Figure 5) [8]. When you move your hand over a glass the vibrator next to a glass starts and generates a certain sound. All the glasses are filled with a certain amount of liquid which so build up a scale. A camera from above detects which glasses are triggered. This installation has been exhibited at the Ars Electronica Pixelspaces Exhibition 2003.

Figure 5. Orgasmatron

I used real sex vibrators and put them in another context. It is my reaction about the floods of spam mail about sex, porn, etc. Towards a sex thrilled society, viagra, penis enlargement, porn. Sex sells it’s a simple equation. Orgasmatron is my persiflage of a culture which certainly thinks more about sex then about Mozart. I tried to promote the installation with fancy flyers and in a pop cultural way, to make it look like a clubbing, which worked very well (see Figure 7).

Figure 6. Orgasmatron Flyer

 

Figure 7. Anonymous with Flyer in his pocket

I printed 700 flyers and they were all gone in 4 days. I don’t think this is because people in Austria are so much into media art, it’s more about using the references and the same language as youth culture.

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