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Although
most of us were not at Ground Zero on September 11,
we all experienced the attack on the World Trade Centre
in some way or another. For most, it was a thoroughly
mediated spectacle – and our physical distance
from the reality of the event was further extended by
the fabric of the technology that informed us. From
here on the other side of the world, it is safe to say
that many found it difficult to form deep empathies
with the victims of the attack. Unless we knew people
personally involved, it was more tempting to celebrate
the event as a spectacular undermining of an international
dictatorship; one so out of touch with the morality
of global equality that it now considers itself free
from international law due to self-adorned ‘exceptionalism’.
Personally, I tried to cry over the deaths as I watched
live footage of the buildings collapsing, but I was
unable to. There seemed some greater force of universal
rebalancing going on that overpowered the weight of
immediate loss. This apathy was a direct result of the
inability of the media to convey the reality of what
was happening. Had I been watching the WTC with my own
eyes I would no doubt have experienced the paralysing
reaction to utter horror which this, and all war atrocities,
normally effect in the human conscience. Despite the
close-ups of anguished faces, despite the unplanned
disconnections of live broadcasts, despite the chokingly
desperate amateur footage, I was not being fed convincing
information. Instead I was experiencing what is called
the Hollywood effect; a state of extreme desensitisation
to mediated violence. The logic that 911 was reality
not fantasy did not compute in the cognitive equation.
Violence in the media is mediated violence.
The Hollywood effect is not limited to films. It is
as prevalent in television, radio, print and games.
An awareness of this informs the push for computer game
censorship; a fear that the desensitisation we suffer
from films will be compounded in the computer game generation
as they hack-away and blow to pieces anthropomorphised
game characters. However, despite all attempts at realism,
there remains one defining characteristic of computer
games that set them apart from films, tv, radio and
print. They are beyond reality. They are complete fantasies.
They do not use real actors. Games are rarely contextualised
in real locations. They exploit non-realistic physics.
Most games are temporally suspended. Games can be compared
to animation, which has long been granted acute freedom
to display violence as entertainment, even to young
children. The reason for this freedom is the blatently
illusory nature of animation. Lets take Road Runner
as a seminal example. Wile E Coyote, the terrorist,
dedicates himself to the assassination of our hero.
He manufactures every conceivable killing machine and
performs torturous atrocities (albeit usually on himself)
all for our viewing pleasure. We laugh, because we know
its fake.
Thus our relationship to games. Games involve the act
of play. Play is the enactment of fantasy. When questioned
about the potential effects of violence in games, gamers
always defend themselves by arguing that they are absolutely
aware games are not reality. Gamers know they are playing
a fantasy. They are indulging in a highly sophisticated,
interactive animation. But what is at stake here, when
we consider the 911 Survivor mod, in which four gamers
have rebuilt the World Trade Centre moments after it
was hit – is an understanding of why we indulge
in fantasies. Why would these gamers, or anyone for
that matter, want to roam around in a virtual replication
of a building moments before it became a coffin for
over 2000 people? Why would anyone want to spend endless
hours practising to kill enemies in a computer game?
The answer is specifically because these activities
are fantasy, because we can’t perform them in
real life. The violence is not the primary motivation;
many computer games do not contain any violence at all.
But all games allow us to enact fantasies that are otherwise
prohibited, restricted or impossible in reality.
The
World Trade Centre will never stand again, but in this
modification of a computer game, we can use fantasy
to imagine ourselves transported there. In this fantasy,
we can attempt to understand what it might have really
felt like in the last moments of those people's lives.
This game mod sets out to provide both the makers, and
all other users, with an opportunity to empathically
comprehend the reality of what happened at the WTC.
911Survivor
hosted by SelectParks here
09/03
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You
walk away from the game but the cross-hairs don’t
recede. The adrenalised thrill of gameplay filters through
into reality. cyber café killers places
game junkies in Lan-within-Lan heaven. A special experiment
constructing strong links between real and virtual violence,
designed to study the culture in which street/gang violence
spills over into internet cafés, and game violence
filters back into the street.
cyber café killers is one of a number of
works which maps its site-specific location. Significant
in this work is the site it reproduces; a networked
gaming environment which, by its nature, is already
infused with a psychological association to the thrill
of game play. In cyber café killers,
players kill their opponents who sit with them in the
café, as they would in any normal networked gaming
environment. However this virtual reproduction is a
catalyst to a psychological experiment. cyber café
killers engages standard emotional responses gamers
have to the proximity and reality of their opponents,
and then amplifies these responses. Firstly by making
us consciously aware that these responses exist, and
secondly by providing us the oppportunity to test the
extent to which they can be manipulated.
Cho sees the work as responding to social theorists
who have sought to understand the feedback loop between
real and virtual violence without ever actually playing
networked games, instead seeking too-deep answers in
their ‘psychoanalytic bullshit’. For Cho,
the answer is neatly summed up in the concept of ‘euphoric
rage’; a complex emotional blend of aggression
and excitement, compounded by the thrill of adrenaline-charged
game play. The cyber café provides a natural
breeding ground for euphoric rage, and Cho views this
as the romantic appeal of the context. “You can
see the agony of defeat mapped in real time onto the
face of the players sitting across the room from you.
Seeing actual physical representations of your online
killings creates an incredible sense of pleasure.”
By qualifying our investment in game play, cyber
café killers provides an example of the
potential of virtual environments to expand emotional
responses to physical and/or virtual behaviour. It also
contributes to the endless dialogue on the relationship
between mediated/real violence; in this case pointing
out the obvious correlation between the two, whilst
also inviting users to engage with violence as a motivational
factor.
Half -life. DLs include video documentation.
06/03 |
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Unbeknownst
to online players, their gameplay may be hijacked for
the purposes of audiovisual art. In QQQ real time quake
games - played by an anonymous international collection
of gamers - are displayed to a gallery audience via
a local, hacked engine. The modified graphics subvert
the function of the gameplay, turning player’s
actions into afterimage trails and motion smears –
a virtual performance amidst chaotic, abstracted architectural
forms. The work highlights an element of existential
flexibility that is granted to us by the extension of
our corporal form into that of an avatar. Performance
artists are borne from game players who remain oblivious
to their existence in this capacity.
Using the random actions of the game play as generative
input to the hacked engine, QQQ detours data, illustrating
the vulnerability of our virtual existence to purposes
of subversive modification. In doing so a boundary between
the interaction of our corporal and virtual forms is
defined. We lack control of those offshoots of our virtual
selves that exist in contexts without our knowledge.
By employing modified versions of players' avatars,
nullpointer illustrates one of the many potentials for
alternative realities online – stretching the
fabric of the gamers universe to incorporate multiple
destinies for our virtual clones.
specs:
nullpointer hacked almost all the aspects of the engine…
gfx (both ingame and interfaces, textures, shaders etc),
sound (all sounds altered), and some key scripts and
bindings. He also had to set up and specify the server
to run the maps, game types and impure modes he needed.
In the installation the user is the audience, who participates
in the matches as a spectator. There is a pedestal mounted
console for the users to interact with the piece. This
pedestal has a keyboard sunk into it with all keys except
'W' 'Space' and 'Return' removed - The keys control
3 aspects of the interaction (Switch player being followed,
Zoom camera in/out and Step from 1st to 3rd person view),
essentially camera controls so the users can 'direct'
the action.
02/03 |
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Velvet-Strike
is a collection of spray paints to use as graffiti on
the walls, ceiling, and floor of the popular network
shooter terrorism game "Counter-Strike". Velvet-Strike
was conceptualized during the beginning of Bush’s
War on Terrorism. Others are invited to submit their
own spray-paints relating to this theme. Anne Marie
Schleiner is the brain child behind Velvet Strike. These
are some of her thoughts on the project:
"When
I first heard about the attacks on September 11, just
a fraction before I felt a wave of sadness, a nauseating
thought passed through my mind. What terrible timing-with
this president in office, perhaps even more so than
previous ones, he could use this event as justification
for dangerous actions on a global scale and at home.
A few weeks later, I left for Spain to give a workshop
on modifying computer games. When I arrived the next
morning at the workshop I learned that the U.S. had
declared war on Afghanistan. The workshop organizers
had installed a new demo of "Return to Castle Wolfenstein",
a remake of an old Nazi castle shooter game, on all
the PC's. The sounds of the weapon-fire echoed off the
concrete walls of the workshop warehouse space--what
I once approached with playful macho geek irony was
transformed into uncanny echoes of real life violence.
At that moment, that room was the last place I wanted
to be. Joan Leandre, (one of the other artists presenting
at the workshop), and I discussed creating some kind
of anti-war game modification." |