Doug Ashford + Naeem Mohaiemen: Collectives in Atomised Time (2008)

22 April 2009, dusan

The endless debates of art vs. politics; reportage vs. agitprop vs. poetics; what is and isn’t art. My feeling is that the specific reality within which our Visible Collective project formed, operated, and ended, were very specific to the 00’s. Even the way in which we quickly became commodified within an uber-category of “collective art practices” is specific to an over-heated market. The context within which Group Material worked was different, and the results were….?

Published by: IDENSITAT Contemporary Art Association, Spain, 2008
Cover image by Fred Askew

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Hilde Corneliussen, Jill Walker Rettberg (eds.): Digital Culture, Play, and Identity: A World of Warcraft Reader (2008)

17 April 2009, pht

World of Warcraft is the world’s most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design–as created by Blizzard Entertainment, the game’s developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.

The contributors examine the ways that gameworlds reflect the real world–exploring such topics as World of Warcraft as a “capitalist fairytale” and the game’s construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including “deviant strategies” perhaps not in line with the intentions of the designers; and character–both players’ identification with their characters and the game’s culture of naming characters. The varied perspectives of the contributors–who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies–reflect the breadth and vitality of current interest in MMOGs.

Contributors: Espen Aarseth, Hilde G. Corneliussen, Charlotte Hagstrom, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.

Published by MIT Press, 2008
ISBN 0262033704, 9780262033701
336 pages

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Petra Kuppers: The Scar of Visibility: Medical Performances and Contemporary Art (2007)

15 April 2009, pht

“Contemporary visual and performance artists have adopted modern medical technologies such as MRIs and computer imaging—and the bodily access they imply—to reveal their limitations. In doing so they emphasize the unknowability of another’s bodily experience and the effects—physical, emotional, and social—of medical procedures.

In The Scar of Visibility, Petra Kuppers examines the use of medical imagery practices in contemporary art, as well as different arts of everyday life (self-help groups, community events, Internet sites), focusing on fantasies and “knowledge projects” surrounding the human body. Among the works she investigates are the controversial Body Worlds exhibition of plastinized corpses; video projects by Shimon Attie on diabetes and Douglas Gordon on mental health and war trauma; performance pieces by Angela Ellsworth, Bob Flanagan, and Kira O’Reilly; films like David Cronenberg’s Crash and Marina de Van’s In My Skin that fetishize body wounds; representations of the AIDS virus in the National Museum of Health and on CSI: Crime Scene Investigations; and the paintings of outsider artist Martin Ramírez.

At the heart of this work is the scar—a place of production, of repetition and difference, of multiple nerve sensations, fragile skin, outer sign, and bodily depth. Through the embodied sign of the scar, Kuppers articulates connections between subjective experience, history, and personal politics. Illustrated throughout, The Scar of Invisibility broadens our understanding of the significance of medical images in visual culture.”

Publisher University of Minnesota Press, 2007
ISBN 0816646538, 9780816646531
259 pages

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