New Babylon: An Essay

In the first segment of a two-part essay, Owen Hatherley looks back on the signal gallery of his youth and the birth of “fun” and “entertainment” in the white cube.

 

Every now and again, I visit the municipal art gallery in the English port city where I grew up. I won’t name it, because it could be pretty much anywhere in north-west Europe, and definitely in any provincial city in Britain—this is not a specific story. Placed in a town that had otherwise staked its post-industrial future on gigantic retail parks and malls, it was a highly unusual space. Part of a sprawling Civic Centre built in the 1930s, clad in pale and icy Portland stone, you entered it through a stripped classical entranceway and walked up a flight of steps to a wide, vaulted space. One of the things that can give you shivers down the spine is the sudden emptiness and quiet, the sense of space and graciousness, almost weightless. After its foundation in the 1930s, the gallery’s curators and its backers at the Labour-controlled City Council enlisted the upper class art historian and head of the National Gallery Kenneth Clark to advise on their purchases. By the 1990s, when I first started visiting the City Art Gallery regularly, that collection had just a little bit from each era. One Renoir painting (of a man, disappointingly for adolescent visitors). One Rodin statue. One Quatrocento altarpiece, one Renaissance painting, and one baroque painting all placed facing each other in one darkened room. One William Blake watercolor. When you came to the modern art, it specialized in work that was, in the 1990s, extremely unfashionable—the seedy London scenes of the Euston Road group, the aggressive industrial modernism of the Vorticists, the apocalypses of Stanley Spencer, the post-Constructivist abstraction of the systems group—nary an unmade bed, a light switching on and off, or a pickled animal to be found. Instead there was a high seriousness, with an assumption throughout that this was a place you were meant to spend time in, and get lost in. It was not meant to be fun. It was meant to take time. Nothing was explained, merely captioned. It didn’t get many visitors.

There was—still is—one exception to this rule, one little piece of play in among all of these intricate, moody, adult canvases. It’s a work by the Czech sculptor and animator, and perhaps appropriately, it doubled as a (perhaps not incredibly successful) generator of revenue. Placed in a glass box was a wooden head and a complex series of pulleys, gears and wheels. You would put in a coin—a note cello-taped to the contraption tells you not to drop in anything larger than a two pence piece—and the mechanism would start working, and the odd little head, one part phrenology aid and one part surrealist sculpture, would chomp away at your gift to the municipal Art Gallery. It seems in anachronistic retrospect a little like a parody of the way that art has come to be seen—you pays your money, you watches a little play, you interacts, you goes home.

There was a high seriousness; that this was a place to spend time and get lost in. It was not meant to be fun.

Except, when the thing was installed, that can’t have had much to do with the sort of art gallery this was. It was a strange self-referential toy, and for around ten years, it sat in the corner of the great vaulted hall, its mechanism broken, unable to take any money at all. At the same time, the City Council, undergoing a mercifully brief period of Conservative control, was trying to plug a hole in its finances, partly produced by funneling cash into an interactive exhibition aimed at children on the subject of the Titanic (it sailed from the port nearby), by selling off artworks from the collection—the Rodin Eve, and a bafflingly collectible equestrian painting. This was ruled illegal, but the collection was dumbed down nonetheless, and temporary exhibitions nosedived in seriousness. An exhibition of third rate Warhol offcuts, which contained a room supplied with wigs and leopard-skin jackets that you could get yourself dressed up in, was the least bad of these—exhibitions on Animals in Art and (no, really) Fairies aimed to get in the punters. Only last year was the collection reorganized properly and in a nice, optimistic gesture, the Czech mechanism was fixed, and takes loose change once again.

The problems this Gallery has faced seem indissolubly linked to the sort of institution it was imagined to be in the 1930s. Reflecting the historical Labour movement’s uneasy alliance of “class-conscious” and educationally-minded workers with patrician, intelligentsia thinkers, the Gallery was meant to be the finest things, available for free, to anyone and everyone, funded not through sales of works or ticket purchases or anything other than taxation and the occasional Arts Council grant. The lack of explanation came with that—it was assumed that once all the good things had been assembled and laid out for the worker to see, he or she would be able to understand what was happening, and would respond with intelligence, distance, and respect, because they had been treated in the same way. In that, it reflects the model of artistic enjoyment set up by its famous adviser. There is no “play” or “interaction” in Clark’s TV series Civilisation. When Sir Kenneth Clark strides through the castles and palaces and historic cities in Italy and France (so distant from this city, with all its malls! You would never think the city was a historic medieval port), he has on his snaggle-toothed face a look of calm and ironical consideration, of detached disinterest that doesn’t preclude an occasional moral disgust (at slavery, at the industrial revolution, at all that is bellicose and “uncivilized,” like the Vikings, however elegant the design of their ships). That light and floating walk that he does through these places is the kind of movement you are expected to make when walking through the City Art Gallery—only, unlike Clark, you aren’t meant to touch the art, not expected to run your fingers along the contours of the paintwork, to grope the Henry Moore sculpture—he owns that Moore and can touch it, we own that Rodin, and can’t. Even the little head in its box is under glass, and can be touched only by your penny, not your fingers.

Like many of Bourriaud’s ideas, it is seductive precisely because it appears to resist the atomization symbolized by all of those strip malls and motorways, cutting across the city just yards from the City Art Gallery.

If the work of the 1990s, so conspicuously absent from the City Art Gallery, however “shocking” its content, remained at the level of objects to be looked at and not touched—to be “engaged” with using only the mind—the City Art Gallery would seem to be equally out of place with the new paradigm developed in the 2000s, by Nicholas Bourriaud and his stable of artists; the world of Relational Aesthetics. Whereas the City Art Gallery considered that individual members of a community would come and visit their treasures, Relational Aesthetics was all about establishing what a community was, or trying to create it, as if in acknowledgement that this endeavor had been a failure. So these were works you could play with, sift through, and that would come to you, rather than you coming to it. An artist would turn up in your “community,” and play you some tunes, serve you some dinner, do a little dance for you. Like many of Bourriaud’s ideas, it is seductive precisely because it appears to resist the atomization symbolized by all of those strip malls and motorways, cutting across the city just yards from the City Art Gallery. It wants to bring people together. Of course, the majority of the people who are consuming the art are not those in the community in the first instance, but as with much recent experimental art, merely watching it after the fact, on a video in a white-walled room, with the only remnant of the warmth and conviviality originally promised being the softness of the beanbag you’re sitting on to consume the work. ♦

Part two of “New Babylon” will appear next week.

(Image credit: Photo courtesy Nochn Nordlicht via Flickr.)

PlayTime artist Agustina Woodgate offers an artist talk on her stuffed animal skin rugs last night at PlayTime After Dark. Come check them out for yourself—PlayTime is open today! #Repost @lydslovesart_ ・・・ Agustina Woodgate giving an artist talk during PlayTime After Dark, @mandas148 enjoying Martin Creeds half the air in a given space, and @peabodyessex atrium looking🏼…. a few incredible moments from this amazing week! #pemplaytime

Board Gaming the System: A Comic Series

In the last installment of Adam Bessie and Jason Novak’s Board Gaming the System comic series, we head down the road to sweets and inscrutable surprises.

Franz Kafka would have loved Candy Land. While the author of The Metamorphosis and The Trial died well before the game’s 1948 release, he would have appreciated the gameplay: before the game has started, the verdict is already in, the winners and losers decided, though neither knows. To discover their fate, players pull colored cards that tell them what colored boxes they must move to. In this fashion, players make their way on a single track to The Castle, and upon arrival, it all starts over again, and again, and again. They are stuck forever in an absurd search for an elusive Lost King. You don’t play Candy Land; it plays you!

 

Missed the last installment of the Board Gaming the System comic series? Check it out here.

Play Digest: Gaming the Gallery

Many museums today are faced with the conundrum of whether they’re places of entertainment or temples of knowledge where visitors come to be educated. The two, of course, aren’t mutually exclusive, as proven over and over by innovative, playful programming on serious topics in art, science, and history. This week’s Play Digest looks at how we’re gaming the gallery.

Many museums—let alone artists who have a history of creating museum-worthy, game-forward work or museums dedicated to play or gaming—have the creative drive and intellectual flexibility to embrace a more broad-thinking approach to incorporating interactivity and games in the galleries to be both entertaining and learning experiences.

Jane McGonigal thinks that the addictive and compelling nature of video games is something that can be translated in the museum setting, an opinion that has gained traction over time, if one that is not wholly agreed upon yet. One British museum studied how user interaction (through a game) could help visitors engage with “difficult objects” in the collection. If museums are the intersection of people and ideas through history, what excuse is there not to embrace new technologies, for example, in the form of games or augmented reality—and bring culture and technology into closer harmony. The gallery setting has the potential to manifest the perfect alignment of audience, object, and tech.

Then there are, of course, the controversies over the whether games (especially video games) can be considered art. There is plenty of support for this, even in unlikely places. New York’s Museum of Modern Art took the brunt of this criticism in 2012 when it famously acquired the first twelve of a projected (at the time at least) forty video games for its collection (an effort led by Paola Antonelli of the Department of Architecture and Design). The museum had, two years earlier, added Feng Mengbo’s important Long March: Restart to the Media and Performance Art collection, so why the kerfuffle over the design department embracing the medium? Since then there have been some updates to the collection itself and some thoughtful commentary around it (but not always).

While it seems the debate around whether games belong in museum collections or whether games are art lives on in some circles—PlayTime and other wide-ranging and culturally curious exhibitions—and playful approaches to the museum experience—have only just begun to realize their potential.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: Courtesy of Gabriel de Andrade Fernandes on Flickr.)

I Just Lost the Game: An Essay

In the second part of her essay on the “flow” state and its impact on creative work, Cole Cohen finds self-forgetting a requirement for every writer—and reader. Missed part one? Find it here.

In the first Ghostbusters movie (a childhood favorite of mine) the Ghostbusters are called upon by a cellist, Dana, to destroy Gozer the Gozerian, a Sumerian shape shifting god of destruction and chaos who has taken up residence in her Manhattan apartment building. Toward the end of the film, Gozer swears to take on the form of whatever image pops up in the Ghostbusters heads and in that form destroy the city. Ray, the one “true believer” in the paranormal who is played by Dan Aykroyd, thinks of the Stay Puft Marshmallow Man, a beloved corporate mascot from his childhood who, in Ray’s words, is “something that could never, ever possibly destroy us.” A giant Stay Puft Marshmallow man emerges and the Ghostbusters must use their proton packs to explode Roy’s anthropomorphized corporate colossus into a harmless marshmallow cream that rains down upon the city. It’s difficult for me not to draw a parallel between Ghostbusters and our own current political climate. Some of us suppressed the unthinkable, that Trump would win, while others imagined Trump as a beloved figure of nostalgia willed into power. How could he possibly harm us? A 2016 a remake of the Ghostbusters starring an all-female cast of jumpsuit wearing parapsychologists proved too much for the cultural imagination; it bombed at the box office.

Obsession is what happens when focus becomes singular.

In order to get to Gozer, the shape-shifting destructive force, one must first pass Zuul the gatekeeping demon guardian servant who protects it. Music is my proton pack, it houses the beam that I unleash to blast the membrane that protects the blank page from my thoughts. I often listen to the same song or album on repeat while I’m writing. I wear headphones even if I’m alone because they form the boundaries of the sonic space that I work in. When I’m writing sound is space; it’s where I go. It’s not uncommon for people with differently wired brains to compulsively inhale the same media over and over or to obsess over a singular interest. Children with Asperger Syndrome used to be called “little professors” for their ability to become consumed by a “special interest.” Disney characters, deep fat fryers, the targets of this passion are not as important as the energy with which one seeks it out. This is where “flow” state and hyperfocus dovetail into obsession, a similarly gratifying force of destruction. Obsession is what happens when focus becomes singular rather than spacious, when there’s no room left to share an interest. I think of singular obsession as where my writing begins and compassion as the destination.

In his 1863 “An Essay Concerning the Bourgeois” from Winter Notes on Summer Impressions, Dostoevsky compared the mechanics of socialism, sacrificing oneself fully to the common good while suppressing any thoughts of self-interest, to trying not to think of a polar bear, recalling Tolstoy’s childhood game:

For example, I come and sacrifice myself completely, once and for all: well, it is necessary that I sacrifice myself completely, once and for all, without any thought for gain, without in the least thinking that I am sacrificing my whole self to society and, for this, society will offer its whole self to me. The sacrifice must be made in such a way as to offer all and even wish that you receive nothing in return, that no one will in any way be obligated to you. How is this to be done? After all it is like trying not to think of a polar bear.

The relationship between reader and writer requires for the reader both a forgetting of the self enough to become involved in the story

The conclusion that Dostoevsky reaches is that there must be a selflessness innate to both the individual and the community. No one person can think of individual self-interest instead each must participate in an organic amnesia of all desire beyond the greater good. For this to work, he proposes, it’s essential that the community reflect back the individual’s self-forgetting. If you recall the receipts then you just lost the game.

Letting go of individual needs requires a self-forgetting that’s similar to forgetting your judging self in writing; this is not to say that making art is an inherently selfless act. The need to express—to share the experience of being human with another in the hope of being seen and understood—begins with the writer momentarily slipping loose of personhood to become who they are on the page. The writer needs to sneak past the gatekeeper of her own thoughts to confront the god of destruction, to allow the destabilizing self-haunting of making to take possession. The relationship between reader and writer requires for the reader both a forgetting of the self enough to become involved in the story and also the ability to be called back into your personhood by recognition of yourself in the essay. It isn’t that different from Dostoyevsky’s socialist vision; the writer says, “Here, take me” and the reader says “No, I couldn’t possibly, take me.” In this arrangement we settle into the shared trance of reading and being read. Ideally, the boundaries between writer and reader blur until the book is shut and we have to return to daily life, losing the game of shared consciousness. Hopefully the reader rejoins the world with what Tolstoy called our “innocent joy and boundless desire for love” replenished, a little more excited to share ideas and experiences with the world. The goal of the game, of course, is not to win but to not lose alone. ♦

(Image credit: Photo of Dana Sederowsky’s performance The Writer, 2017, courtesy of Dunkers kulturhus via Flickr.)

Half the air in a given space! Curator Trevor Smith wades in to Martin Creed’s Work No. 329. We’re just days away from PlayTime and we can’t wait to share the exhibition with you. #Repost @presenttense99 ・・・ NowHere (balloons) with the snow blowing in we’ve had to delay the opening of #pemplaytime by 24 hours… but can’t wait to share the work of @martin_creed with you! Thanks to @renniecollect for the loan of this fantastic work in which exactly half the air in a given space is enclosed in 16” pink balloons. It was fun watching the team from Baloonatics fill the room. It took about four hours and we can’t wait to welcome you! Photo by Ken Sawyer @hauserwirth @florianberktold #pemplaytime #peabodyessexmusem @peabodyessex #renniecollection

The Yoda Project: An Interview

“I remember sending it to my grandmother and my grandmother was like, This is the strangest Christmas card I’ve ever gotten in my life. And I said, well, you know, hang on, it’s going to get weirder!”

Artist Gwen Smith tells the origin story of her series The Yoda Project, photographs she first shared with family and friends as Christmas cards. Who is this enigmatic Yoda?

Read the transcript.

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