Trevor Smith on Mark Bradford: Transcript

Have you ever felt like a fish out of water? As a young man growing up it was assumed that because he was so tall Mark Bradford would want to become a basketball player, but, in fact, he was much more drawn to hair design and wanted to work in his mother’s salon.

In this video, Bradford plays with both career expectations and gender norms by wearing a hoop skirt to practice basketball. The flowing skirt gets in the way of dribbling and trips him up as he drives for the basket. It’s a way for him to create an image of tension between appearance and desire.

Each of us has had some kind of experience where we’re expected to behave a specific way, but we either have to roleplay or resist. Such struggles are very often the seedbed for creative expression.

Return to the artist page.

Mark Bradford

“I wanted to do a video of me playing basketball, but I wanted to create a condition, a struggle.”

 

 

WHO

Mark Bradford (born 1961, United States) lives and works in his hometown of South Los Angeles, where his community is a significant source of inspiration. Before earning his master of fine arts degree, Bradford worked in his mother’s hair salon as a stylist.

 

WHAT

For Practice, Bradford set out to make a video of himself playing basketball with challenging restrictions. Along with a typical Los Angeles Lakers jersey, he wears an outrageously voluminous antebellum hoop skirt. These skirts, worn by women in the pre–Civil War era, feature expansive boning that allowed for air circulation. Here, the Santa Ana winds lift the skirt and trip Bradford up. However, each time he falls on the court, he gets up, dribbles again, and eventually he makes the shot.

 

WHY

Bradford is a 6’8” tall black man. For years, he had to deal with people who assumed that he should be a basketball player. For Bradford, the self-imposed challenges in Practice represent the cultural, gender, and racial stereotypes that he needed to negotiate as a young man.

 

LISTEN

PlayTime curator Trevor Smith on how Mark Bradford uses play to negotiate the expectations that society places on us. Read the transcript.

 

 

WORKS

 

Practice, 2003
Video (3 minutes)
Courtesy of the artist and Hauser & Wirth

 

(Image credits: Courtesy of the artist and Hauser & Wirth, Zurich, Switzerland;  photo by Sean Shim-Boyle (detail); courtesy of the artist and Hauser & Wirth, Zurich, Switzerland.)

Play Digest: Cory Arcangel and Mark Bradford

PlayTime is open! In celebration of the artists in the exhibition, we’re featuring a series of upcoming link packs on their latest news. This week, we look at Cory Arcangel and Mark Bradford. The work of both of these artists encapsulates our PlayTime manifesto and the themes running through the show: reinventing rules, responding to uncertainty, and rewarding misbehavior—core actions at the very heart of play.

Cory Arcangel is known, among other things, for his work that consists of modified video games. In the PlayTime exhibition, we can see two of his video game hacks, reinventing the rules and resituating the expected outcomes of play. Trevor Smith, curator of PlayTime, suggests that while “sports video games allow us to bowl or shoot hoops without ever having to get off the couch,” that “professional athletes are so good at what they do that the extraordinary often appears effortless, which is why it’s really, really fun to watch them fail. So when Arcangel reprograms the game to have Shaq throw nothing but bricks, it’s like watching an extended sports blooper reel.”

Challenging expectations has been one of the key themes of the exhibition. Arcangel was the subject of a New Yorker profile in 2011 in which he explained he wasn’t a gamer, even though the games works are what made his name in the art world. “We had an Atari early on, but we never had a Nintendo. I’d watch my friends play when I went to their houses, but that’s it. I think that’s why my pieces are about watching, not interacting.”

When fellow artist Mary Heilman interviewed him that same year he said she wondered whether the artists behind Super Mario ever looked at Georgia O’Keeffe paintings. Arcangel responds, “I feel like it’s possible. Those games aren’t art objects, but they came out of culture. I always assumed those graphics were influenced by Pop art. At least that was always my interest in those graphics. They are so simple. I thought, Oh, I could put this in a gallery and people would probably think it was art.”

More recently, Arcangel spoke with curator Venus Lau for Ocula about his company Arcangel Surfware, which makes everything from fidget spinners to sweatpants to books: “A lot of these things I am making do not present themselves as this kind of revelation; they present themselves as almost a kind of borderline, or an insult or something, in order to create a grand monument. Our electronic lives are so silly. We are surrounded by all this junk! That’s the energy I am after. That’s ridiculous.” We’ve heard you can also find Arcangel on Are.na, an artist-designed social network.

Defying expectations (as revealed repeatedly throughout this 2015 New Yorker profile) brings us to Mark Bradford and his piece for the PlayTime exhibition, Practice (which he discusses the making of here). Bradford’s height (he’s 6’8″) has always led people to assume he pursued basketball (he actually worked in his mother’s hair salon). Curator Trevor Smith explains, “Bradford plays with both career expectations and gender norms by wearing a hoop skirt to practice basketball. The flowing skirt gets in the way of dribbling and trips him up as he drives for the basket. It’s a way for him to create an image of tension between appearance and desire.” In his (Practice-related) photographic piece Pride of Place, the artist once again dons the Lakers hoop skirt and engages in an indelicate choreography that challenges racial, sexual, and gender norms.

Last spring, Bradford represented the United States at the 2017 Venice Biennale and, in the fall, he debuted a new work at the Hirshhorn Museum in Washington, DC. He spoke with art critic Carolina A. Miranda of the Los Angeles Times in February about his most recent paintings, which employ comic books as media: “I read comics as a kid. Marvel. Archie. Superman. Batman. Wonder Woman. The classics. All the movies you see now. Comic books are always about the meta. The archetype of this or the archetype of that. It’s civilization on steroids — and so it kind of fit with this moment. Everything is exaggerated. That’s what we’re living. . . . Plus, the colors in comic books are pow, kabow! They’re more in your face. They are these epic landscapes that you fall into, but they are also a grid. It’s just boxes. And they are these grids and grids and bubbles. If you abstract it, it’s like a Mondrian. It’s this art historical grid that goes back to Euclid — you know, back in the day.”

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

(Image credit: Courtesy of the artist and Hauser & Wirth, Zurich, Switzerland.)

Playfully Minded: An Essay

Writer Rob Walker looks at some of the works on view in the PlayTime exhibition and finds wonder in the mundane and restlessness in constraint.

As a kid, I wasn’t big on playing traditional sports, but I quite enjoyed video games. This was a long-ago era, and my experiences involved arcade “quarter games” (as my peers and I called them) and a TV-connected console called Intellivision—a rival to the more iconic Atari. I liked playing against friends, even against the machine itself. But I also liked playing with the games.

One vivid example involved an auto-racing game—you’d use the controller to maneuver a car around a twisting track, as quickly as possible, and avoiding a crash with aggressive rivals. But somehow, at some point, I figured out that if you drove off the track, at just the right spot, the car would keep motoring out into no-man’s land, among digital trees and what seemed like odd patches of abandoned track. Crashing ended the game of course, but it was possible to go so far into these virtual woods that you would eventually arrive back at the original course. Perhaps the idea was that you’d driven all the way around the world; perhaps it was just a glitch. But it was completely delightful, and is easily the most distinct memory I have left of many hundreds of hours of game play.

We think of games as a form of distraction or escape—something that removes us from the serious and important, perhaps from reality itself. But is that really the case? The works gathered for PlayTime, as irreverent and fun and even funny as they may be, suggest almost the opposite. If you’re looking for serious insight into what’s important and real, you’d do well to adopt the cunningly playful mindset that these artists display. Over and over, the artists here reveal how games and play can focus our attention on the telltale details and hidden truths that underpin our day-to-day. Play turns out to depend on, and reveal, a subversive way of perceiving and engaging with the world. As with my little car-game adventure, play gets most interesting when it lights to discovery, surprise, mystery, even wonder.

Take, as a simple example of subversive perception, Cory Arcangel’s 2003 Totally Fucked. To make the piece, the technically adept Arcangel, whose work consistently displays a kind of hyper-fluency with digital culture, modified the code of the cartridge game Mario Bros. Normally, the protagonist Mario, controlled by the player, moves from left to right across a digital landscape, trying to avoid or conquer enemies and reach an end point that takes him to the game’s next level. On the way, he interacts with floating cubes that may contain helpful items.

With a gesture of elimination, Arcangel makes us think about whether permanent stasis might be even worse than ‘losing.’

Totally Fucked eliminates almost all of this, placing Mario atop one of the cubes, floating mid-air, in an infinite loop, with no ground, opponents, or allies. This scenario is surely nothing the game’s designers wanted players to imagine, and of course it reduces Mario’s epic journey to a standstill. But with this gesture of elimination, Arcangel makes us think not only about what to make of a game environment absent of obstacles or even movement, but about whether permanent stasis might be even worse than “losing.” There is no challenge or competition left; just a hopeless predicament, a character uncomfortably alone in a blue-sky void. Maybe this is what happens when you playfully degamify a game. Certainly it makes the viewer look closely at something she was never really meant to see.

This spirit recurs throughout PlayTime. Maybe the most extreme example of a work that playfully draws our attention to something we take for granted seldom actively consider is Martin Creed’s Work No. 329. It is, in short, a room half-full of cheerful, pink party balloons. Creed has made a number of variations on the piece with different-colored balloons, but in all cases the impact is immediate and clear—and, I would say, pretty funny. And fun: the piece is designed to be walked into and experienced from within itself, by anyone who’s game.

The artist is known for a deadpan sensibility guided by intentional, rule-like constraints, frequently designed to draw as much meaning as possible from the most mundane objects or gestures. The resulting works—confounding to some, no doubt—have included a balled sheet of paper, and an empty room illuminated by timed lights. Work No. 329 is an almost child-like means of raising some pretty serious questions about the nature of art. Is the raw material here the balloons or, more compellingly, air itself? (But only the half in the balloons; the rest of the air presumably remains non-art.)

Wurm has been doing this since the late 1990s, and on some level the series amounts to a constant reinvention of rules.

To take this process of playfully challenging our usual habits of perception in another direction, Erwin Wurm’s long-running One Minute Sculpture series converts the artwork from a thing that you look at to a thing that you do. In short, Wurm presents a set of written or drawn instructions, proscribing a particular interaction with a specific object or object at hand; you are meant to follow the instruction, and hold the pose for a sixty seconds. You might be instructed to lay on your back in a chair, feet pointed skyward. Or stick your legs through a modified table. Or take off a shoe and listen to it. This is the sculpture. Wurm has been doing this since the late 1990s, and on some level the series amounts to a constant reinvention of rules: making the “sculpture” as much a game as a collaborative and ephemeral performance.

Artists surely know as much as athletes about the pros and cons of playing by rules. Mark Bradford’s remarkable 2003 video Practice offers a particularly poetic example. It shows the artist, a six-foot-seven-inch African-American man, moving around a basketball court, trying to dribble and make shots … while wearing an antebellum hoop skirt four feet in diameter, made out of a Los Angeles Lakers uniform.

The practice of using play to reveal rather than to escape can be taken out of the realm of actual game mechanics.

The combination of symbols is both jarring and absurd: Something about this particular set of constraints makes it hard to decide whether to laugh or wince, as Bradford struggles to control the ball, loses his balance, crashes to the hard ground. But on he persists. When he finally manages to overcome the constraints and hit a shot, you want to cheer—maybe for the triumph, or maybe just out of relief.

The practice of using play to reveal, rather than to escape or distract, can be taken well outside the realm of actual game mechanics. Roman Signer’s work, sometimes described as “action sculptures,” is marked by an almost adolescent delight in misusing materials in revelatory ways. Often this entails juxtapositions that feel like the daydreams of a genius juvenile delinquent.

In the video Office Chair, a definitive symbol of stultifying work is transformed into a splendid toy, thanks to the use of handheld rockets. In Kayak, a nature sport crashes the built environment, with Signer dragged in a boat along a road by a truck. Punkt finds the artist pacifically arranged before a canvas in a field, the natural beauty interrupted by the unexpected arrival of an explosive. There’s an air of the successful prank around each piece, leaving the viewer with the definite sense of having watched somebody get away with something—but left to make the final decision about just what that something is.

Revising forgotten toys into beautiful objects, Woodgate plays a quietly subversive game.

Agustina Woodgate’s collection of rug-like wall hangings constructed from the “skins” of stuffed animal toys offer such a different tone that they seem to occupy another world altogether: silent, sweet, beautiful, and oddly comforting. But really her game is not so different.

While open to various interpretations, the pieces remind me first of the familiar bearskin rug: the grotesque (to me) trophy of a sporting hunter. Woodgate has described the series as evolving from her relationship with a childhood toy, a teddy bear she had named Pepe. The object had outlived its intended use, but she was reluctant to throw it out. Buying up other neglected stuffed animals from thrift stores, she began repurposing their “skins” into complicated and colorful mosaic rugs (often in a more Eastern aesthetic far removed from the cringe-worthy kitsch of the pelt-as-décor). Revising forgotten toys into the raw material of freshly beautiful objects, Woodgate plays a quietly subversive game.

I invoked video games at the beginning of this essay because the digital realms we access through consoles, computers, smartphones, and smart watches have collectively become perhaps our most pervasive space for play. They may also be our most contested. These are places where we indulge in private fun—and where others do the same thing in ways that sometimes worry us: When, we wonder, does diversion become detachment?

Cao Fei made her name through explorations of digital play spaces.

Chinese artist Cao Fei made her name in part through incredibly adventurous and original explorations of digital play spaces, with a particular focus on the personal-identity games that attach to the virtual-world avatar. In doing so she demonstrated a remarkable fluency in everything from “cosplay” to Second Life, practices and realms that allow participants to blur lines among reality, aspiration and fantasy in ways that seem distinct to our era.

She’s carried that fluency into an increasingly far-flung and ambitious territory. In PlayTime, examples pop up, tellingly, in two distinct sections within the show. The installation Rumba 01 & 02 repurposes the popular vacuum robot as artworks—an amusing gesture, to be sure. But it’s the video Shadow Life that, despite or really because of its own aesthetic charms, takes her game to another level.

Reportedly inspired by an official state broadcast of a Chinese Spring Festival Gala from the artist’s childhood, the video unfolds in the form of a remarkable shadow puppet sequence, backed by propagandistic martial music. A silly dog shadow emerges from a demagogue’s shouty face; clutches of mindlessly applauding hands morph into a childish dance; fists dissolve into animals; accusatory fingers chase a rabbit into a sweet embrace. But the visual gags often get dark: the rabbit held in a threatening grip, a swan shadow puppet suddenly gripped by the throat. It’s ultimately a grim story that plays out in two dimensions, black and white. When does this game subvert terror, and when does it simply disguise it? Can we still tell the difference? The answer surely matters.

Way back in the quarter-game era of my adolescence, the phrase “game over” made the leap from the final screen of any given play session into daily parlance, signifying a definitive end, any decisive victory or defeat. The artists in PlayTime offer a collective rebuke to the idea that a game ends, or that it’s always possible to identify its beginning. Play simply persists, or it certainly ought to, all the time and everywhere. Not because we need it to escape, but because it helps us find different ways to engage. We need to play. Game ongoing. ♦

 

(Image credits: Courtesy of the artist, photo by Bob Packert/PEM. Courtesy of the artist, © Cory Arcangel. Courtesy of the artist, photo by Bob Packert/PEM. Photo by Bob Packert/PEM. Courtesy of the artist and Hauser & Wirth, Zurich. Courtesy of the artist and Hauser & Wirth. Courtesy of Spinello Projects, photo by Joshua Aronson. Courtesy of the artist, photo by Allison White/PEM.)

Black Bodies at Play: An Essay

In part 2 of her essay, scholar and activist Susana Morris extends her look at racial identity and play and reflects on the work of artist Mark Bradford. Missed part 1? Check it out here.

 

African-American artist Mark Bradford has an inspired take on the role of play. He specializes in large mixed-media collages that bring together a variety of ephemera from urban communities, from end papers used at black beauty salons, to flyers advertising everything from divorce court to DNA testing, to other seeming pieces of refuse, in new and innovative ways. This work disrupts commonplace definitions of “trash” and “art,” inviting the audience to consider alternative paradigms. Likewise, Bradford’s art installations and video projects tease out the connections between popular culture and so-called high art to trouble or perhaps even collapse the usual distinctions between the two genres. There is a running theme of a particular type of irreverence and playfulness in Bradford’s oeuvre.

What does it mean to celebrate and play in a state of surveillance?

In a 2007 video installation at the Los Angeles County Museum of Art, Bradford contrasts two events—the annual Martin Luther King Day parade in Los Angeles and a busy Muslim night market in Cairo. Both videos capture black and brown bodies at play. The video of the King Day parade shows cheerleaders and dancers celebrating the life and legacy of a slain civil rights leader; the scenes of the Cairo night market highlight the exclusive world of a Muslim-only night market complete with amusement park rides and street food. Yet, there is an important distinction between the two videos. While the Muslim carnival goers ride merry-go-rounds and eat sweets with their loved ones in peace, the MLK celebration happens amidst, or in spite of, a heavy police presence. Bradford notes, “I go to the parade every year. Certain details, you start to see over and over and over and over again, such as the policing. There’s as much policing of the parade as a parade. Every frame—and it’s not that I tried to put police in it, they were just in every frame.”7 So, the video invites us to consider, what does it mean to celebrate and play in a state of surveillance? As Bradford himself says, “To see so many black bodies in public space it’s always political.” Blacks existing and playing in public is a political act, a transgressive event. What might it mean if the black parade goers had a safe space like the Cairo night market? Would their play look different or hold a different meaning?

Bradford also troubles the line between playfulness and politics this in his video installation Practice (2003). In Practice Bradford appears onscreen on a basketball court, dribbling the ball and taking shots at the basket. He has also donned a Los Angeles Lakers jersey and pairs it with an incongruously large antebellum hoop skirt. The figure of Bradford playing basketball in a hoop skirt is a comical one, highlighting how impractical a hoop skirt is for any sort of athletic movement. He admits, “I wanted to create a condition, a struggle. I would create this huge antebellum hoop skirt out of a Laker uniform. My goal was  to focus on dribbling the basketball and making the shot. But, obviously, when you have an antebellum skirt fanning out about four feet around you that’s going to be difficult. And it was an incredibly windy day, one of those Santa Ana, Southern California incredibly windy days where everything was blowing. What it created was this billowing of the wind. It would catch underneath the dress. It became almost like I was floating.”

It was about roadblocks on every level—cultural, gender, racial.

Both the outfit and the elements conspire against Bradford’s free movement, mimicking the structures that impede marginalized bodies daily. Hoop skirts and other restrictive gendered clothing styles have had the effect of restricting their wearer’s movements. How could a nineteenth-century woman, for example, play, run, or even walk quickly if she is wearing pounds of encumbering fabric? Simply put, she cannot. She is not meant for movement but rather she is ornamental, an object that is perhaps moveable but which does very little moving on its own accord. Yet Bradford does move and play in this ridiculous outfit, not unlike the participants of the MLK parade who play and celebrate despite the threat of police violence: “And I would fall and get up and I would make the shot sometimes, and I wouldn’t sometimes, and I would always get up.” There is something comically poetic about Bradford ambling about a basketball court, dribbling a ball, occasionally falling down, but always rising again to take a shot. This playful take on basketball represents a larger metaphor about transgressing boundaries. Bradford reveals, “It was about roadblocks on every level—cultural, gender, racial. Regardless that they’re there, it is important to continue. You keep going. You keep going, and so that’s what it was. And I made the hoop, I made the shot. I always make the shot. Sometimes it takes me a little longer to get there, but I always make the shot.” Ultimately, play for marginalized peoples, particularly black bodies, is not necessarily about complete freedom to do as they would like, but celebrating what our bodies can do despite very real obstacles. ♦

Return to part one of Susana Morris’s “Black Bodies at Play.”

7 This and the quotes that follow are culled from the following interview: https://art21.org/watch/art-in-the-twenty-first-century/s4/mark-bradford-in-paradox-segment.

Mark Bradford, Practice, 2003, video (3 minutes in length). Courtesy of the artist and Hauser & Wirth, Zurich, Switzerland.

Black Bodies at Play: An Essay

How does playing with racial identity reinforce contemporary minstrelsy? Scholar and activist Susana Morris looks at the practice in art and culture from the Br’er Rabbit stories to pop star Miley Cyrus.

Comedian and writer Paul Mooney often says, “everybody wants to be black but nobody wants to be black.” To be sure, Mooney is known for provocative claims and bold language in his own standup and with his work with Richard Pryor, but this statement is not just a colorful play on words: it also describes the strange dance of desire and repulsion regarding blackness in the American cultural imagination. When divorced from actual black bodies, historical markers of black embodiment—from supposed sexual prowess, to proficiency in sports, to full lips and curvy figures, and other markers—are often viewed as fun, playful ways for non-blacks to change their appearance or to take on a new identity. This desire to embody aspects of blackness explains Miley Cyrus’s attempts at twerking, Katy Perry’s baby hair and cornrows, and Kylie Jenner’s new lips, hips, and behind, not to mention Rachel Dolezal’s so-called transracial identity. When the trappings of blackness imply the possibility of being cool, sexy, and authentic even if for a small moment in time.

Playing with blackness in online spaces can show up as what Lauren Michele Jackson calls a type of “digital Blackface,” or the “various types of minstrel performance that become available in cyberspace,” wherein non-black people use memes and GIFs with famous or anonymous black people to illustrate moments of feeling sassy, angry, lazy, petty, and the like.1 Digital blackface has become a sort of shorthand (not unlike using emojis) in social media, personal messaging, and even in digital journalism. Perhaps inserting a GIF of Oprah giving away cars on her show or Unbreakable Kimmy Schmidt actor Titus Burgess gasping at a computer screen can convey “I am really excited” or “I’m very shocked” better than the words themselves. Or perhaps it is something about the “exaggerated” expressiveness that their blackness permits is speaking a language that plain English simply cannot.

Viewing, consuming, enjoying, and profiting from black bodies in pain has been an American pursuit from the days of black-face minstrelsy.

Blackness in whiteface is playtime, an American sport. But it’s not a wholly American pastime. Take for instance, German figure model Martina Adama, who underwent an extreme chemical tanning process and other surgical procedures to “become” a black woman. For Adama, “becoming a black woman” is as easy as child playing dress up: tan skin just so, purchase bodily enhancements, add curly wig and—voilà!—one can become a black woman. And when she is tired of the experiment charade—or when it is no longer lucrative—she can go back to living as she had before.

Blackness as a commodity that non-blacks can use to play dress up and escape their own dull reality is not just a twenty-first-century phenomenon. Langston Hughes—bard of the Harlem Renaissance—jokingly referred to the era as the time “when the Negro was in vogue,” referring not only to the style and substance of the art, dance, music, and literature that came out of the era, but also to the scores of whites who came uptown to slum it in the black part of town, eat black food, dance, and sleep with black people, before heading back to their tidy white lives. In The Black Interior, poet and essayist Elizabeth Alexander notes that, “Black bodies in pain for public consumption have been an American national spectacle for centuries. This history moves from public rapes, beatings, and lynchings to the gladiatorial arenas of basketball and boxing.”2 Put another way, viewing, consuming, enjoying, and profiting from black bodies in pain has been an American pursuit—indeed, a key part of American popular culture and art—from the days of black-face minstrelsy.

At the same time, the desire to embody and appropriate blackness also has a dangerous underbelly. This phrase also explains Officer Darren Wilson coded language in justifying his killing of unarmed teenager Mike Brown; that Wilson thought Brown “psychotic” and “hostile,” that he “looked like a demon” and “grunted” and “charged” toward him like a wild animal.3 Wilson’s account sounds less like he is a protecting the suburbs of St. Louis and more like he is hunting big game on the African savanna. Maybe for him and others like him, there is little difference. So while Mike Brown’s black life did indeed matter, his death became a spectacle.

Recognizing and embracing blackness in popular culture is not necessarily problematic in and of itself. It is the cavalierness with which blackness and, by extension, black people are treated that is the problem; when we play with people and their culture as if they are discardable objects, in fashion for a time and then out of fashion the next.

 

Blacks have been accidental, or rather unwilling, muses in art and popular culture in America almost since the country’s inception. Take for instance the figures of the sambo, the uncle, and the mammy, popularized in the first half of the nineteenth century. This mythological trio of the lazy but lovable shirker, the benign patriarch, and the fat, jolly matriarch were perfect for an antebellum America intent on depicting slavery as a benevolent, albeit peculiar, institution that rehabilitated savages and enabled them to be what God intended: “hewers of wood and drawers of water.”4 Everything from paintings to advertisements and bric-a-brac, not to mention popular songs, theater, and eventually film featured this unholy trinity of black figures. And although at their very heart these figures represented chattel that had as much legal right and standing as a glass pitcher, a chandelier, or a cow, they were often illustrated as playful or at play. For example, despite being a servant for life, the sambo is frequently depicted as a lovable slouch that loves naps and gets into hijinks because of his desire to cut corners and play rather than work. The uncle figure, such as an Uncle Remus, is a master storyteller who entertains white children with stories of tricksters like Br’er Rabbit. The mammy is devoted to cooking and cleaning for her white family, enabling the leisure of the people who owned her without complaint.

After a hard won emancipation, led by decades of agitation by free and enslaved blacks and a cohort of liberal and radical whites, these figures remained but stood alongside newer, more sinister depictions of blacks, such as the hyper-sexualized black buck and jezebel, that underscored the fear of newly empowered free blacks. Still, the old trifecta never fully went away, especially as newer mediums such as film took hold, alongside nostalgia for “simpler” days. These depictions of black folk have become engrained into the very psyche of American culture

Because of this contentious history, the notion of blacks embracing play has been a fraught one.

In the late nineteenth century, respectability politics arose as an antidote to these problems. According to historian Evelyn Brooks Higginbotham, respectability politics was conceived of by black Baptist women and eventually spread beyond them to large swaths of black communities.5 The strategy behind respectability politics was for blacks to present themselves as the most respectable in their speech, comportment, attire, and family life. They would not appear silly, playful, or unserious. This would eventually earn them respect, favor, and full citizenship among the whites who both feared them and who controlled most aspects of society. Needless to say that this strategy was only partially successful; indeed, particularly during the nadir of black life—the time during and after the instantiation of the black codes that saw the rise of white supremacist groups such as the Ku Klux Klan and lynchings—being respectable and successful just might have made one the target of hate.6

Because of this contentious history, the notion of blacks embracing play has been a fraught one. But the history above is just one side of the history. Just as slavery apologists were framing fictional portrayals of blacks at play, enslavers were cracking down on certain types of dance, music, and celebration, as they recognized their transgressive possibilities. Black folk have spent centuries defying rules and expectations about how to express joy, sadness, and laughter. They reinvented how to play.

Read on with the second half of Susana Morris’s piece on PlayTime artist Mark Bradford.

 

1 Lauren Michele Jackson, “We Need to Talk About Digital Blackface in Reaction GIFs,” Teen Vogue, August, 2, 2017, http://www.teenvogue.com/story/digital-blackface-reaction-gifs.http://www.teenvogue.com/story/digital-blackface-reaction-gifs.

Elizabeth Alexander, The Black Interior (Minneapolis, MN: Graywolf Press, 2004), 177.

3 U.S. Department of Justice, “Department of Justice Report Regarding the Criminal Investigation into the Shooting Death of Michael Brown by Ferguson, Missouri Police Officer Darren Wilson,” March 4, 2015, https://www.justice.gov/sites/default/files/opa/press-releases/attachments/2015/03/04/doj_report_on_shooting_of_michael_brown_1.pdf.

4 The Bible was often used to justify American chattel slavery. This phrase from Joshua 9:23 refers to the curse of slavery that Joshua put on the Gibeonites. He proclaims that they will be forever held in bondage to the Israelites for their sins. Racist antebellum preachers and theologians often used this verse and others to point to the Biblical foundation of slavery.

5 See Evelyn Brooks Higginbotham’s Righteous Discontent (Cambridge, MA: Harvard University Press, 1994) for more on the foundation of respectability politics.

6 See the work of nineteenth century journalist Ida B. Wells for more on this phenomenon.

(Image credits: Jamel Shabazz, Flying High, 1981, Collection of the Smithsonian National Museum of African American History and Culture, gift of Jamel Shabazz. © Jamel Shabazz. Then NAACP President Rachel Dolezal speaking at a rally in downtown Spokane, Washington, May 1, 2015. Photo by Aaron Robert Kathman, on Wikicommons. Neave Parker, Brer Rabbit is thrown into the briar-patch and outwits Brer Fox in the Tar Baby episode, from The Tales of Uncle Remus, 1953, Art and Picture Collection, The New York Public Library, courtesy of the The New York Public Library.)

The Works

Cory Arcangel

Image of Cory Arcangel, still from Totally Fucked, 2003, handmade hacked Super Mario Brothers cartridge and Nintendo NES video game system. Courtesy of the artist.

Cory Arcangel, still from Totally Fucked, 2003, hacked Super Mario Brothers cartridge and Nintendo NES video game system. On loan from the artist. Photo by Maria Zanchi. © Cory Arcangel

 

Cory Arcangel, still from Self Playing Nintendo 64 NBA Courtside 2, 2011, hacked Nintendo 64 video game controller, Nintendo 64 game console, NBA Courtside 2, game cartridge, and video. Courtesy of the artist.

Cory Arcangel, still from Self Playing Nintendo 64 NBA Courtside 2, 2011, hacked Nintendo 64 video game controller, Nintendo 64 game console, NBA Courtside 2 game cartridge, and video. On loan from the artist. Photo by Maria Zanchi. © Cory Arcangel

Learn more about Cory Arcangel.

 

Mark Bradford

Mark Bradford, Practice

Mark Bradford, Practice, 2003, video (3 minutes). Courtesy of the artist and Hauser & Wirth, Zurich, Switzerland.

Learn more about Mark Bradford.

 

Nick Cave

Nick Cave, clip from Bunny Boy, 2012, video (14 minutes). Courtesy of the artist and Jack Shainman Gallery, New York. © Nick Cave

Learn more about Nick Cave.

 

Martin Creed

Martin Creed, Work No. 329, 2004, balloons. On loan from Rennie Collection, Vancouver. Photo by Bob Packert/PEM.

 

Martin Creed, Work No. 798, emulsion on wall, 2007. Courtesy of the artist and Hauser & Wirth. Photo by Bob Packert/PEM.

Learn more about Martin Creed.

 

Lara Favaretto


Lara Favaretto, Coppie Semplici / Simple Couples, 2009, seven pairs of car wash brushes, iron slabs, motors, electrical boxes, and wires. On loan from Rennie Collection, Vancouver. Photo by Bob Packert/PEM.

Learn more about Lara Favaretto.

 

Cao Fei

Cao Fei, Rumba 01 & 02, 2016, cleaning robots and pedestals. Photo courtesy of the artist and Vitamin Creative Space. Photo by Bob Packert/PEM.

 

Cao Fei, still from Shadow Life, 2011, video (10 minutes). On loan from the artist and Vitamin Creative Space. Courtesy of the artist and Vitamin Creative Space.

Learn more about Cao Fei.

 

Brian Jungen

 

Brian Jungen, Owl Drugs, 2016, Nike Air Jordans and brass. On loan from the artist and Casey Kaplan, New York. Photo by Jean Vong.

 

Brian Jungen, Horse Mask (Mike), 2016, Nike Air Jordans. On loan from the artist and Casey Kaplan, New York. Photo by Jean Vong.

 

Brian Jungen, Blanket no. 3, 2008, professional sports jerseys. On loan from the artist and Casey Kaplan, New York. Photo by Jean Vong.

Learn more about Brian Jungen.

 

Teppei Kaneuji

Teppei Kaneuji, Teenage Fan Club (#66–#72), 2015, plastic figures and hot glue. On loan from the artist and Jane Lombard Gallery, New York. Photo by Bob Packert/PEM.

 

Teppei Kaneuji, White Discharge (Built-up Objects #40), 2015, wood, plastic, steel, and resin. On loan from the artist and Jane Lombard Gallery, New York. Photo by Bob Packert/PEM.

Learn more about Brian Jungen.

 

Paul McCarthy

Paul McCarthy, Pinocchio Pipenose Householddilemma, 1994, video (44 minutes). On loan from the Marieluise Hessel Collection, Hessel Museum of Art, Center for Curatorial Studies, Bard College, Annandale-on-Hudson, New York. © Paul McCarthy

Learn more about Paul McCarthy.

 

Rivane Neuenschwander

Rivane Neuenschwander, Watchword, 2013, embroidered fabric labels, felt panel, wooden box, and pins. On loan from the artist and Tanya Bonakdar Gallery, New York; Fortes D’Aloia & Gabriel, São Paulo, Brazil; and Stephen Friedman Gallery, London.

Learn more about Rivane Neuenschwander.

 

Pedro Reyes

Pedro Reyes, Disarm Mechanized II, 2012–14, recycled metal from decommissioned weapons. On loan from the artist and Lisson Gallery, London. Photo by Bob Packert/PEM.

Learn more about Pedro Reyes.

 

Robin Rhode

Robin Rhode, still from He Got Game, 2000, digital animation (1 minute). On loan from the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, detail of Four Plays, 2012–13, inkjet prints. On loan from the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, Double Dutch.

Robin Rhode, Double Dutch, 2016, chromogenic prints. On loan from the David and Gally Mayer Collection. Photo courtesy the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, See/Saw.

Robin Rhode, See/Saw, 2002, digital animation (1 minute). On loan from the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, Street Gym, 2000–2004, digital animation (1 minute). On loan from the artist and Lehmann Maupin, New York and Hong Kong.

Learn more about Robin Rhode.

 

Roman Signer

Roman Signer, Kayak.

Roman Signer, Kajak (Kayak), 2000, video (6 minutes). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

 

Roman Signer

Roman Signer, Punkt (Dot), 2006, video (2 minutes). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

 

Roman Signer

Roman Signer, Bürostuhl (Office Chair), 2006, video (1 minute). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

 

Roman Signer, Rampe (Ramp), 2007, video (30 seconds). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

Learn more about Roman Signer.

 

Gwen Smith

Gwen Smith, from the series The Yoda Project, 2002–17, sixteen inkjet printed photographs. On loan from the artist.

Learn more about Gwen Smith.

 

 

Angela Washko

 

Performing in Public: Ephemeral Actions in World of Warcraft2012–17, three-channel video installation. Courtesy of the artist.

 

Performing in Public: Four Years of Ephemeral Actions in World of Warcraft (A Tutorial), 2017, video (1 minute, 44 seconds). Courtesy of the artist.

 

The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft, 2012, video.

Nature, 2012
7 minutes

Healer, 2012
4 minutes

Playing A Girl, 2013
21 minutes

Red Shirts and Blue Shirts (The Gay Agenda), 2014
24 minutes

We Actually Met in World of Warcraft, 2015
52 minutes

Safety (Sea Change), 2015
44 minutes, 19 seconds

Courtesy of the artist.

 

/misplay, from The World of Warcraft Psychogeographical Association, 2015, video (1 hour, 15 minutes). Courtesy of the artist.

Learn more about Angela Washko.

 

 

Agustina Woodgate

Agustina Woodgate, Rose Petals, 2010, stuffed animal toy skins. On loan from the Benjamin Feldman Collection. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Galaxy, 2010, stuffed animal toy skins. On loan from the Collection of Charles Coleman. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Royal, 2010, stuffed animal toy skins. On loan from the Collection of Alan Kluger and Amy Dean. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Peacock, 2010, stuffed animal toy skins. On loan from the artist and Spinello Projects. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Jardin Secreto, 2017, stuffed animal toy skins. On loan from Alex Fernandez-Casais. Photo by Bob Packert/PEM.

Learn more about Agustina Woodgate.

 

Erwin Wurm

Erwin Wurm, 59 Stellungen (59 Positions).
Erwin Wurm, 59 Stellungen (59 Positions), 1992, video (20 minutes). On loan from Studio Erwin Wurm. Courtesy of Studio Erwin Wurm.

 

Erwin Wurm, Double Piece, 2002, from the series One Minute Sculptures, ongoing, sweater, instruction drawing, and pedestal, performed by the public. On loan from Studio Erwin Wurm. Photo by Bob Packert/PEM.

 

Erwin Wurm, Organisation of Love, 2007, from the series One Minute Sculptures, ongoing, utensils, instruction drawings, and pedestal, performed by the public. On loan from Tate Modern. Photo by Bob Packert/PEM.

 

Erwin Wurm, Metrum, 2015, from the series One Minute Sculptures, ongoing, shoes, instruction drawing, and pedestal, performed by the public. On loan from Studio Erwin Wurm. Photo by Bob Packert/PEM.

 

Erwin Wurm, Sweater, pink, 2018, cotton-acrylic blend fabric and metal. On loan from Studio Erwin Wurm. Photo by Bob Packert/PEM.

Learn more about Erwin Wurm.

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