Games Adults Play: A Comic Series

Comic Josh Gondelman and artist Molly Roth share a list of just a few of their favorite games that adults play. This week’s game is a hop, skip, and a jump—and repeat—until retirement.

JOBSCOTCH

Number of players: 1

Description of gameplay: Player jumps from job to job attempting to find satisfaction and financial security while avoiding stress, poverty, and harassment. Each game lasts roughly 45 years.

Game ends when…: The player wins when he or she retires with benefits and savings.

 

Look for the next installment of Games Adults Play in the coming weeks. Missed the last one? Check it out here.

Concentration: A Story

The latest in Albert Mobilio’s series of (very) short stories based on old-time games illustrates how the characteristics of play capture the essence of our lives.

An entire deck of cards is shuffled and dealt face down in rows. The exact pattern, Sandy knows, isn’t important. Sandy knows about cards and she knows about quiet. She thinks more about quiet—and why she can’t keep it—than she thinks about cards, but she makes sure each card has a definite place. The group settles—Jack and Bean were teasing Frank about his attempt to grow a beard last winter; they’ve stopped and Frank sits still and inspects his hands with surprise, as if they were newly purchased. And Jess has found a place to pause in a long tale about this guy at work and the guy he hired and why she’s pretty sure that the first guy hired the other guy to get in his pants and this first guy always does this but it never works because he hires artsy-looking guys and won’t believe Jess when she tells him they’re straight. When the talk stops as suddenly as a spigot that’s been shut they all notice how the air hums with its absence; Sandy tries to tune into and relax within this gauzy frequency.

She can’t. She doesn’t trust the quiet and so she says, “I didn’t know the boy I asked to the prom was, uh, having sex with my, you know, he was, well he is, my step-brother,” but the last few words dissolve in the self-conscious laughter that always devours her awkward attempts to add to any conversation. The ensuing chorus of whats and huhs lacks much interrogative energy; at this provoke such a thought? Once during a discussion of how people can never find their phones at home, she piped up: “I leave my phone in the bathroom because I’m always in there, not for what you think,” a gulping chortle overwhelming the kicker, “even when I don’t need to be.

Her giddiness softens what otherwise would be off-putting for some. Not Jess, though. That voice—the laugh, the way it smudges whatever silly thing that escapes Sandy’s jingle-jangle brain—gets to her, or really gets all over her. Sandy’s talk is an itchy sweater Jess can’t peel off. The confessional intimacy unnerves her. Implicates her; it’s as if Sandy was ventriloquizing an inner life Jess didn’t know she had. But she’s much more bothered by the inadvertency. How does craziness like that slip out? How could your guard be so low? What if Jess just blurted out something like the things Sandy says? Could there be a situation, the right or wrong person, that could cast a spell and loosen words she’d regret? It was frightening. Sandy was frightening.

As the pile of cards grows beneath Sandy’s clasped hands, the wrinkles on the back of her fingers absorb her. The deep creases at the knuckles; the other ones like bloodless paper cuts. She hasn’t said a word since mentioning her prom and permits her-self only a tight anti-smile as she collects another pair. Across the table Jess, too, holds her tongue, holds herself head to toe, and eyes her friend warily. The others—Bean and Jack—are busy elaborating on the kind and degree of Frank’s romantic failures.

The two of them hoot and make noise that would suggest a good time. The game continues until all the cards are removed or turned face up, whichever comes first. ♦

Missed earlier stories? Find them here, here, and here.

(Image credit: Photo courtesy Stuart Burns via Flickr.)

Play Digest: Brian Jungen and Teppei Kaneuji

This week’s pairing of PlayTime artists—Brian Jungen and Teppei Kaneuji—focuses on two different approaches to the transformation of the ordinary—both playful in their own way.

Sculptor Brian Jungen‘s Dane-zaa heritage informs some of his most potent work. As a young man, Jungen took a trip to New York, where he bought a pair of basketball shoes in a trio of colors that were associated with the Haida tribe of the Pacific Northwest. Since that formative moment, Jungen has taken readily available sports clothing—team jerseys and sneakers, in many cases—and transformed their status and material state to contain a different meaning of “tribal” and make connections between the deification of some consumer goods and the commodification of native culture. Jungen is also interested in how “professional sports fill the need for ceremony within the larger culture of society.”His acts of transformation aren’t limited to Air Jordans. He has made whale skeletons out of basic white plastic outdoor chairs, totem poles out of golf bags, and eagles and possums out of suitcases.

Jungen’s work will be highlighted in a the twentieth edition of the Liverpool Biennial this year, in which co-curator Kitty Scott will give special attention to artists of Indigenous Australian and Canadian First People’s descent.

Kyoto-based Teppei Kaneuji uses resin and glue to make accumulated masses of the most unlikely objects. In an interview, the artist cites his “deliberate misuse and substitution” of materials and tools, such as the hair from dolls used to create Teenage Fanclub, one of the Kaneuji pieces on display in Playtime.

His series of assembled stuffed and sewn cut-outs, Games, Dance and the Constructions extends his playful reimagining and reassembling of items into surreal pillow-scapes contained in boxes.

Kaneuji cites everything and everyone from manga to Richard Deacon to Robert Smithson as influences. He finds—not unlike Jungen does in his work—that there are what could almost be described as cultural patterns that resolve themselves from the intermingling and reimagining of consumer goods, unleashing the unexpected in the overly-familiar.

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

(Image credit: Photo by Ken Sawyer/PEM.)

It Is as If You Were Playing Chess: A Game

You’ve always wanted to be a chess master! But you aren’t one, are you? Now you can at least look like one! Pretend you’re playing chess! Make moves! Act like you feel things! Smirk! Frown! Weep! Chess!

Game designer Pippin Barr doesn’t make popular video gamesIt Is as If You Were Playing Chess not only poses the idea of a chess game you merely pretend to be playing, but brings it to life and so allows you to participate in the experience itself. Barr says, “The central image for me in this is that of a player sitting at their computer or using their mobile device while be observed by another person. To the observer it should look as though the player is genuinely playing some kind of game. In this case the idea is for them to look as though they are playing a game of chess, making the appropriate motions (to drag chess pieces around), facial expressions, eye movements, and so on. ‘It is as if you were playing chess’ is thus an interface designed to support you in pretending that you’re playing a game of chess.”

Your move.

Visitors Respond to the PlayTime Manifesto

PLAY is apparently terrifying.
PLAY lets us discover what kind of mind we have.
PLAY is toys.
PLAY is better than kale.
PLAY with stuffed animals.
PLAY more board games.
PLAY encourages.
PLAY is reading.
PLAY is building towers.
PLAY is playing cars.
PLAY is marriage.
PLAY is _______________.

 

Visitors respond to the PLAYTIME manifesto in the gallery. What’s your take on the MANIFESTO?
#PEMplaytime

Visitors Respond to the PlayTime Manifesto

PLAY hard!
PLAY more often than you think you should.
PLAY is cool.
PLAY is the thing.
PLAY is golden rays of sunshine.
PLAY feeds my soul.
PLAY your favorite song.
PLAY with my heart.
PLAY is my sanity.
PLAY is noodles.
PLAY is rockin’ out.
PLAY is _______________.

 

Visitors respond to the PLAYTIME manifesto in the gallery. What’s your take on the MANIFESTO?
#PEMplaytime

Play as Diplomacy: An Essay

Designer Kaylene Kau believes it’s time that we begin to repair and foster relationships on a species to species level. Her Animal Diplomacy Bureau is trying—through play—to shed a human-centered narrative of the world.

Animal Diplomacy Bureau (ADB) is about creating playful and non-confrontational means to get people thinking and talking about conservation within urban landscapes. The ultimate goal is to cultivate better human—animal relations through changing the way we think. This is a difficult task, because, before we can begin to think about changing our thoughts, we need people to consider how they think about animals in the first place. In our increasingly urban environments, animals are increasingly irrelevant. By moving into cities designed for humans, we have segregated ourselves both physically and mentally from wildlife. ADB bridges this divide through play.

 

 

Play is a way of reimagining our current realities and entertaining new values and concepts. In play we can begin to leave behind any assumptions about animals and where they should live and begin to imagine how cities may look if they were designed for both humans and animals equally. But, can play really influence us this much?

Play is a cooperative way to imagine new worlds and affect reality.

There was a game that went viral on social media not too long ago, called The Floor is Lava. This game directly affected human behavior in the real world. Whenever someone yelled “THE FLOOR IS LAVA!”, you had to jump onto the nearest raised surface to avoid getting burned by lava. It’s a totally ridiculous, and counterproductive premise. But, that didn’t matter because it’s just play! In play our minds can entertain and make real alternate worlds with different rules. What’s even more amazing is, that we create worlds together with other people. The Floor is Lava only worked if you had friends who also agreed, that at certain points in time THE FLOOR IS LAVA. Play is a cooperative way to imagine new worlds and affect reality. So, why don’t we play to imagine a world where the city is reclaimed for wildlife? Let’s become birds!

 

 

ADB created a series of mixed-reality games (Birds on the Grass) where players became birds and wandered the streets and parks of London to find food and survive. Players could choose to be one of three types of London birds: invasive Ring-Necked Parakeet, Great Tit or Peregrine Falcon. Players were given two tools, the Bird Song Compass and Bird Alert Network, both based on real bird behaviors. The Bird Song Compass allowed players to find food by triggering geocached bird songs at locations where food was hidden. The Bird Alert Network activated a bird warning song whenever the Peregrine Falcon was close by. With these tools, players had the information real birds have when they navigate our cities. Players not only became birds, but also began to think like birds.

Turning people into birds is a great way of getting them to spend time thinking about the world through animal eyes.

Ultimately, the game translated Bird Reality into a way that humans can understand and feel empathy towards. It also allowed players to view their everyday surroundings differently. Streets, buildings, and parks took on different meanings when people became birds. When we begin think and see as birds, we start to understand how human action affects them. The games are a way of allowing people to think and draw their own conclusions about a serious but often sidelined topic, human—animal relations. As ridiculous as it may look, turning people into birds is a great way of getting them to spend half an hour of thinking about the world through animal eyes.

 

 

For ADB, play is the greatest form of diplomacy. As Thomas S. Henricks, a play theorist, wrote, “in play, people envision and enact the possibilities of living in their societies; and for that reason, play is an important agency for social and cultural change.”1 This is not to say, that people will change the way they think immediately after playing the games. What is important, however, is that people are given the chance to experience an alternative vision of the world and the freedom to think about its implications. There is no reason to force ideas or ideology onto a person, but it is important to be able to share ideas and talk about them. Play gives people the chance to do this in a non-confrontational way.

What was important was not the ideas, but the new ways of thinking people had begun to adopt.

Each full session of Birds on the Grass ended with a chance for people to talk about their experiences as birds. The conversations were kickstarted by the question “What would the city look like if it were designed equally for humans and animals?” As players were ungainly bird people just minutes before, they continued to be playful, coming up with some fantastical ideas that put animals at the forefront. Among the topics talked about were the expansion of the Thames river into wetlands, the best city planning methods for animal city, and more. What was important was not the ideas, but the new ways of thinking people had begun to adopt. They were truly thinking through a multispecies lens. Each of these ideas were drawn into a series of Cities in collaboration with illustrator Ying-Chen Juan. They serve as a way to document the games and the how people are approaching the idea of a more animal inclusive city.

 

 

In all its silliness, play is a wonderful tool for diplomacy. Play is cooperative world building and future imagining. It’s a way of leveling the playing field and negotiating concepts and relationships between different people and animals alike. As the world continues on its current path, we need to be actively imagining and making real alternative futures towards a more stable and multi-species future. We need to understand our impact on species other than ourselves and to do this we need to change the way we think. Animal Diplomacy Bureau hopes that through games we can begin to think together and create more animal inclusive cities. ♦

 

1 Henricks, Thomas S., “Play as Self Realization: Toward a General Theory of Play,” Journal of Play, 6 (2014), 192–96.

(Image credits: All photos courtesy of Kaylene Kau. “Zoning City,” illustration by and courtesy Ying-Chen Juan.)

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.)

Visitors Respond to the PlayTime Manifesto

PLAY is thinking! a means to an end.
PLAY is a way to communicate.
PLAY is healing.
PLAY is a day without a schedule.
PLAY is forgetting your obligations.
PLAY is being a child forever.
PLAY is being yourself.
PLAY is Passacaglia and Fugue in C minor.
PLAY is freeing.
PLAY is ritual.
PLAY is laughter.
PLAY is _______________.

 

Visitors respond to the PLAYTIME manifesto in the gallery. What’s your take on the MANIFESTO?
#PEMplaytime

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