Gradient: An Avatar

Artist Juliana Horner, known widely as her persona on Instagram, creates extraordinary makeup effects. She brings her unabashed creativity to us with a special series of videos. This week, a first glimpse.

Horner tells us more: “Times are changing. As technology continues to press into the social realm, the shape of our tools outlines how we create, identify, and PLAY. With quick access to camera and video technology, people around the world are sculpting themselves in ways previously unknown to the darkroom. The makeup industry is booming, and apps used to both define and contort are becoming a fixture of internet culture and self expression. Real-life communication and video game fantasy grow closer each day; in a way, we are each creating our own AVATAR . . . which player are you?”

Here, in the museum: a spectacle! To the melody of “Jupiter, the Bringer of Jollity” from The Planets by composer Gustav Holst.

Look for a new installment from Juliana Horner next month.

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.)

Vocal Blind Man’s Bluff: A Story

The latest in Albert Mobilio’s series of fictional stories based on old-time games continues to illustrate how the characteristics of play are the essence of our inner lives.

Music—loud, insistent, and dissonant—makes remaining calm difficult. Clanging bells, penny whistles, and what is probably a toy piano ride treble-high over a honking bass saxophone playing “Yakety Sax” at half-speed. It’s a funeral march for a suicidal clown, or that’s what Sandy surmises. She observes Bean at the kitchen table fiddling with his laptop, jumping from one noisy video to another and judges the probable success of hitting him from across the hall with the mug she squeezes with increased annoyance. Just thump him in the back. Divert his attention from playing whatever he’s playing. As this only slightly violent thought discharges its modest current, she’s conscious of the weight and hardness of the mug. An empathy too finely tuned allows her to absorb the sensation of being hit with it and there, in the big armchair, she flinches.
“Bean, please,” Sandy says. To herself, though. Louder then, “Bean, please turn it down.”
“Yeah, turn that shit off,” Jack shouts as he descends the stairs. He holds his hands out, palms up. “Who took the towel out of the bathroom?” “We need it for Blind Man’s,” Bean declares as he brandishes the purloined hand towel and calls the group to form a circle.

People from Jack’s office are here; some college friends of Jess’s, too. No matter the increased numbers, he chooses Sandy—she knew he would as if in retribution for those angry thoughts—and soon her face from forehead to the tip of her nose is draped in a towel held in place with a binder clip that catches a hunk of her hair.
“Hey,” she says. The towel smells like sink.

She sits in the big chair while they dance around her—yes, dance; it’s not a pretty sight—until she gives a signal. She could clap, or shout “Stop.” When everyone halts Sandy will point to one of the players and that person will have to make a vocal sound that’s been determined in advance. They may have to imitate the sound of an animal named by the blind man, sing a song, speak in tongues, or impersonate Lucille Ball discovering a bat in her bedroom. Tonight, Sandy asked that those she selects cry like an eight-year-old who has been sent to their room for backtalk. She has one shot at identifying the player; if she succeeds, the two trade places. If she fails, she will continue drawing breath through what increasingly stinks of drainpipe.

The circular cavorting begins; the floor’s vibrations make their way through the chair to Sandy. It’s a pleasant sensation, like she’s in a drink being stirred. She can’t see anyone and they can’t quite see her but she is at the center of things. She tightens a bit and calls out “Stop,” and the vibration recedes. People laugh. Someone trips, it seems, into someone else and there’s more laughing. Sandy stands, slowly turns, and with a regal flourish points into the darkness. She’s pointing out there, out past the circle, to the living room. Out there.

It’s a friend of Jess’s, the woman with chipped fingernail polish who has been popping out all evening to smoke on the stoop. She begins with tiny moans, more sexual than sad, but then pushes them higher, allowing a raggedness to creep in around their edges. It’s throaty and wet and everyone is quiet. They build quickly. Soon there’s something undeniably genuine; the choking catch begins to spark some small alarm. She is wailing and heads turn away or down because there is fear that this woman’s face will be streaked with tears. And then, as if a needle jumped its groove, the sound ceases and is replaced by her panting— healthy exerciser’s panting—as if she’d done a steep stretch on the elliptical trainer. Slack faced, smiling, she covers her mouth to cough. The room temperature drops a few degrees as the flush of embarrassment ebbs.

Sandy knows that crying; she hears all of its parts and pieces. In the dark, she can see it. Jagged streaks of chalk across a blackboard crisscrossing and swirling over and over until the blackness is almost hidden behind a veil of white dust and grit. And when it stops, she knows who is crying, too—the cough is the clue. She thinks about the fingernail polish, chewed away or just neglected. You would have to disown that cry wouldn’t you? Sandy is about to say her name but doesn’t. There’s someone else here who could cry like that. There’s someone whose name she says out loud with a little glee, with a little accusation.

Photo credit: Detail of Jean-Honoré Fragonard, The Blind Man’s Bluff, oil on canvas, 1755–56, Toledo Museum of Art, from Wikicommons.

Playground of My Mind: A Memoir

A visit to her childhood home unfurls a memory and prompts artist Julia Jacquette’s visual history of the adventure playground. This is the first installment of a three-part series.

About fifteen years ago, while visiting my parents—who still live in the apartment I grew up in—I walked past the courtyard of their building. Looking in, I was suddenly struck by a sense of regret that I hadn’t in some way visually recorded the now-demolished playground—a mini-gem of 1960s Brutalism—that had once stood there.

That sense of regret for not having documented the playground led to an urge to somehow recreate it. In turn, it also prompted me to ask my father—an architect himself—about who had designed it (M. Paul Friedberg, it turned out). Research ensued, but turned up very few photographs of the playground, forcing me to make drawings from memory. This process later proved to be inexorably tied to what became the core narrative of Playgrounds of My Mind: how compelling architecture can prompt creative thinking in the minds of those who inhabit it.

My initial approach to making art about the Friedberg playground was to attempt to recreate it in three dimensions—in miniature—but I quickly shifted to a two dimensional approach, which took the form of a graphic memoir. I felt as if I could say more with a visual language.

As I began to work, the narrative immediately expanded. I not only included other “adventure” playgrounds built around the same time (the most obvious choice being the playground my father himself had designed with Jim Ryan and Ken Ross in Central Park), but also the playgrounds of Aldo van Eyck (in Amsterdam, where I live part of the year), which shared a strong affinity with the design and play philosophy of the playgrounds I’d grown up with in New York City. The more I learned, the more fascinating it became to me.

The story that emerged was one of how these New York City playgrounds influenced my own aesthetics and ideas about making art and design. A story about how any work of art and design can offer its viewers a structure they can use to create their own artwork.

 

 

Look for the second part of Julia Jacquette’s “Playground of my Mind” next week.

Games for Social Change: An Interview

“Play gives us that opportunity to really try things out, and then, maybe when we’re done, to think about how we can apply that kind of playful mindset to the world we live in.”

Can games promote social change? Game designer Colleen Macklin talks with us about how play has a unique ability to change the way we think.

Read the transcript.

Board Gaming the System: A Comic Series

In this month’s comic, Jason Novak and Adam Bessie share a little magical thinking with a Magic: The Gathering–inspired card deck.

Before Pokemon gave us “Catch’em All,” there was Magic: The Gathering, a card game invented in the early ’90s that burned through teenage allowances faster than dragon fire. If you’ve never played Magic, you’ve certainly seen the fantasy roleplaying game at your local coffee shop, an entire table filled with animated characters—and that’s just the players, whooping and hollering after a ghost warlock decimates an upstart ice golem with a flaming spellblast. In 2017, what new magical creatures might we add to our deck?

 

 

Come back for next month’s installment in the Board Gaming the System comic series. Missed the last one? Check it out here.

Play Digest: Slides, Swings, and Screwdrivers

Play Digest is a weekly link pack of themed recommended reading—items we enjoyed or found interesting and hope our readers will too. Next week we will begin serializing the graphic memoir of artist Julia Jacquette, who unfurls the history of the adventure playground through her own experience growing up among one of the earliest examples in New York City. Today’s digest is a primer in all things playground.

The idea for the adventure playground originated in postwar Europe and was championed by the English landscape designer Lady Marjory Allen, who vocally advocated for children and their right to play. New York’s latest adventure playground, on the Governors’ Island, celebrates tinkering and “playwork,” a concept pioneered in what was known in the early years of the adventure playground movement in Denmark as “junk playgrounds.” Adventure playgrounds are many things: precincts of invention (of the self and of playscapes), environments for imaginations to run gleefully amok, and, significantly, an education in managing risk, as highlighted in the documentary called The Land, about the Welsh adventure playground of the same name.

 

The Land (Teaser) from Play Free Movie on Vimeo.

 

Adults aren’t typically allowed to even enter adventure playgrounds (unless they are one of the employee facilitators). In Berkeley, California, which has a well-known, nearly forty-year-old adventure playground on its waterfront,the coordinators observe that many parents don’t know how to play.

Some playgrounds spring from the imagination of the designer or architect with the full intention of freedom (Julia Jacquette’s graphic memoir will explore this a little, her father was an architect who designed a well-loved playground in Central Park), but many playgrounds fall victim to architectural “control.”

Last year’s Extraordinary Playscapes exhibit at the Boston Society of Architects looked at how playspaces impacted young minds and examined some of the best international examples of playground design.

The anonymous play sculptures of our childhoods (designed by Jim Miller-Melburg) get a show of their own in Detroit.

Accessibility and inclusivity should be not just social expectations of the playground experience, but physical ones too. Designing or finding accessible playgrounds shouldn’t be a chore—or even a question—for families with special needs.

Niki de Saint Phalle’s Golem slide in Jerusalem was ahead of its time and now dearly loved, but there are plenty of other artist-designed (deliberate or not!) playgrounds around.

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

(Photo credit: Image of the Monster Slide, Kiryat HaYovel, Jerusalem by Brian Negan on Flickr.)

The BEIGE Programming Ensemble: An Essay

In 2003, a posse of artists, programmers, and musicians raised on first-generation computers and early programming languages embarked on a cross-country house tour. Los Angeles Times music writer Randall Roberts tells the story, including the details on a stop at his home.

A few years after graduating from college, the dozen-odd creators included, at various stops, an outfit known as the BEIGE Programming Ensemble, the electronic noise group Extreme Animals, whose screaming singer Jacob Ciocci was a co-founder of the Paper Rad artist collective, the elusive stunt-mixer who performed as DJ Shoulders, and ghetto-tech producer Bitch Ass Darius. They dubbed it “The Summer of HTML.”

The pitch for the series of events was this: “on this tour we will be doing live HTML performances as well as audio music nintendo hacker adventures audio rave nightmares and video showings of our cartoons. We are going to make new webpages and put them on a cool webpage.” Like a package concert tour but minus the concert part, the two week expedition took them to galleries and performance spaces in New York, Boston, Chicago, Milwaukee, and elsewhere. In St. Louis, the tour landed at my house, a.k.a. the Louis Hartoebben Contemporary Art Museum, named in honor of the retired fireman who had sold me the building for a song.

The BEIGE Programming Ensemble, which featured multimedia artists Cory Arcangel and Paul B. Davis, sound engineer Joseph Bonn, and high-level programmer and DJ Joseph Beuckman, had recently issued a record called The 8-Bit Construction Set: Commodore 64 vs. Atari 2600, an interactive 12-inch “DJ kit” on which they had transferred a few dozen of their programmed locked-groove beats. The sounds on one side were programmed using a Commodore 64; the B-side on an Atari 2600, each of which had its own distinctive synthesized tones. When employed by a DJ with a pair of turntables, a mixer, and two copies of the record, the looped grooves served as building blocks—the construction set—to create on-the-spot, 133 beats-per-minute, 8-bit tracks. Place the needle in the groove and rather than progressing through a song as it glides toward the center, the stylus moves in an infinite circle, looping whatever recorded sound is contained therein. The record also featured sound samples of Atari- and C64-related tones and two wildly complex original Davis compositions, “Dollars” and “Saucemaster.” The inner band on each side was a data track, or stored program, that—when taped onto cassette and loaded into a computer tape drive connected to a computer—ran a Roland 303 emulator.

 

 

Raised on first- and second-generation computers and gaming consoles, BEIGE was exploring ways to harness interfaces and their low-level programming languages in service of visual and sonic art. Most famously, Arcangel and Davis, both students at Oberlin (along with Bonn, who is now an accomplished music editor for film and just concluded work on Star Wars: The Last Jedi), were cracking open Nintendo cartridges and reprogramming the chips to create striking video game vistas and blippy 8-bit music scores.

“Arcangel had recently unveiled his acclaimed hack Super Mario Clouds, and offered a step-by-step tutorial.”

Along with Beuckman, who was living, studying, and spinning records in St. Louis under the name DJ Cougar Shuttle, the quartet weren’t a musical group per se. “It was barely a band,” Arcangel told me during a recent conversation. “I always thought of it more like a crew—like a graffiti crew or a drum ‘n bass crew.”

During the performance at the Hartoebben, Arcangel delivered a PowerPoint demonstration that included a detailed explanation for how he and Davis hacked Nintendo cartridges and messed with the innards. Arcangel had recently unveiled his acclaimed hack Super Mario Clouds, and offered a step-by-step tutorial. Davis teamed with the mysterious spinner DJ Shoulders to tear through a set that mixed Detroit techno – a lot of Underground Resistance, if I recall correctly—and improvised Construction Set compositions featuring squiggly-sounding acid house tones and Atari and C64 samples. Extreme Animals—Ciocci and David Wightman (a.k.a. DJ George Costanza)—performed a frantic set of synth noise. Ciocci also screened short Paper Rad films created by him, his sister Jessica Ciocci, and the visual artist Ben Jones.

BEIGE seldom “played” music as a band would, either on the tour or any other time. “It was even more disparate, which is more in line I think with how one would operate over a computer,” Arcangel said, describing the process as “more electronic or something, where we were never all in the same place at the same time.”

Now an artist and lecturer at Goldsmiths, University of London, Davis told me that when he was working on the already anachronistic machines in the early ’00s, he was thinking about “the explosion of the internet and how it often felt like the interfaces were leading you where whoever designed the interface wanted you to go, rather than, from a programming perspective, where you might tell the computer what to do.”

 

The video game character Mario might seem to be content to race through his programmed course upon boot-up, but he was locked in a Sisyphean cycle. What if, pondered ensemble members, Mario and his gaming environment could be freed from the shackles of the creator’s programming?

One piece that Davis programmed featured Mario set against a black background, staring to the side. Above him in Nintendo-era digital lettering were the words, “Now I just stand here silently among data that grows cold.” Arcangel said that when he, Davis, Bonn, and Beuckman were working on the record, he’d just switched majors, was overwhelmed with schoolwork, and was making beats onto a Commodore 64 at off hours. Working with what the artist described with affection as “a beautiful, simple tracker that just showed a screen full of hexadecimals” called Future Composer 4.0, he built loops one coded line at a time. “The game was to get these really raw sounds,” Arcangel said. “Just make these really nasty, raw loops.” It didn’t hurt that the record was mastered in Detroit by legendary techno engineer Ron Murphy, who made the loops sound gritty and deep.

“Working with what the artist described with affection as “a beautiful, simple tracker that just showed a screen full of hexadecimals” he built loops one coded line at a time.”

In addition to being an awesome object, Davis stressed that aspects how they made beats for the 8-Bit Construction Set were, for him, “slightly political in their response, I think, to the way I saw computer usage progressing in society at the time.” Describing “anti-reverse-engineering and surveillance laws then coming into effect,” Davis recalls being critical of the corporatization of programming. Now, he said, “It’s like par for the course. No one even thinks about it. It’s understood that that’s how these devices are in our lives. They’re not supposed to be investigated in any way.”

Simultaneously, Arcangel said, the goals of the project and the tour “were very unclear, but that was part of the fun. Nothing was planned. There was just a lot of energy, and that is kind of what sustained the enterprise. Especially with the tour. You saw the tour. It was chaotic. You couldn’t do it if you’re forty.” ♦

 

Photo credits: Feature image of Cory Arcangel’s Totally Fucked, 2003, courtesy of the artist. Marginal images of the 8-Bit Construction Set in St. Louis and posters, courtesy of Randall Roberts. Lower left image by and courtesy David Wightman (Paper Rad).

 

Dispatches from the Field: Cosplayers at PAX East

“Instead of being the shy person that fixes computers, I can run around and say, nerf this!

Cosplay is the act of dressing up as a character from a movie, book, or video game. Many people at PAX East dress up in elaborate cosplay costumes and we couldn’t pass up the opportunity to talk with them about it.

Read the transcript.

Performing the Real: An Essay

Lizzie Stark closes her three-part essay demystifying larping by looking at it as a form of theater—really, as an art form. Here she participates in a life and death experience. Return to parts 1 and 2.

Audience is the key difference between any kind of theater and larp. In a play, the audience watches the actors perform, and the actors perform for the entertainment and edification of the audience. In larp, there are no outside observers, only participants; the roles of performer and audience are collapsed into what researchers such as Dr. Markus Montola have called the “first person audience.” Each participant is the author of their own performance, and the audience for their own emotions as well as the performances of their co-players. And, in fact, reactions to their co-players’ performances often occur through the lens of the character they are currently playing.

The emphasis on participants over audience also shifts the physical experience of the performer. Traditional theater prioritizes what the audience sees and hears and their staging reflects that. Set and costuming must look real, but needn’t necessarily be made of, say, real leather or plate mail. The directors arrange the actors strategically, in groupings that would feel unnatural in regular life but make the performers visible to a wide number of seats. If the actors do a good job, the audience may take the emotions of the plot and characters onto themselves, crying during a death scene, for example, or longing for intimacy during a romantic scene. In theater, the actors enjoy the lion’s share of the alibi to behave differently, while the dark room quietly gives some alibi to the audience to feel emotions more visibly than they might in everyday life.

Larp also manipulates elements such as set, costuming, and physical interactions, but it does so with a different aim in mind. The emphasis is not on how it looks and sounds to an external party, but on how it feels to the participants who simultaneously perform and absorb the larp. How the scenery looks is only important insofar as it helps the participants to feel. Wearing girdles and a long-line bra might help a participant feel that she or he is a 1950s housewife, even though such garments may remain hidden to co-players.

Since larps rely on improvisation, pre-planning every fight or kiss is usually not possible.

Likewise, how a tender moment appears to onlookers is less important than how it feels to a participant. Instead of asking participants to kiss, a larp might call for a tender touching of hands while co-players gaze into each others’ eyes, simulating the feeling of intimacy. This also dovetails with safety concerns in larp—often designers do not want players and characters to have identical experiences of say, lust and violence, for safety reasons. When one character stabs another, we don’t want the players to use real knives. Characters might have sex, but their players shouldn’t feel obligated to. In a play, of course, these moments are scripted and practiced before performance—the actors work together to become comfortable, and choreograph their smooches or rapier fights. Since larps rely on improvisation, pre-planning every fight or kiss is usually not possible. The solution is to produce a set of actions that stands in for another—different larp communities may call these “mechanics,” “techniques,” or even “metatechniques.” Player-characters might touch hands and make eye contact instead of making out, or use a ritualized exchange of phrases to play through a sex scene. Throwing a punch in super slow-motion and permitting the victim of violence to choose its effect can allow both parties some measure of control. Many larps also use techniques that allow participants to briefly step out of game and negotiate with one another about scene elements such as violence or intimacy before undertaking sensitive scenes.

Larp and theater also differ in other key respects: theater uses trained and rehearsed performers, while larp relies on the improvisation of larpers—a group that can include complete newcomers as well as experienced hands. While theater relies on convention—the actors do stuff on stage, the audience watches passively and applauds at pre-selected intervals—each larp must teach participants how to engage. Larp, therefore, is an art form that revolves around social engineering—the practice of manipulating and subverting social structures in order to generate enough alibi to produce an interesting, thought-provoking, or entertaining experience for participants. A common method larpers use for this is a pre-game workshop. These workshops can take many forms and accomplish many different objectives, depending on the game. Most importantly, the workshop allows larpers to meet and get to know each other before playing, permitting them to establish a base level of trust with one another as people before assuming their roles. During workshops, facilitators might explain information about the game world or act structure, assign characters, let participants practice story techniques and mechanics, reinforce the larp’s theme with sharing exercises, or present a series of activities designed to help players flesh out their characters and social groups. Sometimes, workshops even include scenes that happen before the larp officially starts, as a way of helping players get the jitters out.

One larp heavily influenced by theater techniques is White Death by Nina Rune Essendrop and Simon Steen Hansen. These two designers were steeped in the traditions Denmark’s highly mannered freeform scene which typically includes games with pre-written characters, discrete pre-written scenes, a strong and very active facilitator, and typically take place in unadorned classrooms. Although influenced by that design tradition, Essendrop and Hansen wrote this larp for Black Box Copenhagen, a festival devoted to larps designed for black box theater settings. At the time, they were both studying for a masters’ in theater and performance studies at the University of Copenhagen. White Death broke the traditional mold of both freeform and black box larp in the way it drew on these disciplines, relentlessly insisting on physicality. The productions of experimental stage director Robert Wilson and French avant-garde director Antonin Artaud, the Danish dancing company Granhøj Dans, Balinese dance, and Laban movement analysis inspired the duo. The resulting larp used simple props such as white balloons, white sugar, white paper, white ribbons, and sheets; lit areas; and evocative music.

The lack of language and the extreme physical restrictions transformed each participant’s body into a game piece.

White Death revolves around a group of settlers who venture into the mountains to form a better society. But when winter comes, in a very Nordic twist, they all die and turn into Transparent Ones. The workshop transforms untrained participants into skilled players through extensive workshops around movement. The life of the humans is hard, heavy, sudden, violent, and isolated. In contrast, the Transparent Ones move lightly and freely, and like to be together and laugh. Although sounds are permitted, no language is allowed in the game. Participants create a character out of a physical restriction. When I played, the slip of paper I drew from the hat decreed that my character had fingers that always pointed at the ground, and a head that lolled to one side, never in the middle. One character could only move in jumping jack motions. Others have imaginary sticks connecting bodyparts such as wrists and knees. The lack of language and the extreme physical restrictions transformed each participant’s body into a game piece; the experience of playing White Death is insistently physical, and uses that physicality to evoke feeling in participants.

Over the course of the first act, the facilitators introduce three symbolic props: white balloons representing dreams, white cups of sugar representing survival, and white paper representing faith. As the participants interact with the props, balloons—and thus dreams—pop; participants fight over sugar, and get covered in it as their physically restricted selves try to drink it; and meaner characters rip faith to shreds while a few desperately cling to the scraps.

During the second act of the larp, the storms begin. During each storm, the barrier between humans and Transparent Ones thins, allowing Transparent Ones to reach into the circle of light where humans dwell and pull them to the dark peaceful half of the playing space. Gently, the Transparent Ones usher humans into their new existence, massaging out their physical restrictions and gracing them with a white ribbon. By the end of the larp, all the humans have been transformed, and the Transparent Ones are happy and together in the darkness.

This larp is aesthetically beautiful to facilitate and play. Set to a soundtrack of folk rock, participants in black clothes play out their grunting relationship dramas and endow bright white props with the deepest of meanings. At one point, I looked up from my narrative and took stock of the room. In corners, a man showed balloon shreds to a woman and wept. One character writhed on the floor, unable to rise due to her physical restriction and shrieking her displeasure. Shambling bullies chased someone who had a few shreds of faith left. I thought to myself, “whoa, this is some artsy fartsy shit.” But I had been so deep inside the head of my own character, that it hadn’t occurred to me at all how bizarre my behavior would be considered in the outside world. As a participant, after playing one act in the hard, heavy, sudden and violent life of the humans, I felt transformed when a Transparent One removed my physical restriction. It’s a little bit hard to explain how in words. The closest I can get is that I felt suddenly capable of happiness; I felt light; I felt loved.

The alibi of the production freed us from ordinary mindsets and our ordinary physicality.

Essendrop and Hansen got the most out of both theatrical and larp mediums. They used theatrical techniques—lights, music, and graphic props—to set an emotional tone that fit the story, and to demarcate the space and time of the larp as a heightened and abstracted setting. They used movement workshops inspired by theater and dance to transform the motions of their average players into something that looked and felt significant and meaningful. But in the end, the performance was true larp. The alibi of the production freed us from ordinary mindsets and our ordinary physicality. We improvised relationships, struggles, and their resolutions on the spot. The larp’s restrictions palpably located the ensuing emotions and connections within our own bodies. We weren’t witnessing and sympathizing with someone else’s epiphany. We could feel the sugar melting on our skin, the desperate longing for the last sad, half-deflated white balloon, the savage glory of ripping someone else’s faith to shreds.

The larp delivered the primacy of these things into our bones, making tangible the fierce desire to survive. As the experience progressed, we felt an abstract, aestheticized longing for death, not as an end, but as the freedom from humanity’s sometimes inane struggles. And at last, to the strains of Nick Cave’s “Into My Arms,” we entered the transcendental world—happy, light, and together—beyond the grave. ♦

(Image credit: All photographs of the White Death larp being performed in 2014 by Xin Li via Flickr.)

Play Digest: Alibis and Avatars

Halloween is Tuesday and PEM’s hometown of Salem has been planning for the event since November of last year. This week’s edition of our link pack is dedicated to the alternate personas that most of us wait all year to celebrate.

But if you’ve been reading Lizzie Stark’s Performing the Real—a three-part introduction to the world of larping—you’ll find that there are plenty of folks who don’t wait for Halloween to embrace their alter egos. Part 2, in particular, focuses on the key role that wholly assuming an alibi plays in the success of a larp. She goes so far to say that alibis are not reserved for the players alone, but that larp itself can be an alibi for interaction. Part 3 arrives on Tuesday.

Cosplayers of color don’t always have representative characters to model on. Recently, a vocal community united on social media to affirm their presence and prowess—and voice support for one another—after Mic.com interviewed five cosplayers who addressed the role race plays in their character development.

Then there’s cosplayers of . . . construction?  This cosplayer got a little meta when he costumed himself as the Javits Center, host to this year’s New York Comic Con.

Meet Gnomen.

File under: just because we can, does that mean we should? Digital Avatars and fake news.

Facebook CEO Mark Zuckerberg was roundly and justifiably rebuked for “teleporting” his virtual self to hurricane-ravaged Puerto Rico in a bizarre attempt to show sympathy for storm victims. He later apologized.

Janelle Shane—a  research scientist who trains neural networks to create Dungeons & Dragons spells,  trendy beer names, and pub names (a pint of Bombie Saison down at the Old Festerian anyone?) has trained her algorithms on designing Halloween costumes this week in case anyone needs any last-minute ideas (sorry, I have dibs on Panda Clam).

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

(Image credit: The Jacob Javits Center by Steven Leung on Flickr.)

Dear Nintendo Power: Live Gameplay

Rutherford Chang is an artist and collector—and the third-ranked Game Boy Tetris player in the world. Watch Chang in a live streamed performance of Game Boy Tetris.

In 2014, Chang started recording and broadcasting his gameplay to a competitive gaming world for which Game Boy Tetris held little sway any longer. Once he began recording and streaming on a daily basis, he began to look at his gameplay as a kind of performance.

Dear Nintendo Power, a companion piece to Chang’s live performance, is at once a testimonial to the addictive nature of achievement and a modest homage to Steve Wozniak, co-founder of Apple. Chang says in a recent interview on The Creative Independent:

“He used to write these letters to Nintendo Power in 1991 boasting about his top score. I did some stuff like that too when I beat him and he heard about it apparently. He left a comment on a news article about the project. He had claimed he had gotten higher scores, but I’ll believe him when I see him stream it live on Twitch.”

 

 

Watch Chang play Game Boy Tetris via the video stream link below, recorded live on October 25. Has Chang bettered his ranking? Tune in to find out!

 

Watch the live recording from drofrehturgnahc on www.twitch.tv

(Image credit: Courtesy of Heinz Nixdorf Museum Forum. Photo by Jan Brown.)

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