The Games People Play - North
Transcription
The Games People Play - North
The Games People Play a group exhibition curated by Yannis Generalis & Gordon Froud INTERIOR WORKS *alphabetical according to artists’ names **exterior works to follow Alexander von Klitzing “A game is a system, in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” Games today have become a means of escaping from reality; this artwork is a showcase of this conflict. Escaping from one game into another is a concept of realty versus fiction. Reality to me seems like a sphere or womb that one needs to peer through or break away from when creating art, meaning, what is and what is not reality cannot be defined by society as it is a perception of an individual rather than the collective. It’s a game one plays with oneself, unhinging the mined to allow for a flow of unconscious and conscious moves, in order to transform and shape the truth into a new state of existence. These pieces represent different aspects of conscious awareness referring to an escape of acceptability. Signified in this case as a spherical ball in a state of liquid, the figures are in different stages of contact with reality. Escaping, drifting and treading consciously as well as unconsciously, therefore, breaking the realistic state of “I have engaged in this conflict of creation, defined by rules set out by the masses. And this creation of mind, body and clay is the quantifiable outcome of the game I have immerged myself in.” WORKS Tagesträumer Das Treiben Belinda Leontsinis Leontsinis explores occurrences in society and questions their sincerity. From a play on dietary fads and seaside fashions, to obsessions with environmental issues… Are these things fads, or real concerns to us all? WORKS Banting and Bunting Losing My Religion Tea in the Nursery Headhunting & other trophies Spode must fall Colin Cole Collin Cole is an artist living and working in Johannesburg. He is both a painter and printmaker, currently focusing on the Intaglio processes. Collin’s art is largely autobiographical. “It is both a response to and a reflection of my personal life. In my work I strive to create idiosyncratic mythological narratives which I source from my personal experiences, contextualized within both national and world events that influence me”. He is presently collaborating with fellow artist Dina Kroon. Dina’s inspiration emerges through focusing on the intersection between printmaking, photography, graphic design, and sculpture. WORKS Luck of the Draw (Collab with Dina Kroon) The Manhattan Project Yes/No Pill Derek Zietsman WORK Games People Play Dirk Bahmann My creative process is deeply entrenched in games. These games form both myself and the work during the process of bringing it into being. At the commencement of the project, a series of rules and guides are established in an attempt to steer the work into a direction of conceptual clarity. However, as the project begins to develop, the work becomes wilful and seeks to assert its own identity. The waters are muddied and any sense of clarity is lost and distorted. Rules are broken, unholy alliances are formed, deceits emerge and are believed. At the end of this game what emerges is never what was intended but rather something that is the result of series of tactical manoeuvres and strategic regroupings that always result in a new set of unintended rules and guides that dictate the direction of the work. These transactional rules become a means to navigate the confusing and conflicted process of making. This fluid armature allows one to clumsily traverse and transact in the space between thought, between waking and dreaming and a means of reflecting a space that remains hidden, mostly inaccessible and mysterious. For this particular project I wish to map and attempt to chart my inner dialogue and experience through the process of creating a sculpture on my current trajectory. Through this, I wish to expose the manner in which the game is played: the cheating, the changing of the rules and the stalking of the prize. WORK Connection to Place (Home) Eric Duplan ….the last blow to end pain, to create a new cross road, a rebirth. WORK Coup de Grace Gawie Joubert In this work Joubert explores the construction of identity, focusing on the portrayal of self and the games people play as individuals within their identities. It’s usually a wistful, wishful desire of being able to construct the self from organic components as opposed to social conventions and constructs, which dominate our movements and choices. The skeleton is freed from the layers of social imposition and expectation and we clad it back with very specific ideologies. Thus it becomes a game in changing our identity to be something specific we want people to portray us as; the power of our own choice. These abstract portraits show organic material in resistance with the forced forms of the person. They portray the idea that no matter how organic we think the game of identity is, it will always be constructed through norms. The symbolic use of feathers, mushrooms and the fork are details (memories/ experiences) from Joubert’s personal life that are being dragged along into his adult identity that came from his younger self. These details will seldom be revealed to others but will always drag along and never be forgotten, and so the game continues on a daily basis. WORKS Arachnonailophobia Imposed Identity III George Holloway My works are a response to the biggest game: life. Life, from the beginning of time, the span of my living years. “Watching” in the center of the maze is about life, the spectator sport. Kids watching each other on the playground, boys watching girls, watching boys and all of our ‘Gods’ spectators on their creation. “Couch Potato” is about the couch-bound life specialist/spectator. One who is removed from the ‘game’ by choice, but has an opinion on every move by any player in the game. “Time Line” is merely an overwhelmed response to the sense of my miniscule role in the vast expanse of time. WORK Couch Potato Gordon Froud WORKS No matter how you paint it, it fits together Black is the new black Izanne Wiid Newton’s cradle – ‘Newton’s balls’/’Executive Ball Clicker’, a pendulum named after Sir Isaac Newton, a device that demonstrates conservation of momentum and energy via a series of swinging spheres. Action demonstrates that the final ball receives most of the energy and momentum that was in the first ball, with the impact producing a compression wave, temporarily storing kinetic energy as potential energy in the compression of the material. Pendulums are used to study collisions of suspended bodies, demonstrating the principle of the law of impacts between bodies. Office toys are playthings that could provide pleasure, relieve stress and inspire creativity; executive toys have been treated as an important role in employer management in many companies. In popular culture the body is being used to constrict social codes, being recognized as the principal arena for the politics of identity, as well as a facilitator and marker of belonging, becoming the perfect executive toy …If no one meets the chairman’s plane, heads will roll. The wooden skulls were used in the 2014 Nirox ‘Play’ exhibition, then thrown away, without consent, to make ‘space’ for new sculptures by Nirox Sculpture Park Management, but were finally restored from the ash heap they were dumped on. ‘Play’ Sculpture: ‘Mancala’ Mancala is an ancient family of board games played around the world, also called ‘sowing’ or ‘count-and-capture’ games. The word mancala comes from the Arabic word naqala, meaning literally ‘to move’. Rules: With a two-rank board, players usually are considered to control their respective sides of the board, compromising of six holes, also referred to as ‘depressions’, ‘pits’, or ‘houses’. Playing pieces are seeds, shells and stones. The objective of the game is ‘CAPTURING and SOWING’…and the turn ends when the last seed in a sowing is dropped in an empty pit…and the game ends when the player has lost all his/her seeds and/or he/she cannot move anymore.’ WORKS Newton’s Cradle Sondebok Jaco Sieberhagen Morabaraba Morabaraba is accessible and easy to learn, and games can be played quickly, but the strategic and tactical aspects of the game run deep. While Morabaraba may be played on specially-produced boards (or computer software), it is simple enough that a board can easily be scratched on a stone or into sand, with coins or pebbles used as the pieces. The description below is compatible with Mind Sports South Africa’s “Generally Accepted Rules”. There are three main phases to the game: Placing the cows Moving the cows Flying the cows Placing the cows The board is empty when the game begins. Each player has 12 pieces, known as “cows”; one player has white cows and the other has black cows. The player with the white cows moves first. Each turn consists of placing a cow on an empty intersection on the board. The aim is to create a “mill”: a row of three cows on any line drawn on the board. If a player forms a mill, he or she may remove or “shoot” one of the opponent’s cows. The shot cow is removed from the board and not placed again. A cow in a mill may not be shot unless all of the opponent’s cows are in mills, in which case any cow may be shot. Even if a move creates more than one mill, only one cow can be shot in a single move. Moving the cows. After all the cows have been placed, each turn consists of moving a cow to an empty adjacent intersection. As before, completing a mill allows a player to shoot one of the opponent’s cows. Again, this must be a cow which is not in a mill, unless all of the opponent’s cows are in mills. Players are allowed to “break” their own mills. A mill may be broken and remade repeatedly by shuffling cows back and forth. Each time the mill is remade, one of the opponent’s cows is shot. Of course, by breaking the mill the player exposes the cows which were in a mill to the risk of being shot by the opponent on his or her next turn. In the “Generally Accepted Rules” published by Mind Sports South Africa, a mill which is broken to form a new mill can’t be formed again on the next move. Flying the cows When a player has only three cows remaining, desperate measures are called for. This player’s cows are allowed to “fly” to any empty intersection, not just adjacent ones. If one player has three cows and the other player has more than three cows, only the player with three cows is allowed to fly. Finishing the game You win if your opponent cannot move. You win if your opponent has just two cows. If either player has only three cows and neither player shoots a cow within ten moves, the game is drawn. If one person cheats then the other one wins by default. WORK Volgende Skuif Jan van der Merwe My works incorporate found objects, images, and junk materials that have been discarded. At present I work with artifacts of our time and try to transform them into archaeological relics, revealing human pathos and weakness. The rusted surfaces suggest scarring and vulnerability. In our attempt to confirm our identity in this volatile climate, we rearrange and reconsider the meanings of banal events and objects. I try to create a poetic moment, an opportunity for contemplation, reconsideration, humility and respect. Time Out suggests the concept of being driven into a corner; the bottled up frustration of an ordinary person who is stunted in his or her efforts of expression, perhaps through misuse of power. These power play games are often already evident in the classroom, but become more menacing when they are played by grown-ups. The work becomes an opportunity to reflect and review. WORK Time Out Kevin du Plessis I met Madame Heinz on Mariatorget 1A in Stockholm, Sweden. She was getting out of a black Mercedes and strutted right past security down the stairs into a basement club called King Kong. “Release the Gayrilla in you”, it read. She had it all: Glam, sky high heels, glitter tits, hips, ass... Then her ball popped out and I met Carl Stefan Alexander Boström. He was nice too. WORK Madame Heinz - “We’re born naked, the rest is drag” Louise Kritzinger The photographs are a documentation of an outdoor installation taken over a period of three months. People were encouraged to engage with the outdoor installation by playing and constructing with the materials provided. This photographic installation deals with the outcome of the ‘playful’ interaction of the viewers. In a sense, the game they were playing. The outdoor installation was a large heap/dump of sand resembling the familiar landscape of the gold mining industry. The greater part of the West Rand has been ripped apart by the gold mining industry. What was pristine Highveld grassland a mere 130 years ago is now a wasteland. The earth is ridden with mining tunnels filled with Acid Mine Drainage. Travelling to Potchefstroom, travellers will pass through this deformed landscape relating to the game of moneymaking, which happens at the cost of the environment. Significantly, the game of moneymaking or self-enrichment does not stop with the ravages of the earth, as this very earth is sold for urban development or industrial purposes. The very heart of Johannesburg is built on former mines. The installation formed a ‘micro-landscape’ of this massive industrial landscape. An uncompleted city was constructed by the artist on top of the mine dump with block moulds. These same materials (shovels, a wheel barrow, water and moulding blocks) were provided for the viewers to change and alter the sand dump as they wished. Interestingly, the outcome was always the same – viewers would destroy the ‘mini city’ by trampling on the dump and seldom create new structures. During the three-month period, the artist would regularly re-construct the dump and city for new viewers. The viewers continued to break down the dump. Notably, people mimicked the outcome of the real landscape in this micro-landscape, by destroying what was pristine and leaving behind a ravaged site. Man has in his quest for wealth transformed a landscape rich in ecological diversity into a poor and toxic environment. Yet, in this very same environment we have to survive in future. The game of self-enrichment is one of short-term gains and synonymous with the game of destruction. WORK The Game of Destruction Lőthar Bottcher WORK “Momenent” Lucas Thobejane Soccer is one of the sports that start at the centre of the field with two players from either side. For me, I have chosen the human body to be the centre of the ground where the players have to start to play. Rugby sports is where we heard a lot about who must play and the way in which players must be chosen to play for a national team. Some brought politics into sports, but for me two people holding on to one body symbolises togetherness and I’m wishing the Springboks good luck, let them bring home the cup. The guitar player is about the player who entertains people in all corners of South Africa. He plays guitar like ringing a bell. He always wears overalls and dances in a monkey-like fashion. The music is used to gather people together in the name joy. WORKS Soccer Rugby World Cup Guitar Player Michael Meyersfeldt WORKS Two Girls in a Car Party Time Rendezvous Neil Nieuwoudt The root idea behind Mirror World I & II is the idea of the twin universe, the one forever mirroring the other and the gossamer connection between the two, one representing the conscious or waking world, the other the subconscious or dream world. Both these worlds are being perpetually created by our actions. A result of the “games” we play. Consequences. These paintings or objects become the symbols or artifacts that stand between the two worlds. We find truth in the sphere that exists between these realms of fantasy and reality. Both are as real as the other one, depending on your perspective. We are inclined to believe the strongest or more vivid one, or the one that leaves the stronger impression. It is the same as with someone’s opinion on religion, politics, sex, and so forth. Yet there exists an oneness between the two, a connection, regardless of which side we choose to believe. Video: Exploring the infinite relationship between the self and the other. The ambiguity and difficulty within relationships that exist between the Self and the Other. How we interpret and misinterpret relationships based on biased and on how intimate relationships become. The coming together and parting, the “oneness” and sameness, familiarity and strangeness of such [especially] intimate relationships. Forever, “infinitely”, changing and in the process of becoming or unbecoming. This can also become a metaphor for the complexities of becoming and unbecoming, the growth and estrangement, of the Self with the self. WORKS Mirror World I Mirror World II Infinity (video installation) Richardt Strydom This work addresses the notion of cultural masochism. Hegemonic cultural practices are often perceived to be inescapable and may lead to an internal masochistic conflict between belonging and dissent. A young adolescent is incapable to perform the physical challenges expected of him. His personal motivational laments becoming a mantra of his fated desperation and failure. The original audio and visuals are taken from television documentaries. WORK Dwang St.John Fuller A children’s game re-worked. Top Trumps is a game of cards. Each card contains a list of numerical data, and the aim of the game is to compare these values to try to trump and win an opponent’s card. Traditionally stats of cars or planes were given. For this set I have given scores for how white people are perceived amongst black people. These are on the whole negative impressions, negative impressions that I have not made up. These are impressions that I have asked people about and then noted what they have said. On the whole, my intention was to find out what exactly is thought about white people. If we really want to find out then we have to go and ask what is being said about us on the cards. WORK Die ouBaas Vusi Beauchamp WORK Control Yannis John Generalis In a progressively smaller world where it seems that the preoccupation, condition and purpose of human existence is the imposition of meaning for modern lives which might appear dull and routine, games have come to bear more meaning than otherwise expected. What defines a game is the fact that a series of moves culminates with a snare, or “gimmick” as analysed by Eric Berne in his book, “Games People Play” in 1966. Intriguingly so, Berne claimed that it was because of the lack of intimacy in our modern lives, that people play games - both actual games and psychological games. Hence, games become both necessary and desirable, making the dramatic feature of any game the actual “payoff”. In my work I consider the psychology of our ‘online lives’ and the easy accessibility of not only information but deferred emotion. As our own relationship with the web has evolved, it appears some games are played to exploit or even fight off sexual impulses. The game is, in effect, a mere perversion of the sexual instinct in which the satisfaction is displaced from the sexual act to the crucial “transactions” of playing. ‘Game play’ itself has become the pay-off of the game. The uncertainty of the game coupled with the safe distance of the online arena, allows the players as well as any spectator to play with meanings, from the comfort of their own chair, worlds apart. The spectacle of images from a computer screen reduces experiences into benign games that stream into a unity from which real life cannot recover. Fragmented views get regrouped into ever separate, yet inexhaustible, pseudo worlds, that are undeniably seductive to look at and easy to get addicted to. Beyond the game itself, in this body of work, I explore the addiction to playing games. Vice versa I consider the impact of these addictions to the “transactions” within the very game. In this sense I’ve taken “screen grabs” or photo stills from a video feed as my reference for drawings that are presented as “fetishy” renditions in rubber frames or shiny collages of cigarette silver paper and sticky-paper stars. Images which I sketch as a quick narrative, a minimalist story board of the “game” being played on screen. I use charcoal, ballpoint, Chinese ink and pencil. The colouring is done by using nail-varnish enamel. The inclusion of the 3-dimensional catapults for this show is a metaphor for the urgency of the online sex game. The regulated manner, in which the game provides release in a pseudo world, is driven by powerful instincts that are otherwise repressed in civilised society. Berne predicted, rather chauvinistically with reference only to the heterosexual male fetishist: “Analysis of his games may help the player establish a “quiet manage” which will leave him (otherwise) free to enjoy the benefits that bourgeois society offers. Despite the fact that a few of Berne’s notions have been challenged since the publication of his book and many of the social norms of the day appear offensive and outdated 50 years on, many of his ideas about transactional theory are still applicable today. Observing online behaviours of the games people are playing, proves that Berne fails only in his lack of understanding that human behaviour is the same despite sexual preference. In a constantly upgraded, automated, mechanised world we increasingly run the danger of perceiving these games, especially if they are related somehow to the darker subconscious forces within, as ideal forms for the production of meaning. WORKS Meaningless Games: Solitaire II Meaningless Games: Twister Meaningless Games: Monopoly Meaningless Games: 3st Meaningless Games: Risk Meaningless Games: Domino Meaningless Games: Master Mind Meaningless Games: Trivial Pursuit Meaningless Games: Solitaire I EXTERIOR WORKS *alphabetical according to artists’ names Angus Taylor In practice the gatekeepers were made to unnerve the viewer, to create restlessness through recognisable symbolism and make them more aware. Traditionally, gatekeepers are seen in the form of dragons, lions, gargoyles, etc, placed outside city gates or doors. These characters can be seen as naughty mythological beings containing icons and symbols which form part of the collective consciousness of most cultures throughout history and around the globe. I made two hybrid gatekeepers, one personifying the more ancient dogma and belief, and the other exploring some more contemporary ideologies. Gatekeeper I: Keeper of the Ancient The symbolism woven into the ancient version includes various original iconographies, which paved the way towards iconic symbols utilized today. One such example is the Mesopotamian incarnation of Noah called Dagon (of which relief sculptures still exist today). The fish head worn as hat has over time developed into the bishop’s miter we know today. If one were to turn the pope’s hat towards the side, there is a resemblance to the head of a fish. The crooked staff in his left hand was carried by the Roman Augurs and was used by to point at flight patterns of birds and clouds in order to foretell the future and wishes from the gods (according to the British Dictionary, this is also the base from which the word “inaugurate” stems from, which in Latin means “to take omens, practice augury, hence to install in office after taking auguries”). This later became the lituus still carried by the pope today. The sculpture also contains references to beliefs in the god of nature, also called pantheistic or pagan beliefs, and these references are made through the goat legs and horns. On his chest is the all-seeing eye of God which he blocks with his right hand. In his left hand one will notice that the pinkie-nail is longer than the rest. This is a reference to the Chinese practice of keeping those nails longer in order to distinguish the aristocracy from the working class (as they do not work with their hands). In recent years this is referred to as the “coke nail” or “pimp nail” in hip-hop culture, referring to someone who either “does cocaine, is in actuality a pimp, or wants to portray the image of one or the other.” The Pan-figure is standing on a celestial globe decorated from images drawn by the Dutch map maker Jodocus Hondius from 1615. However, the globe is a three-dimensional relief sculpture made from Hondius’ two-dimensional representation. Around the globe is the serpent Ouroboros, which Plato referred to as the first living thing which references the cyclic nature of life – which stands in stark contrast to the linear Western conception of History. Gatekeeper II: Keeper of the now The second, more contemporary gatekeeper is standing on a globe which is mapped with the current geographical topography of the earth as we know it. However, a second layer adorns this globe, containing fragments of mathematical equations, both imprinted and embossed onto the surface. These equations are descriptions of Ouroboros, as well as the The Higgs boson particle (also known as the God Particle) and string theory (which is actually also quite similar to Oroboros). This sculpture contains many references to contemporary beliefs and current ideological belief systems. The peaked cap is a loose reference to ZCC (Zionist of Christ Church) from Polokwane, Limpopo. On his one shoulder is an altered reference to scientology, while the other is adorned with a lotus flower – one of the many symbols of Hinduism. The sculpture also references religious wars, which is represented through the crooked missile under the figure’s arm. The missile is crooked and bent, clutched like a soft-toy, completely disregarding the serious nature of that which it implies. The cape he wears is adorned with elements from different flags, such as the stars and stripes from the US flag, circles which are associated with Asia. The figure is holding a more contemporary lituus in his right hand, and in his left hand a hybrid incense burner-satellite, which references modern technology, communication and the internet. Chris Reinders I have spent most of my working career in the book industry and started making art in 2013. I have read and researched fairly extensively in the fields of psychoanalysis and mythology. My artwork is mainly informed by my interests in human relationships and interactions, social, political and environmental issues, and the human psyche in general. WORKS Poetic Justice I Poetic Justice II Poetic Justice III Poetic Justice IV George Holloway “Watching” in the centre of the maze is about life, the spectator sport. Kids watching each other on the playground, boys watching girls, watching boys and all of our ‘Gods’ spectators on their creation. WORKS Watching Jungle Gordon Froud WORK House of Cards Sybrand Wiechers It is your first, truest and most boundless toy and it should be your last. Play with yourself! WORK My Favourite Toy Yannis John Generalis WORK Meaningless Games: Ketty