User:Kul/proposalz
The large part of my research relates to the phenomena of “gaming” under the conditions of neoliberalism. In my understanding, neoliberal economics have modelled the world as a ‘game’ that encourages users to cheat. Therefore in my practice I tend to develop the semi-gaming frameworks for pseudo-competitive, goal-oriented activities in order to understand the danger and potential of “a game” within the broader political context. My on-going attempt aims to propose the game-like participative method that would subversively support civil disobedience responses, and create networks of solidarity by diversifying our social/media practice. (...small-scale counterpublics)
As my final project, I wish to develop an x-system of human communication that would combine both the virtual space and the city area. This combination would create a hybrid game board for the eventual players. THE plan is to create the factious scenarios of social/media interaction where players unknowingly submit themselves to the simulated conditions and rules mimicking the legal/institutional mechanism for civil submission. Yet the ultimate aim of the game would be to establish an ambiguous (almost intimate) sense of community that goes beyond the economic and civil relations.
Ideally, the game would put in to action two completely different modes of addressing the players. The first one, referring to administrative methods of the governmental-like authority, would aim to impose individual obedience and call for subordinate participation. The player (not yet fully conscious of the fake circumstances of his/her performance) would be called to account for refusal or negligence of individual action/responsibility. The second addressing mode would be more ambiguous and emotionally abusing for the participants. The game scenario, by spontaneous and almost romantic means, would challenge/force players to engage in almost tribal-like alliance with the appointed anonymous participant/s.
The game will try to explore the complexity of relationships between participating individuals, fake institutions, the urban environment, and ambiguous authorities that potentially monitor the on-line and off-line activates of the players. Two modes of interactions, the state-like and personal-family-like jurisdiction would lead the player trough the responsibility-taking or responsibility-avoiding process. The state-like framework, referring to the civil structure of the Western contemporary societies, at first sight more dominant and controlling, eventually will offer quick satisfaction of individualistic appetites without much of a personal sacrifice.
The community-level that, at once creating organic comfortable coexistence will turnout to be more difficult and demanding to participants since its dynamic is going to be organized around trust, individual sacrifice, shame, confessions, irrational rituals, and driven by more primal-rules.
These two modes would interweave.
- TASK I: building a community by playful/ emotional/ sarcastic / cruel but efficient means.
- TASK Ia: create alternative more interesting tools for participative practice ( what do you mean, Julia ? )
- TASK Ib: blur the border between submission and disobedience
- TASK II: creating fake values in order to make people cry …so they would call their parents saying how much they love them.
- TASK II-a: keep in mind that the game is always an economical relation.
- TASK III: Stick to the old anthropological rule that humans are monkeys with tablets, smartphones, and car keys.
- TASK IV: push fragile and vulnerable underbelly of human’s relations to trigger the sense of responsibility for the democratic values we all theoretically share, love, and spread.
- TASK V: juxtapose romantic idealistic setup with the busy city terrain and hostile bureaucracy.
- TASK VI: Make people fight on the street … (not necessary physically but violently)
- TASK VII: KEEP THEM ALL IN A ONE BOX fully dependent upon one another.
The game would eventually provoke participants to “real” physical and emotional confrontation.
The game aims to create the new urban practice.(we will see about that...) (...Target group= hipsters and fit-enough seniors)