Category:Situationist Times: Difference between revisions

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<span style='color:MediumVioletRed'>'''Tuesday, January 26th'''</span>
<span style='color:MediumVioletRed'>'''Tuesday, January 26th'''</span>


'''Lecture:'''Anne-Marie Schleiner (http://www.opensorcery.net/)
'''Lecture:''' Anne-Marie Schleiner (http://www.opensorcery.net/)


Play:
Play:

Revision as of 14:02, 29 December 2020

Introduction

Jacqueline de Jong in her studio with pinball machine. Archive Jacqueline de Jong. Photo: Nico Koster/Maria Austria Instituut.

Originally intended to be an English-language counterpart to the Internationale Situationiste, The Situationist Times was a publication initiated in 1962 by artist Jacqueline de Jong as a response to her expulsion from the Situationist International. The 14th Special Issue will take, as its point of departure, the never published 7th issue of the Situationist Times. Had it been published, the issue would have provided an exhaustive topological exploration of Pinball.

This trimester, we will be asking: what would the seventh issue of the Situationist Times look like nowadays?

Our topic of exploration? Videogames. Our means of exploration? Videogames. Considered by Stephen Kline, Nick Dyer-Witheford and Greig de Peuter to be the ‘ideal commodity’ of post-Fordist capitalism, videogames embody its acting social forces, conflicts and crises. As a cultural artifact, video games, and triple-A video games especially, reflect and reproduce dominant hegemonic structures, often serving as a means to educate subjects into specific roles under neoliberal capitalism. Much like with the pinball machines described in the unpublished Situationist Times, the multibillion-dollar videogame industry has historically catered to a cishetero, white male audience.

However, the same mechanisms that allow videogames to function as a reproductive technology may also be explored for their emancipatory potential, making video games an especially persuasive medium for artistic expression. Together, we will be looking into a growing array of tactical videogames used for social and political activism. We will immerse ourselves in the artistic programme of the Situationists in order to explore the radical potential of play. Play, both as a category and tactic, was a major topic of interest for the Situationists. Their aim was to expand play into the whole of life, liberating it from its commodified forms under capitalism and fully utilizing its capacity for critique and subversion. In the tradition of Situationism1, we will get hands-on with the creation of videogaming experiments in order to hijack, détourne and abuse traditional videogaming canon.


1 With caution and critical distance: the Situationists were a famously homogeneous group (e.g.: only two of their members were women)

Week 1

Tuesday, January 5th:

Kick-off Special Issue #14:

  • Intro to Situationist Times nº7
  • Overview of the topics we will be tackling during the trimester

With: everyone

Week 2

Tuesday, January 12th

Diving into The Situationist Times nº7: Pinball original material:

  • Annotation exercises with Steve
  • Discussion of key concepts, methods and insights

With: Lídia, Steve (T.B.C.)

Literature:

Week 3

Tuesday, January 19th

Diving into Situationism:

  • Brief history
  • Key concepts and methods: spectacle, détournement, dérive (psychogeography), unitary urbanism
  • Critique
  • Annotation exercises with Steve
  • Discussion of key concepts, methods and critique

With: Lídia, Steve (T.B.C.)

Literature:

Week 4

Tuesday, January 26th

Lecture: Anne-Marie Schleiner (http://www.opensorcery.net/)

Play:

  • Historical definitions (Huizinga, Callois)
  • The Situationist definition of play
  • Intro to the topic of videogames

With: Lídia

Literature:

Week 5

Tuesday, February 2nd

Lecture: Jamie Woodcock (https://www.jamiewoodcock.net/)

  • Brief historical contextualization of videogames
  • Videogames as a reproductive technology
  • The 'gamer' identity
  • Gamergate and Alt-Right

With: Lídia

Literature:

Games:

  • T.B.C.
  • T.B.C.

Week 6

Tuesday, February 9th

Feminist Game Studies:

  • Beyond Representation
  • Gaming cultures and subcultures
  • The videogames industry and the workplace

With: Lídia

Literature:

Games:

  • T.B.C.
  • T.B.C.

Week 7

Tuesday, February 16th

Tactical Game Studies:

  • Brief intro to tactical media
  • "Games against Empire"/ Situationist gaming:
    • Counterplay
    • Dissonant Development
    • Tactical Games

With: Lídia, Aymeric (T.B.C.), Marloes(?)

Literature:

Games:

Week 8

Tuesday, March 2nd

Persuasive Games:

  • Procedural rhetorics
  • Game mechanics
  • Gameplay
  • Narrativity

With: Lídia, Aymeric (T.B.C.)

Literature:

Games:

  • T.B.C.
  • T.B.C.

Week 9

Tuesday, March 9th

  • Speculative Feminist Fabulation
  • Games as zines

With: Lídia

Literature:

Games:

Week 10

Tuesday, March 16th

Editorial guidance and support

With: Lídia, Manetta (T.B.C.)

Week 11

Tuesday, March 23rd

Editorial guidance and support

With: Lídia, Manetta (T.B.C.)

Week 12

Tuesday, March 30th

Safe Launch Party \o/

Pages in category "Situationist Times"

The following 3 pages are in this category, out of 3 total.