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| It is only recently that a gaming and interactive approach has evolved in my artwork. There are many reasons - and it's difficult to untangle which is the truest - but it began when I moved away from easel painting (stretched canvas, made to hang a wall and usually not particuarly large). My experience in education-work in galleries like Tate Modern and in schools and universities influenced my decision to move towards interactivity. The workshop-based approach developed by the team at Tate Modern when it opened in 2000 inspired me to try to putting interactivity at the heart of my work in an open-ended way. Games do things other types of artistic approach (objects, performance, text) just can't replicate. To me, games are a completely different medium of thought-art (Hegelian usage here) within the history of art which can be traced back to Dada. But I am most inspired by 1960s Fluxus. |
2005 Jim Thompson House Gallery Bangkok, part of 'Interweaving Cultures' See economic theory of Trickle Down |
Based on a shuffle puzzle, there are 2 versions of the game: one mass produced in South China and the other made locally for table-top (seen here). |
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2005 |
1000 mass produced games were given away to visitors to the Jim Thompson House over the duration of the exhibition. These visitors are almost exclusively European, North American, Australian, New Zealand and Japanese. |
2005 Part of 'Hiroshima Nuclear Imaginaries' mail art exhibition, seen at the SOAS Brunei gallery, London and one of the 'tools' in the Citymine(d) Urban Interventions toolkit (published 2006) |
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2003-04 2004 open mike session, Beaconsfield Gallery, England 2004 Arena Gallery, Oxford Brookes University, England 2003 Priory Meadow Shopping Centre, Hastings, England 2003 Hastings Museum and Art Gallery, England |
A game with 54 pieces. Players are asked to choose which of the 54 paintings of landscapes should be placed within a frame which can contain a maximum of 36. Choices are made on which ones players believe to be European. |
2004 |
Modified for a website - choices are made from a maximum of 36 images instead of 54. Images are digital pics of original pieces in the game. Photographs of real landscapes were not used for this version either. The game is based on ideas of representation and stereotype, not truth or 'reality', as invoked (perhaps wrongly) by the medium of photography. |
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2004 Originally played with participants of the "Gender Symposium" Oxford Brookes research students June 2004 |
Rules for a game that defines 2 groups, one as "us" and the other and "them". | |
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2005 An intervention into the 2005 Open Studios event at Chisenhale Studios |
Audiences were faced with the back side of this life sized canvas with head-height hole. As audiences put their head through the canvas, they were confronted with a mirror image of themselves as the Queen of Clubs. |
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2005 An intervention into the 2005 Open Studios event at Chisenhale Studios |
A game played with a deck of cards. | |
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