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Introduction
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The last trimester was an attempt to understand the notions of games and
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rituals. Instead of introduction we will try to unravel this mysterious
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journey as well as keep questioning and collaging.
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We mapped the common characteristics and the differences between the
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latter in relation to ideology and counter-hegemony. We practiced,
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performed, annotated rituals that were connected (or not) with our
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cultural backgrounds while we questioned the magic circle. We dived into
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the worlds of text adventure games and clicking games while drinking
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coffee and talked about class, base, superstructure, (counter)hegemony,
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ideology, materialism. We discussed about how games and rituals can
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function as reproductive technologies of the culture industries. We
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annotated games- focusing on the role of ideology and social
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reproduction. We reinterpreted bits of the world and created stories
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with it (modding, fiction, narrative) while focusing on community,
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interaction, relationships, grief and healing.
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The eventual product of this process is a console, a magical object, a
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wooden container, a promising healing. How the unpacking of notions of
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games, rituals, ideology, superstructure in relation to the
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witch-hunting can become the midwiferies of a healing box? How practices
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of heal and care can work as counter-hegemonic acts that can cure and
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liberate our souls and bodies from patriarchical and capitalistic
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fetters?
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We didn't manage to provide you with comprehensive and solid answers or
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conclusive statements. The truth is that this wasn't our plan. Our
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intention was to create openings for debate or even conflict, to map a
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territory, to invite those who would like to join us.
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> *"What if you are playing tetris and the tetris gods give you
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> something apart from the usual seven tetrominoes, like an unexpected
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> pregnancy or the end of capitalism?",(Steven)*
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Starting with rituals we can claim that they can be understood as
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instruments in the struggle for the exercise of power. Organized by
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*repetition*, they (re)connect the individual to the collective,
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creating a vision towards a given perception of society. Participation
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in this creative act is determined by several factors, for example, a
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ritual's function, its relationship to hegemonic power, a collective's
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politics and objectives, etc.
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> *"Ritual is a means of performing the way things ought to be in
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> conscious tension to the way things are in such a way that this
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> ritualized perfection is recollected in the ordinary, uncontrolled,
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> course of things. Ritual relies for its power on the fact that it is
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> concerned with quite ordinary activities, that what it describes and
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> displays is, in principle, possible for every occurrence of these
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> acts. But it relies, as well, for its power on the fact that, in
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> actuality, such possibilities cannot be realized.(Smith,1980)* "
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>
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> *"Ideology talks of actions: I shall talk of actions inserted into
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> practices. And I shall point out that these practices are governed by
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> rituals in which these practices are inscribed, within the material
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> existence of an ideological apparatus(\...)Ideas have disappeared as
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> such to the precise extend that it has emerged that their existence is
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> inscribed in the actions of practices governed by rituals defined in
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> the last instance by an ideological apparatus",(Althusser,1970)*
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Similarly, videogames create worlds. Often, those worlds mirror our own,
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reproducing certain ideals and values as norms through their narrative,
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game play, design. This trimester we explored world-building
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characteristics found both in rituals and videogames. We critically
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considered those worlds, identifying the key points and elements through
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which specific videogames and rituals circulate political, cultural and
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social values. While this world-building might be interpreted from an
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angle of implicit and explicit bias rooted in hegemonic values, we
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investigated the generative, creative possibilities of such
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characteristics.
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> *"The main task of mass culture is to create, reproduce, and manage
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> particular kinds of subjects --- workers, consumers, individuals,
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> citizens ---required for current conditions. To perpetuate their own
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> existence, mass media must succeed at representing the violent
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> coercion of capitalist systems as natural laws: Of course you have to
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> pay rent to live inside; of course you have to buy food to eat; of
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> course you have to work if you want to survive. The production of a
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> fungible, disposable and migratory working class requires the
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> alienation and atomization of communities into individuals, which
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> involves destroying the village, kinship structures, indigeneity, and
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> many other previous forms of meaning-producing structures, leaving a
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> gap which ideology must fill. While the fundamental structures of
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> domination --- racism, patriarchy, heterosexuality, etc. --- form the
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> bedrock of this ideological apparatus, the complexity of the always
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> expanding and changing capitalist system requires an equally flexible
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> set of subsidiary tools capable of rapidly adjusting ideology en
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> masse. In general, media emerge not to meet the demands or desires of
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> individual users but to accommodate what the predominant mode of
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> production requires.",(Osterweil,2018)*
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Our intention was to look into rituals and their overlap with video
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games as a way to explore \"forbidden\" or otherwise lost knowledge
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erased by oppressive systems (e.g. witch hunts). Understanding games and
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rituals as gateways to alternative ways of relating to Nature, each
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other and (re)production of life, labour, etc, we played together by
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writing fan fiction and spells, developing rituals, analysing and
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creating games together.
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> "S*ims as just social reproduction: some values are certainly given by
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> the game (make money to buy nicer things, progress in your career by
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> doing tasks that improve your skill, charisma is a skill but not
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> kindness) , but also ideology is put into the game by the player. The
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> player chooses what to reproduce and often share in the \"gallery\" or
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> on social media. Community being so important in this game then means
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> that the crux of the social reproduction is happening when the choices
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> you have made in the game are broadcasted. Did you create a
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> heteronormative white thin nuclear family that made a lot of money? or
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> did you choose to play differently?",(Ada)*
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>
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> *"The Communist Party of Second Life (CPSL) aims to be a Marxist,
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> internationalist and revolutionary organization for all communists in
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> Second Life. The CPSL aims to spread understanding of Marxism among SL
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> citizens, to organise support in SL for the class struggle in RL,
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> including all struggles of the working class against imperialism and
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> the bourgeoisie, its state and wars.",(Lydia)*
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>
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> *"The act of the modder's appropriation of the pre-existing game is
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> also similar to Michel de Certeau's cultural 'poaching'.De Certeau's
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> everyday bricolors make do with remixing the privatized spaces and
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> products of consumer society that they find themselves inhabiting and
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> using. Rather than being passive consumers, ordinary people invent
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> varied subversive tactics for stealing back the given of everyday
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> life. De Certeau writes, 'Everyday life invents itself by poaching in
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> countless ways on the property of others'."(Schleiner,2017)*
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Meanwhile, we went through the witch as a magical practicioner, as a
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resisting body, a border figure. Federici presents the witch "as the
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embodiment of a world of female subjects that capitalism had to destroy:
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the heretic, the healer, the disobedient wife, the woman who dared to
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live alone, the obeha woman who poisoned the master's food and inspired
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the slaves to revolt. Behind the witch hunt, she uncovers a joint effort
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by the Church and the state to establish mechanisms of gendered control
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of bodies that immanently resisted newly instituted regimes of
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productive and reproductive work"(Timofeeva,2019).*Meanwhile,
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"sorcerers have always held the anomalous position, at the edge
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of the fields or woods. They haunt the fringes. They are at the
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borderline of the village, or between villages. But sorcerers not only
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exist at the border: as anomalous beings, they are the border itself. In
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other words, the borderline passes through their bodies.",(Deleuze, Guattari,1980)*
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How the understanding of the witchs' hunting that happened a few
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centuries ago in relation with the figure of the witch as marginal,
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rebellion entity can shed light on the contemporary witch-hunting. How
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this knowledge can provide us with tools of empowerment, emancipation,
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resistance and make us reimagine counter-hegemonic practices of
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collective care and healing?
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Console is an oracle; an emotional first aid kit that helps you help
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yourself.
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Console invites you to: open the box and discover ways of healing;
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Console provides shelter for your dreams, memories and worries.
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Face the past and encounter your fortune.
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Console gives you a new vantage point; a set of rituals and practices
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that help you cope and care(of yourself and of the others)
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Console asks everyday questions that give magical answers.
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Console invites you to self reflect, explore your subconscious, spin the
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wheel of fortune (and pick a card), explore what is possible beyond what
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is obvious, guide you into\... \[the future and past\], creates stories
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...
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