diff --git a/web/00-booklet/booklet.html b/web/00-booklet/booklet.html index 4dcaa44..214af52 100644 --- a/web/00-booklet/booklet.html +++ b/web/00-booklet/booklet.html @@ -8,238 +8,176 @@
-:::::{#historyoftarot .has-images}
-What follows is the story of a deck of cards and of all the -more-or-less believable claims that were made about its origin. This -brief history was complied following sources that attempted accurate -historic recalling instead of the most commonly shared semiotic, -occultist story. However, despite all efforts all the found sources -told a convoluted story due to the misinterpretation of age, sources and -authorship common in any ancient text on magic and mysticism (Dummett, -1993). As such, the following text will recall the disproven stories -that were told about the origin of Tarot, some factual sourced material -and a modern description of its usage.
-When we talk about Tarot cards we are talking about a deck of playing -cards composed of ten numeral cards and four court cards(Jack, Knight, -Queen and King) for each of the suits, Swords, Batons, Cups and Coins. -Alongside these more common cards Tarot includes 22 ‘trump’ cards with -allegorical illustrations. The trumps form a sequence, usually numbered -from 1 to 21, with the single card of the Fool being separated (Decker, -Depaulis & Dummett, 1996).
-This specific deck of cards’ history begins at the bottom of a well -in Norther Italy, in the 1440s, where we place its first appearance in -history. From there we can easily find links to the common usage of -these cards in Norther Italy, from Milano to Bologna e Ferrara (Steele, -1900). These cards, initially called Trionfi and then -Tarocchi are thought to have been intended to be used for card -games, regardless of their occasional usage in future-telling (Dummet, -1993). This finding helps us trace a factual beginning of Tarot but -leaves an open question to how these cards gained their place as the -primary tool used in modern occultism and mysticism for cartomancy.
- -While this is where the story began to intricate itself, it can still -be seen that the first wide spread future-telling uses appeared in -France in the 18th century.
-At this point the history of tarot beings to be influenced by what -each fortune teller imagined the history of the cards to be. To fully -disclose this I will first attempt to estimate the most notable -occultists that used the cards and wrote historical notations about -their deviance and then the stories they told about them.
-The first encounter we have between Tarot and magical theory and -practice happens in the Monde primitif, an incredibly long -essay about Tarot cards written in 1781 by Antoine Court de Gébelin. -With this text, the pastor began what would be the endless repository of -arcane esoteric wisdom within Tarot that will follow the cards for -generations (Chisholm, 1911). In this text, Gébeling attributed the -cards’ origin to ancient Egypt, a theory that is to this day shared as -truthful. This belief was based on an erroneous link to “The Book of -Thoth”, an ancient Egyptian text about magic that is believed to have -been spread through Europe by Romani people. This belief was then -substantiated by a similar essay by the by the comte de Mellet(Decker, -). Promptly, a Parisian fortune teller named Jean-Baptiste Alliette, -professionally known as Etteilla, having found these theories, adapted -the esoteric view of the cards to his own uses. He switching his own -practice from traditional French piquet cartomancy to the use of a -self-made Tarot card deck. This deck was based on the previously shared -Hermetic ideologies and was named “The Book of Toth”(same).
- -The next fundamental spin that was given to the cards’ background was -down by Éliphas Levi, another French esotericist. Levi repudiated -Etteilla’s theory and integrated a version of the cards that was closer -to the original to his own Cabalistic magical system. However -historically mistaken was Levi’s understanding of the cards’ travel from -Egypt to Judea into Jewish tradition, it nonetheless revolutionised the -cards in ways that live on till today. His Cabalistic theory about signs -being letter, letters being absolute ideas and absolute ideas being -numbers can be seen in even modern iterations of tarot.
-From here on over, Tarot’s journey speeds up as the cards leave -France and become absorbed into new esoteric movements like -Swedenborgianism, Mesmerism and spiritualism (Decker, Depaulis & -Dummet, 1996).
-Before we make a jump through time to the next biggest relevant -development of Tarot, I will share the last of the three false -widespread theories about the origin of Tarot, the first two being Egypt -and Judaism(despite its influence in modern tarot).
-This last theory is harder to trace back to one esoteric influence, -but nonetheless claims a Chinese origin to the cards. Most likely, this -is due to the similarity with the I Ching, a divination manual from -around 1000 BC. The manual was grounded in cleromancy, the production of -random numbers to predict divine intention. However, there is no -traceable connection between Chinese cleromancy and Tarot divination. -Modern analyses of Chinese Tarot divination draw direct correlation -between Western occultism and Tarot divination, leaving little room to -imagine any direct causation starting from China (Fu, Li, Lee, -2002).
-For the purpose of this recalling but unsurprisingly for those -familiar, the next big step will bring us to the late19th century in -Britain, in the Hermetic Order of the Golden Dawn. The Golden Dawn was a -secret society devoted to occult Hermetic Kabbalah and one of the -largest single influences on Western occultism as a whole (Jenkins, -2000). While the society itself had a wide curriculum, including -astrology, alchemy and geomancy(soil divination), our only concern at -the moment is with their links to Tarot cards.
-In 1909, two mystics and members of the Golden Dawn, A.E. Waite and -Pamela Colman Smith published with the Rider Company a deck of re-made -Tarot cards based on the society’s magic system. These cards, later -known as the Ride-Waite Tarot(Dean, 2015). This deck was based on the -Sola Busca deck, with symbolism being taken from Levi’s descriptions and -Egyptian and Christian symbolism. This deck has become the paradigm and -touchstone through which modern occultists think of Tarot. Between the -distribution of this deck and the use of the cards in the Golden Dawn, -it became axiomatic among followers many traditions of mysticism that -the Tarot is an essential component of any occult science.
- -Nowadays, Tarot is emblematic and incredibly wide spread as the most -common future-telling method and device. Thousands and thousands of -different formats exist, often falling under the category of Oracle -cards and as such not having the clear formatting rules of Tarot but -still implicating divination and self-reflection through the -interpretation of allegorical illustration.
-Co-published by Experimental Publishing, Willem de Kooning Academie, +Wijnhaven 61, Rotterdam and Page Not Found Space for publishing as +artistic practice Boekhorststraat 126-128, 2512 CL Den Haag
+This publication is a free publication: you can redistribute it +and/or modify it under the terms of the SIXX License as published by +XPUB, either version 1 of the SIXX License, or any later version.
+This publication is distributed in the hope that it will be +useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty +of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+See the SIXX License for more details. You should have received a copy of the SIXX License along with this publication. If not, see <https//issue.xpub.nl/20/license/>
+Permission is hereby granted, free of charge, to any person obtaining +a copy of this publication to use, publish, or distribute copies and to +permit persons to whom the publication is furnished to do so.
+Any other use, including modifying, adapting, reverse engineering, +decompiling, or disassembling, is permitted under the +delineated terms.
+XPUB is the Master of Arts in Fine Art and Design: Experimental +Publishing of the Piet Zwart Institute. XPUB focuses on the acts of +making things public and creating publics in the age of post-digital +networks. Find out more at xpub.nl
+XPUB is the Master of Arts in Fine Art and Design: Experimental +Publishing of the Piet Zwart Institute. XPUB focuses on the acts of +making things public and creating publics in the age of post-digital +networks. Find out more at xpub.nl
+#CONSOLE
+####xpub special issue xx
+Console is an oracle; an emotional first aid kit that helps you help +yourself. Console invites you to open the box and discover ways of +healing; Console provides shelter for your dreams, memories and worries. +Face the past and encounter your fortune. Console gives you a new +vantage point; a set of rituals and practices that help you cope and +care; Console asks everyday questions that give magical answers. Are you +ready to play?
+##<3 this publication made possible thanks to:
+Lídia Pereira (ed.) Artemis Gryllaki (ed.) Manetta Berends Joseph +Knierzinger Steve Rushton Leslie Robbins Michael Murtaugh Sébastien Tien +and the Page Not Found team Anna M. Szaflarski Paul DD Smith Shana +Moulton Bérénice Serra The Sun is its father The Moon its mother The +Wind hath carried it in its belly The Earth is its nurse
+#Table of contents
+My text-adventure game was (first and foremost a struggle and) an -attempt to dive a little bit into the world of python and deal -peacefully with the potential trauma of coding. The first unsuccessful -try started by making a map on paper with all the possible rooms, -corridors, spaces and the potential inputs of the player. It was proved -to be a too ambitious plan though. So this was the time when the -super(de)construction game was born! My intention was to make a fan -fiction text adventure game(!) of the marxist superstructure theory. -There are three basic rooms where the player can navigate : the -Base-ment, the Apparatus and the Megaroom. People can grab specific -“objects” from each room and check their inventory (for example you can -have unpaidlabour, church, mostlywhitemen from base-ment, apparatus and -megaroom respectively in the same bag!). The aim of the game is to -accumulate enough points in order to bring eventually the revolution and -win. The fermentation and the radicalization happen only in the -base-ment. Will you be part of the revolutionary class?
+:::::
-Unless otherwise stated, all photography and illustrations in this -publication are created by the same authors as the text. That which is -below is like that which is above and that which is above is like that -which is below, to do the miracle of one only thing.
-This book was created with the help of a collection of not-so-small -and extremely sharp open source tools, to name a few; paged.js, pandoc, -pdfimpose, pdftk, and our darling demon inkscape. So was the world -created. From this are and do come admirable adaptations where of the -means is here in this.
-###Printing and Binding Just lil old us.
-Work Sans by Wei Huang. Consolation by us.
-That which I have said of the operation of the Sun is accomplished -and ended.
-:::::
-rituals_archive will go here
-Introduction
-The last trimester was an attempt to understand the notions of games -and rituals. Instead of introduction we will try to unravel this -mysterious journey as well as keep questioning and collaging.
-We mapped the common characteristics and the differences between the
-latter in relation to ideology and counter-hegemony. We practiced,
-performed, annotated rituals that were connected (or not) with our
-cultural backgrounds while we questioned the magic circle. We dived into
-the worlds of text adventure games and clicking games while drinking
-coffee and talked about class, base, superstructure, (counter)hegemony,
-ideology, materialism. We discussed about how games and rituals can
-function as reproductive technologies of the culture industries. We
-annotated games- focusing on the role of ideology and social
-reproduction. We reinterpreted bits of the world and created stories
-with it (modding, fiction, narrative) while focusing on community,
+ #Introduction This Special Issue has been an attempt to understand the notions of
+games and rituals. Instead of an introduction, we will try to unravel
+this mysterious journey as well as keep questioning and collaging. We mapped the common characteristics and the differences between
+games and rituals in relation to ideology and counter-hegemony. We
+practiced, performed, annotated rituals that were connected (or not)
+with our cultural backgrounds while we questioned the magic circle. We
+dived into the worlds of text adventure games and clicking games while
+drinking coffee and talked about class, base, superstructure,
+(counter)hegemony, ideology, materialism. We discussed how games and
+rituals can function as reproductive technologies of the culture
+industries. We annotated games, focusing on the role of ideology and
+social reproduction. We reinterpreted bits of the world and created
+stories from it (modding, fiction, narrative) with a focus on community,
interaction, relationships, grief and healing. The eventual product of this process is a console, a magical object,
-a wooden container, a promising healing. How the unpacking of notions of
-games, rituals, ideology, superstructure in relation to the
-witch-hunting can become the midwiferies of a healing box? How practices
-of heal and care can work as counter-hegemonic acts that can cure and
-liberate our souls and bodies from patriarchical and capitalistic
-fetters? We didn’t manage to provide you with comprehensive and solid answers
-or conclusive statements. The truth is that this wasn’t our plan. Our
+ The eventual outcome of this process is a console, a magical object,
+a wooden container, a promise of healing. How can the unpacking of
+games, rituals, ideology and superstructure in relation to witch hunting
+become the midwiferies of a healing box? How can practices of healing
+and care work as counter-hegemonic acts that can cure and liberate our
+souls and bodies from patriarchical and capitalistic fetters? We didn’t manage to provide you with comprehensive answers or
+conclusive statements. The truth is that this wasn’t our plan. Our
intention was to create openings for debate or even conflict, to map a
territory, to invite those who would like to join us. “What if you are playing tetris and the tetris gods give you
something apart from the usual seven tetrominoes, like an unexpected
-pregnancy or the end of capitalism?”,(Steven) Starting with rituals we can claim that they can be understood as
+ Starting with rituals, we claim that they can be understood as
instruments in the struggle for the exercise of power. Organized by
repetition, they (re)connect the individual to the collective,
creating a vision towards a given perception of society. Participation
-in this creative act is determined by several factors, for example, a
-ritual’s function, its relationship to hegemonic power, a collective’s
-politics and objectives, etc. *“Ritual is a means of performing the way things ought to be in
+ “Ritual is a means of performing the way things ought to be in
conscious tension to the way things are in such a way that this
ritualized perfection is recollected in the ordinary, uncontrolled,
course of things. Ritual relies for its power on the fact that it is
concerned with quite ordinary activities, that what it describes and
displays is, in principle, possible for every occurrence of these acts.
But it relies, as well, for its power on the fact that, in actuality,
-such possibilities cannot be realized.(Smith,1980)*” “Ideology talks of actions: I shall talk of actions inserted into
practices. And I shall point out that these practices are governed by
rituals in which these practices are inscribed, within the material
-existence of an ideological apparatus(...)Ideas have disappeared as such
+existence of an ideological apparatus(…)Ideas have disappeared as such
to the precise extend that it has emerged that their existence is
inscribed in the actions of practices governed by rituals defined in the
-last instance by an ideological apparatus”,(Althusser,1970) Similarly, videogames create worlds. Often, those worlds mirror our
own, reproducing certain ideals and values as norms through their
@@ -254,7 +192,7 @@ characteristics. “The main task of mass culture is to create, reproduce, and
manage particular kinds of subjects — workers, consumers, individuals,
-citizens —required for current conditions. To perpetuate their own
+citizens — required for current conditions. To perpetuate their own
existence, mass media must succeed at representing the violent coercion
of capitalist systems as natural laws: Of course you have to pay rent to
live inside; of course you have to buy food to eat; of course you have
@@ -269,40 +207,44 @@ the complexity of the always expanding and changing capitalist system
requires an equally flexible set of subsidiary tools capable of rapidly
adjusting ideology en masse. In general, media emerge not to meet the
demands or desires of individual users but to accommodate what the
-predominant mode of production requires.”,(Osterweil,2018) Our intention was to look into rituals and their overlap with video
-games as a way to explore "forbidden" or otherwise lost knowledge erased
+games as a way to explore “forbidden” or otherwise lost knowledge erased
by oppressive systems (e.g. witch hunts). Understanding games and
rituals as gateways to alternative ways of relating to Nature, each
other and (re)production of life, labour, etc, we played together by
writing fan fiction and spells, developing rituals, analysing and
creating games together. “Sims as just social reproduction: some values are certainly
-given by the game (make money to buy nicer things, progress in your
-career by doing tasks that improve your skill, charisma is a skill but
-not kindness) , but also ideology is put into the game by the player.
-The player chooses what to reproduce and often share in the "gallery" or
-on social media. Community being so important in this game then means
-that the crux of the social reproduction is happening when the choices
-you have made in the game are broadcasted. Did you create a
-heteronormative white thin nuclear family that made a lot of money? or
-did you choose to play differently?“,(Ada) “Sims as social reproduction: some values are certainly given by
+the game (make money to buy nicer things, progress in your career by
+doing tasks that improve your skill, charisma is a skill but not
+kindness) , but also ideology is put into the game by the player. The
+player chooses what to reproduce and often share in the “gallery” or on
+social media. Community being so important in this game then means that
+the crux of the social reproduction is happening when the choices you
+have made in the game are broadcasted. Did you create a heteronormative
+white thin nuclear family that made a lot of money? Or did you choose to
+play differently?” (Ada) “The Communist Party of Second Life (CPSL) aims to be a Marxist,
internationalist and revolutionary organization for all communists in
Second Life. The CPSL aims to spread understanding of Marxism among SL
citizens, to organise support in SL for the class struggle in RL,
including all struggles of the working class against imperialism and the
-bourgeoisie, its state and wars.”,(Lydia) “The act of the modder’s appropriation of the pre-existing game
-is also similar to Michel de Certeau’s cultural ‘poaching’.De Certeau’s
+is also similar to Michel de Certeau’s cultural ‘poaching’. De Certeau’s
everyday bricolors make do with remixing the privatized spaces and
products of consumer society that they find themselves inhabiting and
using. Rather than being passive consumers, ordinary people invent
varied subversive tactics for stealing back the given of everyday life.
De Certeau writes, ‘Everyday life invents itself by poaching in
-countless ways on the property of others’.”(Schleiner,2017) Meanwhile, we went through the witch as a magical practicioner, as a
resisting body, a border figure. “Federici presents the witch”as the
@@ -312,686 +254,51 @@ live alone, the obeha woman who poisoned the master’s food and inspired
the slaves to revolt.” Behind the witch hunt, she uncovers a joint
effort by the Church and the state to establish mechanisms of gendered
control of bodies that immanently resisted newly instituted regimes of
-productive and reproductive work”(Timofeeva,2019). “Sorcerers have always held the anomalous position, at the edge
of the fields or woods. They haunt the fringes. They are at the
borderline of the village, or between villages. But sorcerers not only
exist at the border: as anomalous beings, they are the border itself. In
-other words, the borderline passes through their bodies.”,(Deleuze,
+other words, the borderline passes through their bodies.” (Deleuze,
Guattari,1980) How the understanding of the witchs’ hunting that happened a few
-centuries ago in relation with the figure of the witch as marginal,
-rebellion entity can shed light on the contemporary witch-hunting. How
-this knowledge can provide us with tools of empowerment, emancipation,
-resistance and make us reimagine counter-hegemonic practices of
-collective care and healing? How does the understanding of the hunting of the witches that
+happened a few centuries ago in relation to the figure of the witch as
+marginal, rebellious entity shed light on the contemporary
+witch-hunting? How does this knowledge provide us with tools of
+empowerment, emancipation and resistance, and make us reimagine
+counter-hegemonic practices of collective care and healing? Console is an oracle; an emotional first aid kit that helps you help
yourself. Console invites you to: open the box and discover ways of
-healing; Console invites you to open the box and discover ways of healing; Console provides shelter for your dreams, memories and worries. Face the past and encounter your fortune. Console gives you a new vantage point; a set of rituals and practices
-that help you cope and care(of yourself and of the others) Console asks everyday questions that give magical answers. Console invites you to self reflect, explore your subconscious, spin
-the wheel of fortune (and pick a card), explore what is possible beyond
-what is obvious, guide you into... [the future and past], creates
-stories … ::::: They who dream of drinking wine may weep when morning comes; they
-who dream of weeping may in the morning go off to hunt. While they are
-dreaming they do not know it is a dream, and in their dream they may
-even try to interpret a dream. Only after they wake do they know it was
-a dream. And someday there will be a great awakening when we know that
-this is all a great dream. And when I say you are dreaming, I am dreaming, too. Zhuàngzi 莊子 Have you ever woken up feeling like there is a word, at the tip of
-your tongue, in a language you don’t quite understand? It’s the same feeling you may have felt when a dream has left too
-quickly once you woke up, like a regretful lover. You grasped and
-reached but it was gone and you have forgotten something so
-fundamentally important that your stomach has caved into itself. This deck of oracle cards invites you to go back into that cave, that
-pit, to the start of that word. Tarot and oracle cards are always tools
-for self-exploration, but the Oracolotto will guide you to explore
-deeper, into the subconscious realm of your dreams. Oracolotto includes twenty-one cards and one guidebook. The cards
-follow the paved journey of Tarot’s major arcana, but do not be fooled
-by the numbers, as they will not give you insight into the path. You do
-not need any previous knowledge to use these cards, only the ability to
-dream and a soul, yours or other. The Oracolotto cards present illustrations of collective dream
-archetypes, as delineated by Neapolitan tradition. While the cards
-symbolically follow the traditional Tarot journey from the fool to the
-world(minus the Emperor), they are based on the Neapolitan art form of
-the Smorfia, intended not as the grimace but the dream interpretation
-method. The Smorfia is an ancient art form in which symbols and archetypes
-from a person’s dreams are analysed and converted into numbers. To use
-the Smorfia, one would thus recall every event, person and object that
-appeared in their dream, and then use the extensive list of dream
-archetypes to find the associated numbers. This may be used to find out
-the meaning of your dreams or, most commonly, to find numbers to play
-the lottery (Ricciardone, 1987; Zezza, 1835). In this case however, the archetypes were used as a story telling
-device, an exploration tool for imagination and self-discovery. You may
-chose to use these cards in the two ways I have imagined, or create your
-own. There is a possibility, that you have read thus far because you wish
-to remember your dreams and connect to your subconscious, but feel like
-you cannot. You may almost never recall your dreams or think that they
-are random. If this is your case, I recommend that you use the
-Oracolotto in the first way I have described, as the subconscious seeps
-into our daily thoughts and feelings anyways. The deck may help you find
-these patterns. You may also choose your own path, disregard what I said and make
-your own game, read old or future dreams or even play the lottery. The
-tools are now in your hands. ::::: The Wheel of Fortune (not to be mistaken with the tarot card) is a
-tool for self-inquiry that you, dear reader, can engage in a daily,
-weekly or any frequency that suits you best. Beware, the game can be
-played individually or in small groups. The main components of the game are a virtual spinning wheel,
-accessible via this link here https://issue.xpub.nl/20/wheel, a deck of
-20 photo slides, a notebook, and a pen(cil) to store the potential
-insights you might find for yourself. To start the exercise, you need to visit the website on their devices
-and spin the virtual wheel. The Wheel of Fortune spins for quite some
-time, and then it gives you a random question. Take these questions as
-an invitation to an explorative conversation with yourself. The list of
-404 questions is carefully collected, modified (where needed) and
-presented to you through a random web generator. Psychotherapists,
-philosophers, writers, and students from XPUB 2023 are among the authors
-of this long list of sentences ending with “?”. Another collection that can help you delve deeper into your inner
-world is a deck of photo slides. Hopefully, these captured memories of
-other people, paired with a random question on the screen, would evoke
-new emotions or prompt you to imagine possible futures. The use of collective resources in this piece highlights the power of
-collaboration in creating works that encourage people to engage in
-self-reflection and introspection, making it a valuable addition to any
-art publication that explores the human experience. The use of collective resources in this piece highlights the power of
-collaboration in creating works that encourage people to engage in
-self-reflection and introspection. As such, it may contribute to any art
-publication exploring the human experience. Courtesy to: Casey Horner (https://unsplash.com/@mischievous_penguins) Reference list: “The Myth of Normal. Trauma, Illness, & Healing
-in a Toxic Culture’, by Dr Gabor Maté Nadia Piet and Sandra Reeb-Gruber,
-https://nadiapiet.com/know-thyself/ The School of Life WNRS, We’re Not
-Really Strangers Excerpt from the 404 Questionnaire: What do you want? Why do you do
-what you do each day? What do you think you’re here for? What are you
-doing with this day, today? What are you searching for? What are you
-looking at? Have you learned something new today? This week? What
-filters would you apply to your mood right now if it was an analogue
-film frame? Is this what you really want to do or it is your way of
-delaying your realisation? What would your day look like if you were a
-pirate? If you could be any animal for a day, which one would you choose
-and why? If you could be any animal for a day, how would you experience
-the world differently? Do you speak horse language? (wild question) If
-you were Kim, who would that person be? (wild question) What does your
-body need today? What does your mind need today? What does your soul
-need today? If your life was a treasure hunt, what would you be
-searching for? What is your personality? What would a person that loves
-you tell you if know you’re suffering? If you were in search of a new
-identity, what clues would you need to find it? If you could see the
-world through the eyes of any animal, which one would you choose and
-why? If you were a pirate, what kind of treasure would you be searching
-for? If you were a pirate, what obstacles would you face on your
-journey? If you owned a boat, to which destination you would go first
-and why? Think of your favourite food. How does it make you feel when
-looking at it? And when eating it? What is one “yes” that you’ve been
-ignoring lately? What advice would you give to someone else who is
-experiencing loss? What emotions have you been experiencing lately? How
-has my relationship with others changed in the last 5 years? How have my
-thoughts and beliefs about life and death changed in the last 5 years?
-What positive memories can you hold on to about a person you’ve lost?
-What activities or hobbies bring me comfort in times of grief? How can
-you take care of yourself during difficult times? What were the 6 things
-you wanted to be when you were a kid? What is time? How can you describe
-it? What is beauty? How can you describe it? What is happiness? How can
-you describe it? What is love? How can you describe it? What is faith?
-How can you describe it? What is hope? How can you describe it? What is
-fear? How can you describe it? What is play? How can you describe it?
-What is a ritual? How can you describe it? What is a game? How can you
-describe it? How does your body feel when you are in pain? How does your
-body feel when you are in love? How does your body feel when you are
-anxious? Do you talk negatively to yourself? Are you mean to yourself?
-If yes, why? If not, also why? Think of all your past partners. What are
-some qualities and traits they had in common? Is sex usually the best
-aspect of a relationship or the worst for you? What do your friends say
-about your partners? Did you ever have any kind of unwanted touch from a
-friend, a partner or a family member? Did you ever have any kind of
-unwanted touch from a stranger? What does sex mean for you? How does sex
-make you feel? What words, metaphors or images do you associate with
-sex? What is your attitude towards your body? Do you have any tendencies
-for self-sabotage, procrastination or self-doubt? Have you tried to get
-advice, help or guidance from professionals? Do you sometimes feel like
-a victim? How much sex is normal for you? Were your first sexual
-experiences positive or negative? How did you learn about sexuality?
-What are your values around sexuality? What losses have you experienced
-in your life, and how have you coped with them in the past? What
-self-care practices can you incorporate into your daily routine to help
-you cope with grief? What self-care practices can you incorporate into
-your daily routine to help you cope with anxiety? What new perspectives
-have you gained about life as a result of loss in the past? What
-triggers your feelings of grief, and how can you manage them when they
-arise? How has your sense of identity been affected by a loss? How can
-you stay connected to someone you lost even though they are no longer
-physically present? What role does forgiveness play in your healing
-process after experiencing loss? What can you do to take care of your
-physical health during times of grieving? How can you create a support
-network that will help you through difficult times? What have your
-friends taught you about friendship? What have your friends taught you
-about life? What have your friends taught you about love? What have your
-parents taught you about friendship? What ideas have changed your life?
-What subconscious behaviours are keeping you from the life you want? In
-which direction has your life expanded in the last five years? Are you
-afraid of being who you truly are? Have you adapted to a certain way of
-thinking? Do you suppress your feelings? Have your thoughts been chosen
-for you? Who do you trust? Why? Have you forced yourself to forget
-something painful? What is art for? i deleted it woops. i want to write a paragraph about my mindfulness
-game here. Following the discussions we had about the texts ‘Notes on
-Deconstructing The Popular’ by Stuart Hall and ‘Game Modding: Cross-Over
-Mutation and Unwelcome Gifts’ from The Player’s Power to Change the Game
-by Anne-Marie Schleiner, we split into groups and started dissecting the
-ideology behind games some of us have played as children. To do that, we
-utilised several prompts to help us examine the ideology that two
-popular video games enforce through their narrative and gameplay. The
-list of questions we needed to answer while playing the game includes:
-What are the win conditions? If the game is quest based, what types of
-quests are you asked to complete? What is the gameplay? What is the
-narrative? How much space is there for alternative ways of playing this
-game? What is missing? What type of relationships are you allowed to
-form? What is the role of non-player characters? What are the
-requirements for surviving the game? Which behaviours are rewarded? What
-real-world values are reproduced in the game you are playing? How are
-you situated in the hierarchy of the game? What change in status is
-promised? What are you being trained for? What fantasies are lived out
-or explored? Our team, Irmak, Ada and Boyana, worked on the famous Papa Louie:
-When Pizzas Attack. Soon after we started investigating the game, its
-elements and modifications, we discovered that other people already have
-done numerous fan fiction about it. We were bewitched by this the
-multitude of stories fans have written and the really good memes they
-have created about Papa and his businesses. Yes, plural. Freezeria.
-Sushiria. Donuteria. Burgeria. PanCakeria. CupCakeria. Taco Mia. You
-name it. After spending some time analysing the ideology behind the game, we
-discovered a few elements that reinforce the capitalist narrative, such
-as the need to fight to survive and collect coins to purchase weapons.
-In response, we decided to create a new version of the game with a
-storyline that focuses on healing and coping with grief and loss, rather
-than violence. Also, to link the new storyline to SI20’s topic we felt
-like adding somehow ritualistic elements as actions during the
-gameplay. What we decided to change was the topic, purpose and outcome of the
-game. Papa no longer fights to save his customers, but he deals with his
-own loss and grief over what happened. Our version is promoting rest and
-rituals for healing instead of revenge-seeking, violence and toxic
-pizzeria culture. We started by putting some keywords and suggestions on a blackboard
-about “How To Cope With Grief” and “How to Use Rituals and Ceremonies to
-Overcome Grief” to define what Papa Louie lost and what rituals could
-help him heal. We also liked the idea of making a comic-like storyboard that
-visualises the new narrative for Papa Louie’s Ghosteria. To create a few
-scenes depicting some of the 5 levels we outlined earlier, we used an
-app called Papa Louie Pals. The images turned out pretty nice! Playing
-around with the app was fun mainly because it allowed us to materialise
-our idea in just a couple of hours. The gameplay revolves around things Papa lost and the needs he needs
-to fulfil. Different types of losses are organised into five levels of
-the game: 1. loss of safety (innocence, physical safety) 2. loss of
-community (clients, belonging) 3. loss of future (hope, dreams) 4. loss
-of identity (dignity, making things himself) 5. loss of labour (money,
-time, effort, pizza) To cope with grief, Papa Louie performs various rituals to unlock a
-new stage in his grieving process and heal from that loss. Rituals are
-the actions players need to execute at each level. And so our story goes like this: The Onion ring mafia kidnapped Papà
-Louie’s clients, and he lost his Pizzeria. However, along with this
-external change, he lost his identity as a pizza owner/maker. He is full
-of grief and seeks ways to cope with grief and ease himself. He tries
-different rituals throughout this process, builds his new identity and
-overcomes his troubles. *** For 8 weeks, students from XPUB prepared a ritual to perform at
+the top of Monday morning class. We explored cultural rituals such as
+the birthday cake and coffee-ground reading, but also more personal
+rituals such as ‘going to sleep’ rituals, a personal hard-drive
+purification, and the creation of worry-dolls.*** Performed by… Artemis and Lídia Artemis and Lídia introduced us to Monday Morning Rituals on the
+first cold, dark, wintery Monday morning. We shared cookies with tea as
+a way to open up the semester and get to know each other. The ritual of
+a hot drink and cookies is well-known around the world as a moment of
+gathering, peace, gossip, and self-care. Performed by… Aglaia For Aglaia’s ritual, we sat in a circle while the coffee was being
+prepared by the ancient Stove priestess who was placed in the middle.
+When it was done, it was served to the participants in special coffee
+cups. We drank our coffee while gossiping and eating cookies. When
+everybody was done, we swirled the cup counter-clockwise 3 times and
+turned the coffee cup upside down over the cup’s saucer. We waited
+patiently for 5 minutes for the fortune to be prepared. Everybody had to
+tell the Fortune of the person sitting on their left side by reading the
+coffee grounds until the circle was done. Performed by… Stephen Stephen prepared a few zines with instructions to conduct a
+ceremonial cleansing of not only our browser history and cookies but
+also our trash cans/recycle bins. All operating systems were welcome.
+The zine was a reminder to ‘clean’ messy space up (for yourself) and was
+written in such a way that instructed us to recite sentences at the same
+time, with one person leading the group – a play on the magic
+circle. Performed by… Boyana To celebrate Agalaia’s birthday, Boyana baked a cake and Ada made
+jellies. We sat in a circle, gathering around the cake. The person who
+had their birthday most recently sliced the cake, and we took turns to
+wish them our blessings. After going through a round, we ate
+together. Performed by… Ada For Ada’s ritual, Ada brought in a deck of tarot cards to read the
+fortune of the Special Issue you are holding in your hands right
+now. Her text made us laugh, and we have chosen to include it in full: “The priestess Ada will start the ritual by playing the ceremonial
+music on the sacred Spotify. Candles shall be turned on. Then three
+human sacrifices will be selected amongst the group through a collective
+decision. The three sacrificial people will then select three cards from
+either of the two decks given by the priestess. While they do so, they
+must think of the special issue. The priestess will then interpret the
+cards and together we shall rejoice in having found out our Special
+Issue’s future.” Performed by… Cara Cara’s ritual is related to her history of having a hard time falling
+asleep at night. Over the years, she has found that music - especially
+quiet music with the sound of nature (field recordings) – really helps
+her fall asleep. She DJs outside of class and plays a lot of ambient,
+narrative DJ sets. For her ritual, she played a sound piece she had made
+of field recordings around Rotterdam (the sound of water lapping against
+a water taxi, the sound of wind, the sound of rain) and read out a poem
+about sleeplessness from a collection of literature about the Night. The
+ritual was meant to lull everyone to a moment of peace. Performed by… Irmak Irmak’s ritual was about how to ease our worries. We wrote down our
+worries on a pink piece of paper and shared them with a handmade doll
+that Irmak brought. These dolls are called Worry dolls (also called
+trouble dolls; in Spanish, Muñeca quitapena) and originate from
+Guatemala. There is one in each box of our special issue. Self-published by Experimental Publishing, Willem de Kooning
-Academie, Wijnhaven 61, Rotterdam Copyright © 2023 TBC XPUB is the Master of Arts in Fine Art and Design: Experimental
-Publishing of the Piet Zwart Institute. XPUB focuses on the acts of
-making things public and creating publics in the age of post-digital
-networks. Find out more at xpub.nl #CONSOLE ####xpub special issue xx Console is an oracle; an emotional first aid kit that helps you help
-yourself. Console invites you to open the box and discover ways of
-healing; Console provides shelter for your dreams, memories and worries.
-Face the past and encounter your fortune. Console gives you a new
-vantage point; a set of rituals and practices that help you cope and
-care; Console asks everyday questions that give magical answers. Are you
-ready to play? ##<3 this publication made possible thanks to Lídia Pereira Artemis Gryllaki Manetta Berends Joseph Knierzinger
-Steve Rushton Leslie Robbins Michael Murtaugh Sébastien Tien and Page
-Not Found Anna Szaflarski Shana Moulton Bérénice Serra The Sun is its
-father The moon its mother The wind hath carried it in its belly The
-earth is its nurse #Table of contents Console: “Welcome, my dear! This exercise is all about healing, about
-reconnecting with what is essential and authentic within yourself. By
-understanding the true nature of our suffering, we can evoke compassion
-for ourselves as we move through uncomfortable feelings on the path to
-healing and peace. Prerequisites: Before you begin, there are a few things you will
-need. Firstly, you must have a strong intention to commit to this
-exercise for some time. Secondly, find a quiet room free of
-distractions, and finally, get a notebook and pen. Handwriting will
-engage your mind more actively and profoundly, help you connect with
-yourself, and enable the tracing of your progress over time. I will be guiding you through a series of carefully selected
-questions written by different authors, some are well-known, and others
-will remain unknown. To begin the exercise, spin the Wheel of Fortune
-located at https://issue.xpub.nl/20/wheel. After a few seconds, a
-question will appear on the screen. Then, take a photo slide from the
-deck and try to think of an answer to that question by looking at it and
-the tiny film simultaneously. These photo slides are there to help you dive deeper into your inner
-world. Use them to explore moments in your life that you may not have
-fully processed or understood. As you reflect on these images and answer
-the questions, you may gain new insights and perspectives about yourself
-and your life. Enjoy the journey! Console” What follows is the story of a deck of cards and of all the
+more-or-less believable claims made about its origin. This brief history
+was compiled, following sources that attempted accurate historic
+recalling instead of the most commonly shared semiotic, occultist story.
+However, despite all efforts, the found sources told a convoluted story
+due to the misinterpretation of age, sources and authorship common in
+any ancient text on magic and mysticism (Dummett, 1993). As such, the
+following text will recall the disproven stories that were told about
+the origin of Tarot, some factual sourced material and a modern
+description of its usage. When we talk about Tarot cards we are talking about a deck of playing
+cards composed of ten numeral cards and four court cards (Jack, Knight,
+Queen and King) for each of the suits, Swords, Batons, Cups and Coins.
+Alongside these more common cards, Tarot includes 22 ‘trump’ cards with
+allegorical illustrations. The trumps form a sequence, usually numbered
+from 1 to 21, with the single card of The Fool being separated (Decker,
+Depaulis & Dummett, 1996). This specific deck of cards’ history begins at the bottom of a well
+in 1440’s Northern Italy, where we place its first appearance in
+history. From there we can easily find links to the common usage of
+these cards in Northern Italy; from Milano to Bologna e Ferrara (Steele,
+1900). These cards, initially called Trionfi and then
+Tarocchi are thought to have been intended for card games,
+regardless of their occasional usage in future-telling (Dummet,
+1993). This finding helps us trace a factual beginning of Tarot but
+leaves an open question to how these cards gained their place as the
+primary tool used in modern occultism and mysticism for cartomancy. While this is where the story began to get intricate, it can still be
+seen as the first wide spread future-telling performance appeared in
+France in the 18th century. At this point, the history of tarot began to
+be influenced by what each fortune teller imagined the history of the
+cards to be. To fully disclose this, I will first attempt to estimate
+the most notable occultists that used the cards and wrote historical
+notations about their deviance and then the stories they told about
+them. The first encounter we have between Tarot, magical theory and
+practice happens in the Monde primitif, an incredibly long
+essay about Tarot cards written in 1781 by Antoine Court de Gébelin.
+With this text, the pastor began what would be the endless repository of
+arcane esoteric wisdom within Tarot that will follow the cards for
+generations (Chisholm, 1911). In this text, Gébeling attributed the
+cards’ origin to ancient Egypt, a theory that is to this day, accepted
+as truthful. This belief was based on an erroneous link to “The Book of
+Thoth”, an ancient Egyptian text about magic that is believed to have
+been spread through Europe by Romans. This belief was then substantiated
+with a similar essay by Comte de Mellet (Decker,1993). Promptly, a
+Parisian fortune teller named Jean-Baptiste Alliette, professionally
+known as Etteilla, having found these theories, adapted the esoteric
+view of the cards to his own uses. He switched his own practice from
+traditional French piquet cartomancy to the use of a self-made Tarot
+card deck. This deck was based on the previously shared Hermetic
+ideologies and was named “The Book of Toth”(Decker,1993) The next fundamental spin that was applied to the cards’ background
+was done by Éliphas Levi, another French esoterist. Levi, repudiated
+Etteilla’s theory and integrated a version of the cards that were closer
+to the original than his own Cabalistic magical system. However
+historically mistaken was Levi’s understanding of the cards’ travel from
+Egypt to Judea into Jewish tradition, it nonetheless revolutionized the
+cards in ways that survived till today. His Cabalistic theory about
+signs being letters, letters being absolute ideas and absolute ideas
+being numbers can be seen in even modern iterations of tarot. From here on over, Tarot’s journey speeds up as the cards leave
+France and become absorbed into new esoteric movements like
+Swedenborgianism, Mesmerism and Spiritualism (Decker, Depaulis &
+Dummet, 1996). Before we make a jump through time to the next biggest relevant
+development of Tarot, I will share the last of the three false
+widespread theories about the origin of Tarot, the first two being Egypt
+and Judaism (despite its influence on modern tarot). This last theory is harder to trace back to one esoteric influence,
+but nonetheless claims a Chinese origin to the cards. Most likely, this
+is due to the similarity with the I Ching, a divination manual from
+around 1000 BC. The manual was grounded in cleromancy; the production of
+random numbers to predict divine intention. However, there is no
+traceable connection between Chinese cleromancy and Tarot divination.
+Modern analyses of Chinese Tarot divination draw direct correlation
+between Western occultism and Tarot divination, leaving little room to
+imagine any direct causation starting from China (Fu, Li, Lee,
+2002). For the purpose of this recalling but unsurprisingly for those
+familiar, the next big step will bring us to the late19th century in
+Britain, in the Hermetic Order of the Golden Dawn. The Golden Dawn was a
+secret society devoted to occult Hermetic Kabbalah and one of the
+largest single influences on Western occultism as a whole (Jenkins,
+2000). While the society itself had a wide curriculum including
+astrology, alchemy and geomancy (soil divination); our only concern at
+the moment is with their links to Tarot cards. In 1909, two mystics and
+members of the Golden Dawn, A.E. Waite and Pamela Colman Smith published
+with the Rider Company a deck of re-made Tarot cards based on the
+society’s magic system. These cards, later known as the Ride-Waite Tarot
+(Dean, 2015). This deck was based on the Sola Busca deck, with symbolism
+being taken from Levi’s descriptions and Egyptian and Christian
+symbolism. This deck has become the paradigm and touchstone through
+which modern occultists think of Tarot. Between the distribution of this
+deck and the use of the cards in the Golden Dawn, it became axiomatic
+among followers many traditions of mysticism that the Tarot is an
+essential component of any occult science. Today, Tarot is emblematic and incredibly wide spread as the most
+common future-telling method and device. Tens and thousands of different
+formats exist, often falling under the category of Oracle cards and as
+such not having the clear formatting rules of Tarot but still
+implicating divination and self-reflection through the interpretation of
+allegorical illustration. Some Gossip on gossip Tetris is a game where a single player is encouraged to organise the
-chaos given to them from above, a limited space for play of ten by
-twenty units leads to a limited ability to approach the perfection
-implied by the simple shapes that are encountered in the world (always a
-collection of four squares, in their seven permutations). The harnesses
-of time and gravity make perfection impossible in this world; instead
-the player can only attempt, approach, increase their efficiency. A
-life’s function approaching the limit, there is no way to win, only to
-get higher and higher scores, to live as long as possible through
-increased throughput. Death is inevitable in Tetris, and each passing
-block seems to come faster than the last. Why does it feel like
-everything just keeps getting harder? There are many squares to be organised in tetris, an infinite number
-apparently, but there is only one player organising them. Other people
-can only be seen by this individual in faint ghosts; their high scores
-that are there only to be beaten. And the current player can only hope
-to reach those people through leaving their own mark on the high score
-table. Employee-of-the-month, world’s-best-mom. But maybe there is an
-alternative, a world where there is more to each falling tetromino than
-simply an obstacle to be overcome, a problem to be solved. Maybe there
-is a story behind the fatal pixels, a bigger space than the 10 x 20 grid
-on the screen. Maybe there are humans out there with more to them than
-what they produce. This fanfic takes the form of a series of hand-drawn illustrations
-depicting fantastical tetris pieces, each of which is accompanied by a
-fragment of a story. The cards can be read and arranged in any order,
-intentionally removing the linear and framed limits of the original
-tetris, although the illustration and text on any one card have a
-relationship to eachother of some sort.
-
- Creating a text adventure game is no easy feat, I would say. It takes
-a lot of time, creativity, and trial and error. But the key to a great
-game is putting yourself in the player’s shoes and making sure there are
-plenty of fun twists and turns along the way. For my game, I decided to keep it simple and tell a linear story. I
-used a web engine called Twine (twinery.org, an open-source tool for
-telling interactive, nonlinear stories) to help generate the game’s
-storyline and adapted the script from a Bulgarian fairytale (“The Most
-Precious Fruit”). But things didn’t always go smoothly. When the python
-script started generating the wrong messages for players who strayed
-from the script, I tried to find solutions on StackOverflow, but it was
-all too complicated for me. In the end, the game took me around 6-7 hours to make, including
-writing, coding, mapping, editing, and lots of trial-and-error. It was a
-great learning experience, but it also taught me that game development
-can be tough if you don’t have much coding experience. I had to approach
-it more from a writer’s perspective and figure out the coding later. I learned that game development is an iterative process, and
-sometimes your initial ideas might be more complex than what you end up
-with. It’s all part of the journey. Before starting this project, I had
-no idea text adventure games even existed, but now I’m happy to say I’ve
-made one in just a few weeks. Lastly, I would like to express my
-appreciation for the guidance and support provided by our prototyping
-tutors in the development of these projects. (“The Most Precious Fruit”,
-https://fairytalez.com/the-most-precious-fruit/) :::::{#gossip .has-images} Godsipp (God and sib (akin), godmother or godfather) was in the 12th
+century a word used for both men and women in fables and amongst
+society. The church recognized the word as well. It was used to name
+companions present at childbirth, just like the midwife. Sometimes, it
+was used to mention close friends. It represented the strong ties
+between women, which surpassed their relationship with their husbands.
+Was it witchery that strong and independent women preferred their gossip
+over their husbands? Well, that is something that hasn’t changed since
+the middle ages. “Godsipp” began its journey with nothing but good and emotionally
+strong connotations. Women bloomed and blossomed among each other and
+were autonomous in their existence. Men were never a part of this party
+women were throwing. By the 16th century, as things began to change, the
+traditional meaning lingered on. In 1602, the word was still used to
+signify female friendships. This can be seen in Samuel Rowlands’s
+Tis Merrie When Gossips Meete, a satirical piece describing
+three London women spending hours in a tavern talking about men and
+marriages. It implied that ‘women could create their social networks and
+their own social space’ and stand up to male authority(Federici, 2019).
+Solidarity and friendship amongst women were demeaned and
+female-exclusive parties were banned; women who met in public were
+identified as “witches” and women’s first duty was now to be obedient
+and quiet. The talk about husbands at taverns was too hurtful for the
+sensitive male ego that public, church and the law, forbid women to
+engage in “idle talk”. Centuries past, the sensitive male ego remains
+but now is attacking to mutilate women from many resources including
+cyberbullying, mobbing at the workspace and many more that tie to act
+violently in any sort. Wives who were seen as “scolds” and “witches” were forced under
+sadistic torture with a “scold bridle”. Looking back from today, I can’t
+help but see these sadistic, desperate acts as a meek scream of how men
+couldn’t get even close to satisfying women physically or mentally. If
+they spent some time working on female anatomy rather than these
+horrifying torture methods, we would be living in a different world
+today… Here is an excerpt from a song which portrays women in a tavern.
+These words on ale and wine are an ancient remedy for us to consider
+today when we are out drinking with our “gossips”: “In a 1630s song, Fowre wittie gossips disposed to be merry, a group
+of married women in a tavern debate the merits of ale and wine in
+relation to cost and value. They conclude, ‘If our opinions do not
+faile: / a quart twelve cups [of wine] containeth, / Its cheaper then a
+dozen of ale, / where froth and snuffes remaineth’. (‘Snuffes’ was the
+‘backwash’ left when, as was common, multiple people drank from a single
+vessel.) The wives also point out that the after-effects of drinking
+sack (a Spanish white wine) are much less injurious than those of
+drinking too much ale. In consequence, they will not suffer hangovers
+from drinking all night, as all their husbands are. (McShane,
+2016)” It was in this context that ‘gossip’ turned from a word of friendship
+and affection into a word of denigration and ridicule(Federici,
+2019). So what does coffee have to do with it? Fortune telling over coffee stretches back to the 16th century when
+the beans made it to the Middle East and Ottoman Empire. The reality is
+that in the Ottoman Empire, concubines in Harem were banned from talking
+and “gossiping”. They had a great influence (although not officially
+recognized by men themselves) on sultans and therefore affected the
+political decisions and affairs of the Empire. Out of solidarity, women
+began to perform fortune-telling over the remains of coffee inside and
+outside coffee cups. This way they could talk about their fears and
+inner worlds freely. I can’t help but see the similarity with the
+oppression women went through of gossip. The striking difference is how
+fortune telling over coffee didn’t change its connotation in time.
+Today, it is also an act of solidarity or a chance to “gossip”, one
+might say. “In this painting, an Ottoman woman drinking coffee and her maid
+serving her is depicted. It is known that the painting is from the first
+half of the 18th century. The work of Jean-Baptiste Vanmour, ‘Turkish
+Girl Drinking Coffee on the Sedir’ was based on this Ottoman woman, who
+is the main figure of the painting. The maid, who is positioned on the
+right side of the painting and serves on her knees, is noticed as the
+other interesting side of the painting. The large and ostentatious
+headdress on the head of the Ottoman woman stands out as another element
+that focuses attention on the work. It is also known that the headdress
+in question was inspired by the picture of a serpentine woman in the
+book of the Dutch painter Cornelis de Bruyn, who visited Turkey in the
+17th century.” Whether with gossip or chatting over coffee, women have always found
+a way to express themselves regardless of oppression. These rituals were
+performed by women as an act of sisterhood and out of respect for both
+their inner worlds and each other. It is undeniable that gossip still
+brings people together and that centuries of oppression failed to change
+that. Through the centuries, as the word began to be weaponized against
+women and became a tool to turn against each other, I can’t help but
+wonder how unfair pop culture was to women. In any magazine or TV
+series, anyone can spot a gossip scene with negative consequences or
+aim. A woman is sassy, “bitchy” or evil when she gossips, but why do we
+still let our acts be defined by the misogynistic portrayal of men?
+Today, the word gossip or fortune telling may be used as something you
+wouldn’t want to be a part of because it could harm someone. Let’s
+oppose the negative connotation assigned to this word by men and use it
+as a joyful gathering. Reclaiming gossip and fortune telling as an
+intimate support system, a strong web, is the least we can do to honour
+the women who met at taverns and shared a part of their souls with each
+other. How to make the perfect Turkish coffee and some guides to
+fortune-telling: A couple of months ago, I didn’t even know clicking games existed.
+When I played for the first time, I couldn’t understand why people were
+intrigued enough to devote themselves to clicking, and I still struggle
+to understand it. I wanted to create a clicking game that would
+highlight the act of clicking to the player through the interface of the
+screen. People would see a hand clicking on their screen and then at the
+next stage a person in front of a screen (with a hand clicking) clicking
+etc. My poor java script skills didn’t allow me to realise my initial
+idea, so eventually I came up with really simple version of the
+click_click game. People click on the click button that makes a “click”
+sound. Every time they click, a new button is generated. The aim is to
+click and accumulate bricks. A repetitive performance. You click you
+gain. The game ends when you fill your screen and build a wall out of
+click buttons. Then the screen clears automatically and a small victory
+message appears. What happens when the only function to be performed is
+clicking? Nothing I guess. Creating a text adventure game is no easy feat. It takes a lot of
+time, creativity, trial and error. The key to creating an interesting
+game is putting yourself in the player’s shoes and making sure there are
+plenty of fun twists and turns along the way. I decided to keep my game simple and tell a linear story. I used a
+web engine called Twine (twinery.org, an open-source tool for telling
+interactive, nonlinear stories) to help generate the game’s storyline,
+and I adapted the script from a Bulgarian fairytale (“The Most Precious
+Fruit”). But things didn’t always go smoothly. When the python script
+started generating the wrong messages for players who strayed from the
+script, I tried to find solutions on StackOverflow, but it was all too
+complicated for me. In the end, the game took me around 6-7 hours to make, including
+writing, coding, mapping, editing, and lots of trial-and-error. It was a
+great learning experience, but it also taught me that game development
+can be tough if you don’t have much coding experience. I had to approach
+it more from a writer’s perspective and figure out the coding later. I learned that game development is an iterative process, and
+sometimes your initial ideas might be more complex than what you end up
+with. It’s all part of the journey. Before starting this project, I had
+no idea text adventure games even existed, but now I’m happy to say I’ve
+made one in just a few weeks. Lastly, I would like to express my
+appreciation for the guidance and support provided by our prototyping
+tutors in the development of these projects. (“The Most Precious Fruit”,
+https://fairytalez.com/the-most-precious-fruit/) The future cannot be predicted with certainty, but our current
+understanding in various scientific fields means we can predict some
+far-future events, if only in the broadest outline. These fields include
+astrophysics, particle physics, evolutionary biology, plate tectonics
+and sociology. The far future begins after the end of the current
+millennium, in 3001 CE, which is the start of the 4th millennium, and
+continues until the furthest reaches of future time. This timeline
+includes alternative future events that address unresolved scientific
+questions, and is in fact not six sigma accurate at all. This timeline (based on Wikipedia’s Timeline
+of the Far Future) claims to make accurate predictions far into the
+future at timescales that are difficult to comprehend; beyond our
+lifetimes, beyond the death of the earth, beyond the death of atoms. The
+scientific method claims to have an intense relationship to the material
+world which is “orders of magnitude” more accurate than other ways of
+interacting with and understanding where we are. The scientist often
+pits themself as “against” the fortune-teller, the tarot reader, or the
+mystic, and yet they make even bigger claims about our collective
+future. Is there any way to disprove the scientist’s method in their own
+mind? This web-based game attempts to highlight the uselessness of this
+approach. Sometimes a human can have no effect on the extreme truth that
+science offers, or to put it more usefully, sometimes science has
+nothing to offer humans. This timeline uses scientific and objective
+distance to avoid the most inevitable and obvious event in the future:
+your own death. Death is non-relational: no one can die in one’s place,
+and we cannot understand our own death through the death of others
+(Heidegger, Being and Time, 1962). Just like the scientist, the
+philosopher doesn’t have much to offer solace here. So where do we go to
+talk about death? title: Fortnite author: Stephen While the future cannot be predicted with certainty, present
-understanding in various scientific fields allows for the prediction of
-some far-future events, if only in the broadest outline. These fields
-include astrophysics, particle physics, evolutionary biology, plate
-tectonics and sociology. The far future begins after the current
-millennium comes to an end, starting with the 4th millennium in 3001 CE,
-and continues until the furthest reaches of future time. This timeline
-includes alternative future events that address unresolved scientific
-questions, and is in fact not six sigma accurate at all. This timeline (based on Wikipedia’s Timeline
-of the Far Future) claims to make accurate predictions far into the
-future at timescales that are difficult to comprehend; beyond our
-lifetimes, beyond the death of the earth, beyond the death of atoms. The
-scientific method claims to have an intense relationship to the material
-world which is “orders of magnitude” more accurate than other ways of
-interacting with and understanding where we are. The scientist often
-pits themself as “against” the fortune-teller, the tarot reader, or the
-mystic, and yet they make even bigger claims about our collective
-future. Is there any way to disprove the scientist’s method in their own
-mind? This web-based game attempts to highlight the uselessness of this
-approach. Sometimes a human can have no effect on the extreme truth that
-science offers, or to put it more usefully, sometimes science has
-nothing to offer humans. This timeline uses scientific and objective
-distance to avoid the most inevitable and obvious event in the future:
-your own death. Death is non-relational: no one can die in one’s place,
-and we cannot understand our own death through the death of others
-(Heidegger, Being and Time, 1962). Just like the scientist, the
-philosopher doesn’t have much to offer solace here. So where do we go to
-talk about death? Following a discussion about the texts ‘Notes on Deconstructing The
+Popular’ by Stuart Hall and ‘Game Modding: Cross-Over Mutation and
+Unwelcome Gifts’ from The Player’s Power to Change the Game by
+Anne-Marie Schleiner, we started dissecting the ideology behind the
+games we have played as children. To do that, we utilised several
+prompts to help us examine the ideology that two popular video games
+enforce through their narrative and gameplay. The list of questions we
+needed to answer while playing the game includes: What are the win conditions? If the game is quest based, what types
+of quests are you asked to complete? What is the gameplay? What is the
+narrative? How much space is there for alternative ways of playing this
+game? What is missing? What type of relationships are you allowed to
+form? What is the role of non-player characters? What are the
+requirements for surviving the game? Which behaviours are rewarded? What
+real-world values are reproduced in the game you are playing? How are
+you situated in the hierarchy of the game? What change in status is
+promised? What are you being trained for? What fantasies are lived out
+or explored? Our team, Irmak, Ada and Boyana, worked on the famous Papa Louie:
+When Pizzas Attack. Soon after we started investigating the game, its
+elements and modifications, we discovered that other players had already
+written heaps of fan fiction about it. We were bewitched by the
+multitude of stories fans have written and the really good memes they
+have created about Papa and his businesses. Yes, plural. Papa’s
+Freezeria. Sushiria. Donuteria. Burgeria. PanCakeria. CupCakeria. Taco
+Mia. Taco Mia To Go. You name it. After spending some time analysing the ideology behind the game, we
+discovered a few elements that reinforce a capitalist narrative, such as
+the need to fight to survive and collect coins to purchase weapons. In
+response, we decided to create a new version of the game with a
+storyline that focuses on healing and coping as a response to grief and
+loss, rather than violence. To link the new storyline to SI20’s topic we
+added ritualistic elements as actions during the gameplay. What was changed was the topic, purpose and outcome of the game. Papa
+no longer fought to save his customers, but he dealt with his own loss
+and grief over what happened. Our version promoted rest and rituals for
+healing instead of revenge-seeking, violence and toxic pizzeria
+culture. We started by putting some keywords and suggestions on a blackboard
+about “How To Cope With Grief” and “How to Use Rituals and Ceremonies to
+Overcome Grief” to define what Papa Louie lost and what rituals could
+help him heal. We then made a comic-like storyboard that visualised the new
+narrative for Papa Louie’s Ghosteria. To create a few scenes depicting
+some of the 5 levels we outlined, we used an app called Papa Louie Pals.
+The images turned out pretty nice! Playing around with the app was fun
+mainly because it allowed us to materialise our idea in just a couple of
+hours. The gameplay revolves around things Papa lost and the needs he needs
+to fulfil. Different types of losses are organised into the five levels
+of the game: To cope with grief Papa Louie performed various rituals, each
+unlocking a new stage in his grieving process and healing from that
+loss. Rituals thus are the actions players needed to execute at each
+level. And so our story went like this: The Onion ring mafia kidnapped Papa
+Louie’s clients, and he lost his Pizzeria. However, along with this
+external change, he lost his identity as a pizza owner/maker. He was
+full of grief and seeked ways to cope with grief and ease himself. He
+tried different rituals throughout this process, built his new identity
+and overcame his troubles. ::::: ## Papa Louie’s Text-Adventure Healing Following this comic production, a small text-adventure Pyhton game
+was developed following the same storyline. The game was fundamentally
+an explorative game, in which the player could follow four levels of
+healing. Playing as Papa Louie and helping him heal his shattered soul,
+the player would go in each room and type “take” or “carry” to pick up
+possibilties for healing. The possbilities for each room were: Once one had picked up enough healing chances, the game would end and
+thank you for healing papa. The following picture shows the introductory
+illustration. ::::: title: Peace, Monday Morning Ritual by Cara author: Cara Peace is a mindfulness game Cara created as
+an in-class exercise in creating text adventures in python. The game can
+be broken at any time by saying “I am now at peace”, but will also break
+if you simply type “peace.” Peace works less as a game per-se, and more
+as an exercise in reconnecting to your senses (smell, temperature,
+touch) by imagining oneself in imaginary landscapes. It takes on the
+text-adventure format by asking its players to respond “yes” to continue
+at each step. Here is an excerpt: if yes, then… if yes, then… and so on You can find the game on our website. In The Sims™ 4 some values are certainly given by the game; make
+money to buy nicer things, progress in your career by doing tasks that
+improve your skills, charisma is a skill but not kindness. But also
+ideology is put into the game by the player. The player chooses what to
+reproduce and often share in the “gallery” or on social media. In
+contrast with what has been said by game design theorists in the past
+(Aarseth, 2004), the narrative power and “richness of character” of a
+game like The Sims™ 4 lies precisely in the freedom left open to the
+players. “The positive potential of authorship” come precisely from the
+malleability and user control, once you see that the player is the
+author. Community being so important in this game then means that the
+crux of the social reproduction is happening when the choices you have
+made in the game are broadcasted. Did you create a heteronormative white
+thin nuclear family that made a lot of money? Or did you choose to play
+differently? The development of this community has also led to a strong culture of
+modding or rewriting the game’s actual code to change appearance,
+performance and behavoior.This brings the power of authorship even more
+into the hands of the players and users. In a spirit of respect and love for this community we have published
+Console as downloadable content for The Sims™ 4, find out more on
+issue.xpub.nl/20 The question for me (Irmak) at the beginning was why people feel the
+need to know the future or their oracles that they go on YouTube and
+subscribe to a channel there. Knowing the future made me anxious when
+for many people it is something to look forward to or head towards. For
+Ada, the answer to that question was simple. Everyone needs some clarity
+and a sense of belonging and safety and it’s better and easier to
+believe when told by someone else. The problem we were facing was then
+about, how can a performance so intimate and personal be transferred
+online for thousands to see. Doesn’t that strip the whole act of the
+tarot reading of its authenticity or specificity to you? Once you have
+someone read your tarot online, you are exposed to advertisement and
+capitalism in a very ironic sense. The sole reason you are there is to
+have a peaceful and perhaps sentimental moment with yourself, however,
+you are interrupted by unintended messages. Moving from these discussions, we searched for the answers in the
+comments below certain tarot videos. Many commenters mentioned how their
+life changed after the reading, how their luck came back and their work
+life improved, or how the reading helped them get their life straight.
+This was a community that needed tarot and used it as a remedy. In the
+end, we decided to use some of these comments as the interpretation of
+some cards. The main themes in the comments were luck, love and work. We
+picked three comments for each theme and made tarot cards for them with
+a divination board. We modified the illustrations on existing tarot
+cards and renamed them according to the commenters’ names. The divination board:
+ Part of the dictionary of YouTube Tarot cards:
+ Tetris is a game where a single player is encouraged to organise the
+chaos given to them from above, a limited space for play of ten by
+twenty units leads to a limited ability to approach the perfection
+implied by the simple shapes that are encountered in the world (always a
+collection of four squares, in their seven permutations). The harnesses
+of time and gravity make perfection impossible in this world; instead
+the player can only attempt, approach, increase their efficiency. A
+life’s function approaching the limit, there is no way to win, only to
+get higher and higher scores, to live as long as possible through
+increased throughput. Death is inevitable in Tetris, and each passing
+block seems to come faster than the last. Why does it feel like
+everything just keeps getting harder? There are many squares to be organised in tetris, an infinite number
+apparently, but there is only one player organising them. Other people
+can only be seen by this individual in faint ghosts; their high scores
+that are there only to be beaten. And the current player can only hope
+to reach those people through leaving their own mark on the high score
+table. Employee-of-the-month, world’s-best-mom. But maybe there is an
+alternative, a world where there is more to each falling tetromino than
+simply an obstacle to be overcome, a problem to be solved. Maybe there
+is a story behind the fatal pixels, a bigger space than the 10 x 20 grid
+on the screen. Maybe there are humans out there with more to them than
+what they produce. This fanfic takes the form of a series of hand-drawn illustrations
+depicting fantastical tetris pieces, each of which is accompanied by a
+fragment of a story. The cards can be read and arranged in any order,
+intentionally removing the linear and framed limits of the original
+tetris, although the illustration and text on any one card have a
+relationship to eachother of some sort. :::::{#Super(de)construction .has-images} # Super(de)construction ##
+text adventure game My text-adventure game was (first and foremost a struggle and) an
+attempt to dive a little bit into the world of python and deal
+peacefully with the potential trauma of coding. The first unsuccessful
+try started by making a map on paper with all the possible rooms,
+corridors, spaces and the potential inputs of the player. It was proved
+to be a too ambitious plan though. So this was the time when the
+super(de)construction game was born! My intention was to make a fan
+fiction text adventure game(!) of the marxist superstructure theory.
+There are three basic rooms where the player can navigate : the
+Base-ment, the Apparatus and the Megaroom. People can grab specific
+"objects" from each room and check their inventory (for example you can
+have unpaidlabour, church, mostlywhitemen from base-ment, apparatus and
+megaroom respectively in the same bag!). The aim of the game is to
+accumulate enough points in order to bring eventually the revolution and
+win. The fermentation and the radicalization happen only in the
+base-ment. Will you be part of the revolutionary class? ::::: The Wheel of Fortune (not to be mistaken with the tarot card) is a
+tool for self-inquiry that you, dear reader, can engage in daily, weekly
+or at any frequency that suits you best. Beware: the game can be played
+individually or in small groups. The main components of the game are a virtual spinning wheel,
+accessible at issue.xpub.nl/20/wheel , a deck of 20 photo slides, a
+notebook, and a pen(cil) to store the potential insights you might find
+for yourself. To start the exercise, you need to visit the website and spin the
+virtual wheel. The Wheel of Fortune spins for quite some time, and then
+it gives you a random question. Take these questions as an invitation to
+have an explorative conversation with yourself. The list of 404
+questions is carefully collected, modified (where needed) and presented
+to you through a random web generator. Psychotherapists, philosophers,
+writers, and students from XPUB 2023 are among the authors of this long
+list of sentences ending with “?”. Another collection that can help you delve deeper into your inner
+world is a deck of photo slides. Hopefully, these captured memories of
+other people, paired with a random question on the screen, would evoke
+new emotions or prompt you to imagine possible futures. The use of collective resources in this piece highlights the power of
+collaboration in creating works that encourage people to engage in
+self-reflection and introspection. As such, it may contribute to any art
+publication exploring the human experience. Courtesy to: Casey Horner (https://unsplash.com/@mischievous_penguins) Excerpt from the 404 Questionnaire: What do you want? Why do you do
+what you do each day? What do you think you’re here for? What are you
+doing with this day, today? What are you searching for? What are you
+looking at? Have you learned something new today? This week? What
+filters would you apply to your mood right now if it was an analogue
+film frame? Is this what you really want to do or it is your way of
+delaying your realisation? What would your day look like if you were a
+pirate? If you could be any animal for a day, which one would you choose
+and why? If you could be any animal for a day, how would you experience
+the world differently? Do you speak horse language? (wild question) If
+you were Kim, who would that person be? (wild question) What does your
+body need today? What does your mind need today? What does your soul
+need today? If your life was a treasure hunt, what would you be
+searching for? What is your personality? What would a person that loves
+you tell you if know you’re suffering? If you were in search of a new
+identity, what clues would you need to find it? If you could see the
+world through the eyes of any animal, which one would you choose and
+why? If you were a pirate, what kind of treasure would you be searching
+for? If you were a pirate, what obstacles would you face on your
+journey? If you owned a boat, to which destination you would go first
+and why? Think of your favourite food. How does it make you feel when
+looking at it? And when eating it? What is one “yes” that you’ve been
+ignoring lately? What advice would you give to someone else who is
+experiencing loss? What emotions have you been experiencing lately? How
+has my relationship with others changed in the last 5 years? How have my
+thoughts and beliefs about life and death changed in the last 5 years?
+What positive memories can you hold on to about a person you’ve lost?
+What activities or hobbies bring me comfort in times of grief? How can
+you take care of yourself during difficult times? What were the 6 things
+you wanted to be when you were a kid? What is time? How can you describe
+it? What is beauty? How can you describe it? What is happiness? How can
+you describe it? What is love? How can you describe it? What is faith?
+How can you describe it? What is hope? How can you describe it? What is
+fear? How can you describe it? What is play? How can you describe it?
+What is a ritual? How can you describe it? What is a game? How can you
+describe it? How does your body feel when you are in pain? How does your
+body feel when you are in love? How does your body feel when you are
+anxious? Do you talk negatively to yourself? Are you mean to yourself?
+If yes, why? If not, also why? Think of all your past partners. What are
+some qualities and traits they had in common? Is sex usually the best
+aspect of a relationship or the worst for you? What do your friends say
+about your partners? Did you ever have any kind of unwanted touch from a
+friend, a partner or a family member? Did you ever have any kind of
+unwanted touch from a stranger? What does sex mean for you? How does sex
+make you feel? What words, metaphors or images do you associate with
+sex? What is your attitude towards your body? Do you have any tendencies
+for self-sabotage, procrastination or self-doubt? Have you tried to get
+advice, help or guidance from professionals? Do you sometimes feel like
+a victim? How much sex is normal for you? Were your first sexual
+experiences positive or negative? How did you learn about sexuality?
+What are your values around sexuality? What losses have you experienced
+in your life, and how have you coped with them in the past? What
+self-care practices can you incorporate into your daily routine to help
+you cope with grief? What self-care practices can you incorporate into
+your daily routine to help you cope with anxiety? What new perspectives
+have you gained about life as a result of loss in the past? What
+triggers your feelings of grief, and how can you manage them when they
+arise? How has your sense of identity been affected by a loss? How can
+you stay connected to someone you lost even though they are no longer
+physically present? What role does forgiveness play in your healing
+process after experiencing loss? What can you do to take care of your
+physical health during times of grieving? How can you create a support
+network that will help you through difficult times? What have your
+friends taught you about friendship? What have your friends taught you
+about life? What have your friends taught you about love? What have your
+parents taught you about friendship? What ideas have changed your life?
+What subconscious behaviours are keeping you from the life you want? In
+which direction has your life expanded in the last five years? Are you
+afraid of being who you truly are? Have you adapted to a certain way of
+thinking? Do you suppress your feelings? Have your thoughts been chosen
+for you? Who do you trust? Why? Have you forced yourself to forget
+something painful? What is art for? “Welcome, my dear! This exercise is all about healing, about
+reconnecting with what is essential and authentic within yourself. By
+understanding the true nature of our suffering, we can evoke compassion
+for ourselves as we move through uncomfortable feelings on the path to
+healing and peace. Prerequisites: Before you begin, there are a few things you will
+need. Firstly, you must have a strong intention to commit to this
+exercise for some time. Secondly, find a quiet room free of
+distractions, and finally, get a notebook and pen. Handwriting will
+engage your mind more actively and profoundly, help you connect with
+yourself, and enable the tracing of your progress over time. I will be guiding you through a series of carefully selected
+questions written by different authors, some are well-known, and others
+will remain unknown. To begin the exercise, spin the Wheel of Fortune
+located at issue.xpub.nl/20/wheel After a few seconds, a question will
+appear on the screen. Then, take a photo slide from the deck and hold it
+to the screen. Think about that question by looking at it and the tiny
+film together like friends. If you feel like writing your thoughts, you
+can use the tiny notepad made just for you. These photo slides are there to help you dive deeper into your inner
+world. Use them to explore moments in your life that you may not have
+fully processed or understood. As you reflect on these images and answer
+the questions, you may gain new insights and perspectives about yourself
+and your life. Enjoy the journey! Console” ::::: Those who dream of drinking wine may weep when morning comes;
+those who dream of weeping may in the morning go off to hunt. While they
+are dreaming they do not know it is a dream, and in their dream they may
+even try to interpret a dream. Only after they wake do they know it was
+a dream. And someday there will be a great awakening when we know that
+this is all a great dream. And when I say you are dreaming, I am dreaming, too. Zhuàngzi 莊子 Have you ever woken up feeling like there is a word on the tip of
+your tongue, in a language you don’t quite understand? It’s the feeling you feel when a dream leaves too quickly after you
+wake up, like a regretful lover. You grasp and reach out, but it’s gone
+and you forget something so fundamentally important that your stomach
+caves into itself. This deck of oracle cards invites you to go back into that cave, that
+pit. Back to the start of that word. Tarot and oracle cards are always
+tools for self-exploration, but the Oracolotto invites you to travel
+deep into the subconscious realm of your dreams. Oracolotto includes twenty-one cards and one guidebook. The cards
+follow the paved journey of Tarot’s major arcana, but do not be fooled
+by the numbers – they will not give you insight into the path. You do
+not need prior knowledge to use these cards, only the ability to dream
+and a soul – your own or the soul of another. The Oracolotto cards present illustrations of collective dream
+archetypes, as delineated by Neapolitan tradition. While the cards
+symbolically follow the traditional Tarot journey from the fool to the
+world (minus the Emperor), they are based on the Neapolitan art form of
+the Smorfia, intended not as the grimace but as a method for
+interpreting dreams.[steve notes: I don’t understand ‘grimace’] The Smorfia is an ancient art form in which symbols and archetypes
+from a person’s dreams are analysed and converted into numbers. To use
+the Smorfia, you would recall every event, person and object that
+appeared in your dream, and then use the extensive list of dream
+archetypes to find the associated numbers. This may be used to find the
+meaning of your dreams or, most commonly, to find numbers to play the
+lottery (Ricciardone, 1987; Zezza, 1835). In Oracolotto, the archetypes are used as a storytelling device, an
+exploration tool for imagination and self-discovery. You may choose to
+use these cards in the two ways I have imagined or create your own. If you have read this far, you may want to remember your dreams and
+connect to your subconscious, but feel unable to do so. You may never
+remember your dreams and think that they are random. If this is the
+case, I recommend you use the Oracolotto with the method I first
+describe. As the subconscious seeps into our daily thoughts and
+feelings, the deck will reveal hidden patterns. You may also choose your path, disregard what I said and make your
+own game, read old or future dreams or even play the lottery. The tools
+are in your hands. ::::: ::::: # Fiction Friction ## storytelling tool The Fiction Friction cards are made by two wanderers who spent a fair
+amount of time thinking about healing, witchcraft and (contemporary)
+witch-hunting, rituals, and Tarot culture. This approach can be seen as
+a way to create a ritual or a (personal) journey into a collective
+representation. The cards are carriers of our identities, individual
+past, memory, momentary frictions and fictions. We intended to reclaim
+the tarot reading ritual and reconsider the relation between the given
+card interpretation and the figure of the fortuneteller by reversing it.
+A group of players is invited to explore each card and reimagine its
+meaning as a collective. We are keen to see how similar or completely
+different experiences can be shared and new insights learned through
+each round of exercise. This game serves as a tool that gives to the
+group the possibility to write together, meet, connect, talk about
+unspeakable things, share, interpret or even get into conflict. Each
+card is a starting point, an interface for an opening, a promising
+healing, a collective moment. Fiction Friction is a tool for (hyper)textual conversations on (via)
+abstract/symbolic/surrealistic collage cards. We based our collaging on
+political events that we have experienced or have been part of our
+memories, mythological figures from our cultures, collective memory
+moments, literature that has inspired us, musical references,
+individuals etc. The main components of the game are a deck of
+illustrated cards, dice with different methods of interpretation, an
+empty deck to host the new potential stories along with a a deck of
+questions created by the players. How to play: -One player picks a card from the illustrated card deck along with a
+question card and places them in the middle. The card is the starting
+point of a collective story. -Everyone takes an empty card. -In turns, players write their own interpretation of the collage card
+having in mind the revealed question card that works as a navigator for
+the story. (There is the possibility to use the dice in the process so
+as to specify the method that a player should use to “write”) -At the end of the round a small story will be created out of the
+interpretations of each player. ::::: ::::: Copyright © 2023 XPUB Everyone is permitted to copy and distribute verbatim copies of this
+license document, but changing it is not allowed. The SIXX license is a free, copyleft license for rituals, games,
+books and consolations in any medium, both software and hardware. For the purposes of this paper, licensing is understood as a
+responsibility towards an audience, towards each other and towards other
+people who might want to contribute to, use or amplify any work. The precise terms and conditions for copying, distribution and
+modification follow. 1. Basic Permissions. All rights granted under this License are granted for the term of
+copyright and are irrevocable provided the stated conditions are
+met. This License explicitly affirms your unlimited permission to use any
+software, publication or any ritual or game-related medium. Any output
+from running a covered work is covered by this License only if the
+output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other
+equivalents, as provided by copyright law. You may make, run and propagate covered works that you do not convey,
+without conditions so long as your license otherwise remains in
+force. You may convey covered works to others for the sole purpose of having
+them make modifications exclusively for you, or provide you with
+facilities for running those works, provided that you comply with the
+terms of this License in conveying all material for which you do not
+control copyright. Those thus making or running the covered works for
+you must do so exclusively on your behalf, under your direction and
+control, on terms that prohibit them from making any copies of your
+copyrighted material outside their relationship with you. Conveying under any other circumstances is permitted solely under the
+conditions stated below. Sublicensing is not allowed. 2. Terms for Attribution You may convey a work based on anything under the License, or the
+modifications to produce it from the licensed material, in the form of
+source code under the following, provided that the work also meets all
+of these conditions: 3. Terms for Commercial Use Any work under the License may only be used for commercial purposes,
+intended as used with the purpose of commercial advantage or monetary
+compensation, provided that it meets all the following conditions: e)Use of the license and any product under this license is
+specifically strictly forbidden to any person who falls under the
+umbrella of being one of Ada’s past romantic partners. 1e. In case of usage by any of the prior specified parties, the
+publisher of the License has to be informed. 2e. Permission for the usage of the License or anything covered
+by the license to anybody identifiable upon reasonable suspicion as a
+previous romantic partner of Ada may be granted by Ada alone. *4**. Additional Permissions.* Additional permissions” are terms that supplement the terms of this
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+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law. The following conditions must therefore be additionally met: 4a. The true nature of the license for this document cannot be
+understood through reading alone, but only by entering into harmony with
+the rights-holders of its production and distribution. 5a. To obtain the power to reproduce any document under the SIXX
+license, the product has to be held firmly in front of the body of the
+new rightsholder(s) (henceforth referred to as “the alchemical
+apprentice(s)”, or simply “the apprentice(s)”), who should close their
+eyes. The alchemical apprentice(s) should whisper the statement of
+control silently to themselves seven times or until clarity of mind is
+achieved. Through the objects’ contact with the skin of the
+apprentice(s) during this incantation they will begin to absorb its
+knowledge, in addition to the associated rights and intellectual
+property in the eyes of the effective national jurisdiction. When they
+start to feel an increased level of unity with the secrets of the
+publication, the alchemical apprentice(s) should conceal the publication
+within their garment to return it to their laboratory for further
+investigation. By this means the apprentice(s) shall have the glory of
+the whole world and thereby all obscurity shall fly from them. You intended as License claimer, may place additional permissions on
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+you add to a covered work, you may (if authorized by the copyright
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+additional terms. *5.** Disclaimer of Warranty.* THERE IS NO WARRANTY FOR THIS PUBLICATION, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT
+WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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+THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME
+THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. *6.**. Limitation of Liability.* IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
+CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
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+ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. *7**. Interpretation of Sections 5 and 6.* If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates an
+absolute waiver of all civil liability in connection with the Program,
+unless a warranty or assumption of liability accompanies a copy of the
+Program in return for a fee. END OF TERMS AND CONDITIONS ::::: ::::: Unless otherwise stated, all photography, illustrations and other
+type of visualisations in this publication are created by the same
+authors as the text. That which is below is like that which is above and
+that which is above is like that which is below, to do the miracle of
+one only thing. This book was created with the help of a collection of not-so-small
+and extremely sharp open source tools, to name a few: paged.js, pandoc,
+pdfimpose, pdftk, and our darling demon Inkscape. So was the world
+created. From this are and do come admirable adaptations where the means
+is here in this. ###Printing and Binding Just lil old us. Work Sans by Wei Huang. Consolation by us. That which I have said of the operation of the Sun is accomplished
+and ended. ::::: ::::: Co-published by Experimental Publishing, Willem de Kooning Academie,
+Wijnhaven 61, Rotterdam and Page Not Found Space for publishing as
+artistic practice Boekhorststraat 126-128, 2512 CL Den Haag ####xpub special issue xx Console is an oracle; an emotional first aid kit that helps you help
+yourself. Console invites you to open the box and discover ways of
+healing; Console provides shelter for your dreams, memories and worries.
+Face the past and encounter your fortune. Console gives you a new
+vantage point; a set of rituals and practices that help you cope and
+care; Console asks everyday questions that give magical answers. Are you
+ready to play? ##<3 this publication made possible thanks to: Lídia Pereira (ed.) Artemis Gryllaki (ed.) Manetta Berends Joseph
+Knierzinger Steve Rushton Leslie Robbins Michael Murtaugh Sébastien Tien
+and the Page Not Found team Anna M. Szaflarski Paul DD Smith Shana
+Moulton Bérénice Serra The Sun is its father The Moon its mother The
+Wind hath carried it in its belly The Earth is its nurse Unless otherwise stated, all photography, illustrations and other
+type of visualisations in this publication are created by the same
+authors as the text. That which is below is like that which is above and
+that which is above is like that which is below, to do the miracle of
+one only thing. This book was created with the help of a collection of not-so-small
+and extremely sharp open source tools, to name a few: paged.js, pandoc,
+pdfimpose, pdftk, and our darling demon Inkscape. So was the world
+created. From this are and do come admirable adaptations where the means
+is here in this. ###Printing and Binding Just lil old us. Work Sans by Wei Huang. Consolation by us. That which I have said of the operation of the Sun is accomplished
+and ended. #Table of contentsDocumentation of Games and Rituals, Kick off sessions
+
-
-
+
-
+
+
+✧ Preface
-
-
-Documentation of Monday Morning Rituals
+ Documentation
of Games and Rituals, Kick off sessions
@@ -1038,360 +345,417 @@ also.
alt="Cookies Questions Tea.jpeg" />
The Wheel of Fortune
-a tool for self-inquiry
-Papa Louie’s Ghosteria
-Papa
-Louie’s Ghosteria is a comic-like fan fiction written by Ada, Irmak and
-Boyana.
-History of Tarot
+ Documentation of Monday
+Morning Rituals
+Week 1, January 9th
+2023: Tea and Cookies
+Week 2, January
+16th 2023: Coffee Fortune-Telling
+Week 3,
+January 23rd 2023 Hard Drive Purification
+Week 4, January 30th
+2023: Birthday Cake
+Week
+5, February 6th 2023: Special Issue Prediction Ritual (SIPR)
+Week
+6, February 13th 2023: Guided Meditation (A Nighttime Ritual)
+Week 7, February 20th
+2023: Worry Dolls
+Licencing Information
-The Wheel of Fortune -
-Manual
-Manual
-Some Gossip on gossip
+ An
+hypothesised and randomly factual History of Tarot Cards
+Tetris Fantasies
-Death,
-Geometry and the Structure of the Individual
-Fruitual
-text adventre game
-Holographic Oracle Deck
+ Some
+Gossip on gossip and what coffee has to do with it.
+
+
+
+ click-click
+ Holographic Oracle Deck
‘Crystals
@@ -1450,9 +814,145 @@ alt="Earth" />
Fruitual (fruit + ritual)
+ click-click,
+the clicking game - a matter of accumulation
+clicking game
+Long Time
+ Fruitual
+text adventre game
+Papa Louie’s Ghosteria
+ Long Time
+Six Sigma Fortune Telling
+Sims Mod
+
+
+Sometimes
the world as it is and the world as it could be are devastatingly close
@@ -1494,52 +994,1442 @@ src="fortnite-2.jpg" alt="screenshot from Fortnite" />
Long Time
-Six Sigma Fortune Telling
-Youtube Tarot
+ Papa Louie’s Ghosteria
+Papa
+Louie’s Ghosteria is a comic-like fan fiction written by us.
+
+
+
+1. empty pizzeria: [closure,catharsis, anger]
+2. living room: [connection,understanding,support]
+3. study room: [expression,hope,new experiences]
+4. bedroom: [self-discovery,self-care]
+5. kitchen: [work,nourishment,purpose].
Tetris Fantasies
+
+
+Peace
+
+You are wearing thin cotton. Can you feel the warm ground through the layer
+Can you feel the warmth of the sun on your face?
+The smell of lavender and warm soil is thick in the air.
+The flowers are so full.
+When you just touch them,
+it feels like they burst with beads of lavender oil.
+
+Their nectar is sweet.
+
+The air is clear.
+The sky is blue.
+There are no clouds.
+There is only sun and peace and lavender.
-
Super(de)construction
+ The Player is the Author
+The Wheel of Fortune
+ YouTube Tarot
+YouTube comments as Tarot
+readings
+The Wheel of Fortune
+ Tetris Fantasies
+Death,
+Geometry and the Structure of the Individual
+Oracolotto
+ Fiction Friction
+ The Wheel of Fortune
+a tool for self-inquiry
+SIXX license
+ The Wheel of Fortune — Manual
+Colophon
+ ✧ Preface
+
+
+Colophon
+ # SIXX License
+Preamble
+TERMS AND CONDITIONS
+
+
+
+
+
+
+
+
+
+
+
Colophon
+Photography and Illustration
+Digital Tools
+Typeface
+Colophon
+CONSOLE
+Photography and Illustration
+Digital Tools
+Typeface
+