participation

GAMES, PLAY AND CONNECTIVITY by MARC GARRETT AND RUTH CATLOW

The particular skills that we evolve with different kinds of play help to construct and shape who we are, how we view our world and what we become capable of as individuals and societies. Among other things play informs our ideas about agency, social relations and the technologies that we develop. The works in the Game/Play exhibition subvert and extend the logic of everyday play and games. They invite audience members (individually and collectively) to take the role of players and contributors to their meaning. When interacting with these pieces in physical space or across digital networks, audiences/players generate alternative, active ‘social spaces’ through their experience of the work and dialogues with each other. The aesthetic experience is primarily “based on the dynamics of communicated consciousness rather than visual criteria” (Larner, C. et al. 1995).1

PLAY IS THE EXULTATION OF THE POSSIBLE [1] by LOUISE CLEMENTS

Game/Play relies on the creative participation of our audiences. Many of the works enable an intuitive, exploratory and open-ended engagement. This relationship is intended to enable our participants to act as contributors and catalysts in a dynamic creative process that we intend to be as accessible and fun as it is philosophical and theoretical. The works allow enterprise, dissolution of predictable rules and creative judgement – play – not united by a single political agenda but by an appreciation of complex relational

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