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Personal Cinema
Personal Cinema is a collaborative initiative of a group of artists that
formed out of the necessity to address some particular problems associated
with the production, exhibition and distribution of works of new media.
Personal Cinema co-operates with other social and artistic groups which
share the same concerns, and which are likewise dedicated to opening a
visible space for debate on social, cultural and political issues.
Their most recent project in progress, The Making of the Balkan Wars: The Game (title bold) which is presented in this exhibition resulted from discussions about the reality
(or virtual reality) presented through official narratives and entertainment,
about war games and epic strategy video games, and their systems of control
and distribution. In a desperate search for the creation of local heroes
and imagined zones of conflict, the creators of these highly realistic
virtual games, very often present a simplified interpretation of human
history and culture, one that in no way adequately describes the experiences
of the people who are caught within actual war games. In the live
real-time/real-war videos of CNN and in video games, this simplification
of culture and history is itself a form of violence. The Making of Balkan
Wars project uses the formal characteristics of the epic adventure video
game to critique the real historical game that transpires on the plane
of geopolitics and everyday life. The idea of the project is to create
a game-like platform based on real time historical facts in which the
chosen storyboard territory is the Balkan Peninsula, a hotbed of conflict
on the European continent, an area marked by religious, political, social
and economic difference and fragmentation. While virtual battle scenes
are celebrated for their extreme realism, contemporary warfare has begun
to resemble science fiction. The Making of Balkan Wars: The Game, is intended
to counteract the sensational spectacle of war as presented by the media
by deconstructing stereotypes, focusing on the distortion of identities
and revising the dominant logic of explanation of events in this region.
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The Making of the Balkan Wars: The Game (project in progress) / Multi-media interactive installation and video programme / Courtesy the artists
So, what are we playing at?, by Karin
Ohlenschläger, MediaLabMadrid
Play, a verb that implies openness, curiosity and the wish to explore,
to relate to things, to situations, and to others. Play is a means of
constructing the subject and creating a space for freedom between the
predetermined and the unpredictable. Play is a way of experiencing and
positioning oneself within a constellation of possible worlds. As conceived
of by twentieth century art, from Dada, through Surrealism, Fluxus or
Situationism, play has also been a means of questioning and transcending
order. A way of investigating and becoming aware of different patterns
of thought and behaviour in order to deconstruct them, transform them
and produce new relationships and behaviours.
Steering between the predictable and the unpredictable, between order
and randomness is an individual and collective means of evolving and progressing.
A game makes sense through action: by travelling along the path rather
than by reaching the goal.

Recuperating the essence of the game as a tool for acquiring experience
and free thinking – as formulated by H. Marcuse or G. Debord - is
an arduous task when the leisure industry has been transforming games
into nothing more than consumer products, trivialised for the purposes
of entertainment. Nowadays, the world of the game, and particularly the
videogame, is subject to the dictates of a market that fuels an image
of the unsatisfied consumer. Thus, the game ceases to be a tool and becomes
a product. The player is reduced to being an operator whose field of action
is subordinated to binary patterns of behaviour between good and bad,
black and white, winners and losers.

One of the challenges and aims of The Making of Balkan Wars: The Game
is to recuperate the essence of the game as a tool for communication,
as a modus operandi for approaching and exploring the complexity of the
world around us. The rules of this game deal with the problems of coexistence
among peoples with different cultures, beliefs and ideologies. It is a
game that allows us to stand, virtually, in someone else’s shoes,
to experience different ways of conceiving, perceiving and relating to
diverse situations and environments.
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The Making of Balkan Wars is located at the junction of many cultures,
religions and beliefs, in a zone of confrontational politics masterminded
from a distance by a host of economic, social and cultural interests that
extend beyond borders and place us at the epicentre of a global conflict.
Almost three decades ago, S. Marchán said that the ludic space
in art only made sense if it could mediate between real life and the ideal.
This project by the collective Personal Cinema, attempts to recuperate
this sublime form of the game as a bridge between the real and the possible.
It encourages each one of the players to become aware, to experience and
to place themselves within a space open to reflection and communication.
The recuperation of memory and the rethinking of history to redirect a
conflict towards new paths for dialogue and coexistence is the objective
of a game whose rules transcend mere virtuality.
This is an excerpt of the text; the complete text can be found at
http://www.balkanwars.net/KarinOhlenschlager.htm
www.personalcinema.org
www.balkanwars.net
For credits and more information about Personal
Cinema click here to go to the biography section
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