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Playful art | Maria Luján Oulton | TEDxRíodelaPlata

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    I'd like to ask you
    to raise your hand if you believe
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    that the image behind me is a work of art.
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    There's not much room for doubt, is there?
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    What about this other one?
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    It could impress us more or less,
    depending on our aesthetic tastes,
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    but nobody will be horrified by the sight
    of a Mondrian in a museum.
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    What happens if I show you a urinal?
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    Here come the first doubts.
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    It's not just any urinal.
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    'Fountain', presented by Duchamp
    for entry into an art exhibition
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    where all works of art
    were to be accepted.
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    And this one was left out.
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    The other commissioners charged
    with deciding what would be included
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    left it aside.
    Duchamp gave up.
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    A conceptual, irreverent,
    politically incorrect work of art.
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    Because sometimes art
    can be all these things too.
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    What about this one?
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    A box of washing powder,
    and not even a real one. A replica.
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    But what if I told you it's a Warhol?
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    The faces are starting to change.
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    A name with value.
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    Another work of art,
    a 20th-century avant-garde icon.
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    In this case, art which talks to us
    about what is happening,
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    about commercial art
    versus art of the elite. Why?
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    Because art isn't always pretty.
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    Art isn't always a canvas.
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    In fact, in its origins art
    was much more than that.
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    Art was a ritual.
    Art was politics, it was communication.
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    That's why art can sometimes be fleeting,
    it can be brutal,
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    it can horrify us, like Marina Abramovic
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    and her 'Performances'
    which seek to move us,
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    which seek to comment, to tell a story;
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    which are political, social
    and at times religious declarations.
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    Or art can team up with science
    and create a rabbit like Alba,
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    a fluorescent rabbit who sparked debate
    over whether her true 'parent'
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    was the artist Eduardo Kac
    or the laboratory which commissioned her.
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    Is this a breakthrough?
    Is it a work of art?
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    With this in mind, who would say
    that a picture like this could be art?
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    That maybe video gaming
    is one of the new avant-garde art forms.
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    Just like Duchamp in his day.
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    Or like Warhol in his.
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    And it's not me who's saying this,
    nor a group of fanaticized geeks
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    who play video games 24/7
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    and who know all the tricks in the book.
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    No, this is something
    that is happening worldwide.
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    And which is being validated
    by institutions:
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    institutions of art and of technology;
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    and museums, like the Smithsonian,
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    which this year dedicated
    a several-month long exhibition
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    to the history of video gaming,
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    the cultural influence of video gaming.
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    The decision of which works
    were to be included in the exhibition
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    went to the public themselves.
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    Or, for example, a museum of technology
    like the one in Berlin.
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    It has a wing dedicated
    solely to video games.
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    From the first console up
    to modern-day productions
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    made by artists
    who work with gaming devices.
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    And why not festivals too?
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    Like ARS Electronica,
    a festival which takes place in Austria
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    and which is characteristic
    of art and technology.
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    It has a category called Interactive Art
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    which for a while has been assigning
    awards to video games.
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    Commercial video games,
    independent video games,
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    devices created by artists.
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    These are all different ways
    in which the video game
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    can come to be considered as an art.
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    I'm not saying that all of them
    are art, but some are.
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    And it happens,
    and it was inevitable that it would happen
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    because art is something unique to man.
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    Art is a way
    we have of expressing ourselves,
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    of communicating,
    of transmitting emotions.
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    Art keeps on changing with the ages;
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    with each society it uses different tools.
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    Technology was inevitable in this century
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    and video gaming
    is one of the many faces it can assume.
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    And these are some
    of the many faces behind these creations.
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    These people could be the next Warhols.
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    They are the ones who walk among us.
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    We are the ones who will say:
    "Yes, this could be art", or "No",
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    and time will tell
    if we were right or wrong.
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    I suggest we take a quick look
    at six examples of video games
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    which are probably not quite Mona Lisas,
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    or Warhol's Brillo Boxes,
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    but which are paving
    the way for what is to come.
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    Perhaps the easiest art form
    to liken it to is cinema.
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    The video game goes one step further,
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    from the seventh art to the eighth.
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    Now we have interactivity,
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    something which some branches of art
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    has been striving for since
    it left the canvas.
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    To remove the other
    from the place of the observer,
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    to hook them in,
    to make them the protagonist.
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    By its very nature, video gaming
    has all of this.
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    Take Assassin's Creed, for example:
    a 'mainstream' video game
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    which could be outdone
    by the more 'indie' ones
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    but which has a lot going on
    behind it all.
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    It took three years of work,
    500 people developing it,
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    departments dedicated to photography,
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    to character design, to narrative.
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    Here, Renaissance Italy
    has been reconstructed.
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    They worked with historians, architects,
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    specialists in this era.
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    It's the only method we have today
    to explore these places.
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    A while ago there was an exhibition
    in the Museum of Decorative Art
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    on paintings from that period.
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    Line after interminable line
    waiting for a glance into that time.
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    It's the same thing here.
    We're being taken along for a journey
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    where we are the ones
    who travel through the story.
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    We are the protagonists of this tale.
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    And just like Hollywood
    has a flipside like Cannes festival
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    or Berlin's Golden Bear, with entries
    which try to tell another story,
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    transmit another experience,
    which have multiple meanings;
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    video games have that too,
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    with companies which present themselves
    as purely artistic.
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    This is the case with That Game Company,
    a Californian enterprise
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    which says it develops video games
    which are like interactive poems.
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    This is its most recent work, Journey.
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    The journey of the hero,
    present in every narrative.
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    Every book and every film
    talks about this journey.
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    Perhaps a journey unique to each player.
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    We wake up in the desert,
    alone in the vast emptiness
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    with nobody to keep us company,
    and a light to follow.
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    In Journey, the meaning
    will be different for every player.
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    You enter into a painting,
    you enter into a poem.
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    You are the one
    who walks among the verses.
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    And sometimes another character appears,
    which is someone who is online
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    at that precise moment,
    who is undertaking their own journey,
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    their own destiny,
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    and who connects with us through sound.
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    We don't have a familiar language,
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    we can't chat, we just emit sounds.
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    We sing, we communicate,
    we keep each other company.
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    And when the other player disappears,
    he takes away a little token...
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    and we're left alone
    to continue our journey.
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    All fairly sensible up to here, it seems.
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    It's aesthetic, we understand it.
    It's not so crazy.
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    But what happens if we get
    just a little more experimental?
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    Daniel Benmergui, Argentinian.
    Works with narrative.
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    How do we tell a story?
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    In this instance, he takes up the theories
    of the Russian constructivists.
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    He picked on the nobodies.
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    This storyteller won
    the Nuovo Award in the IGF,
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    the Independent Games Festival, this year.
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    The prize par excellence
    for experimentation in a video game.
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    In a comic-strip style,
    he sets out a storytelling for us.
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    In this case, Adam has to die.
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    We have Adam and a tombstone.
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    If we put Adam in the first frame
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    and the tombstone in the second,
    Adam goes 'kaput'.
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    Sometimes it is inspired by cinema,
    such as Indecent Proposal, for example
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    Here we have a happy couple,
    but if we add a treasure chest,
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    the couple will break up.
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    Our protragonist's decision is up to us:
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    whether he will choose love or money.
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    It's all experimentation.
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    It may or may not seem like art,
    we'll see, but it is happening.
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    And art, as we said before,
    can also be political.
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    Art can have a strong message to convey.
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    At one point, muralists in Mexico
    went out into the streets;
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    they went out into the streets to talk
    about politics,
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    to educate and make people
    aware of what was happening.
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    Here, Gonzalo Frasca from Uruguay
    presents us with September 12th,
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    inspired by the events of September 11th.
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    He puts us in a random town
    in the Middle East.
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    Civilians walking around,
    and some of them are armed.
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    A telescopic sight, and no objectives.
    There are no rules.
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    It's down to us to decide what to do.
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    Our first instinct is to kill the bad guy.
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    But what happens is that we shoot
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    and in the missile blast, there
    will be casualties
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    who did not have to be the ones to die.
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    The civilians will gather to mourn
    their dead relatives
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    and they too will become terrorists.
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    Violence breeds violence, it's simple.
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    But being told this is not the same
    as being fully aware,
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    as becoming responsible
    for these actions ourselves.
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    'Serious games', games
    which are related to social reality,
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    to what is happening to us.
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    Video gaming moving towards education,
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    video gaming as a tool to connect us
    with the younger ones,
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    who are practically born
    with joysticks in their hands these days.
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    Or, an experimental video game
    developed in this case by a musician.
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    Deep Sea, a diving suit,
    a gas mask which isolates us completely
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    from our surroundings,
    and a pair of earphones.
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    We are at the bottom of the sea.
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    Our mission is to escape
    from the savage beasts
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    which are pursuing us.
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    Our resources are a joystick
    and the sounds we hear.
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    It's about the experience.
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    At one point when art
    came out of the canvas,
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    it started to work with the body,
    with emotions,
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    with feelings and sensations;
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    the 'performances' and the 'happenings'
    began to appear.
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    Creating movement,
    appealing to other sensitivities.
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    Marta Minujín is an icon over here,
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    you'll probably have heard of 'Mayhem',
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    where you would walk through
    a kind of scenario where things happen.
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    It was a step beyond the visual.
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    It meant entering into the experience
    with your whole body.
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    But we were still witnesses.
    Here, we are protagonists.
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    On top of this, new possibilities arise
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    for people with sight problems,
    for example.
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    The idea is simply to start working
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    with all these capacities we possess.
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    Finally, Pain Station,
    developed by artists.
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    In their university graduation thesis
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    they come back to Pong,
    one of the first video games.
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    A game of ping-pong.
    You have your hands ready
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    to play table tennis on a tablet.
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    The problem is that
    for every ball we miss,
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    for each shot we can't return,
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    the second hand placed on the board
    will receive a punishment.
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    They get burned, they receive lashings.
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    This game is on display
    in the museum of Berlin
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    as a contemporary development
    of artists working with video games.
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    At the limits of what is ethical,
    the limits of gaming, the limits of art.
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    But this is the idea,
    to push the boundaries.
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    And it is important to bear in mind
    that all of these proposals
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    are bringing back the value of games.
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    Something which perhaps we had put aside,
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    which we thought was for children,
    but isn't for children.
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    Games are for grown-ups too.
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    Games can be serious.
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    Games laid the foundations
    for all cultures and societies.
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    Games make us socialize,
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    they make us connect with others.
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    And games, on the artistic side,
    can take certain liberties.
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    They can explore, they can experiment,
    they can be risky,
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    irreverent, provide new experiences,
    open doors.
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    That's what this is about.
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    To be attentive, not to sit tight
    in our comfort zones,
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    yearning for bygone ages and better times
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    when we understood everything we saw.
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    Not to be stuck
    like Woody Allen's character
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    in Midnight in Paris
    dreaming about travelling through time.
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    Realizing that all around us,
    change is starting to happen,
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    that it's up to us to wake up
    this internal curiosity,
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    to change our viewpoint,
    start seeing again.
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    That there are
    fundamental changes happening,
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    that video games are one
    of the possible new faces of this change.
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    And perhaps this is an easy way
    to come closer to this idea.
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    I invite you all to return to play.
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    (Applause)
Title:
Playful art | Maria Luján Oulton | TEDxRíodelaPlata
Speaker:
Maria Lujan Oulton
Description:

This talk was given at a local TEDx event, produced independently of the TED Conferences.
Maria Luján Oulton approaches videogames as new artistic expressions that hide a design, aesthetics and a purpose, and that communicate concepts. Her motivation may be found in her own words: “I find emotion in art, the goose bumps, the amazement or even the disgust one a piece of art is a true creation of the spirit.”

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Video Language:
Spanish
Duration:
12:28

English subtitles

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