1 00:00:00,490 --> 00:00:03,908 I'd like to ask you to raise your hand if you believe 2 00:00:03,943 --> 00:00:06,943 that the image behind me is a work of art. 3 00:00:08,706 --> 00:00:10,745 There's not much room for doubt, is there? 4 00:00:10,780 --> 00:00:12,780 What about this other one? 5 00:00:13,415 --> 00:00:16,636 It could impress us more or less, depending on our aesthetic tastes, 6 00:00:16,661 --> 00:00:20,124 but nobody will be horrified by the sight of a Mondrian in a museum. 7 00:00:20,149 --> 00:00:24,842 What happens if I show you a urinal? 8 00:00:24,867 --> 00:00:26,426 Here come the first doubts. 9 00:00:26,461 --> 00:00:27,847 It's not just any urinal. 10 00:00:27,882 --> 00:00:31,263 'Fountain', presented by Duchamp for entry into an art exhibition 11 00:00:31,298 --> 00:00:34,295 where all works of art were to be accepted. 12 00:00:34,330 --> 00:00:35,708 And this one was left out. 13 00:00:35,733 --> 00:00:38,929 The other commissioners charged with deciding what would be included 14 00:00:38,954 --> 00:00:40,592 left it aside. Duchamp gave up. 15 00:00:40,627 --> 00:00:44,951 A conceptual, irreverent, politically incorrect work of art. 16 00:00:44,986 --> 00:00:47,617 Because sometimes art can be all these things too. 17 00:00:47,652 --> 00:00:50,646 What about this one? 18 00:00:50,681 --> 00:00:55,582 A box of washing powder, and not even a real one. A replica. 19 00:00:55,617 --> 00:00:57,789 But what if I told you it's a Warhol? 20 00:00:57,824 --> 00:00:59,747 The faces are starting to change. 21 00:00:59,782 --> 00:01:01,224 A name with value. 22 00:01:01,259 --> 00:01:04,929 Another work of art, a 20th-century avant-garde icon. 23 00:01:04,964 --> 00:01:09,051 In this case, art which talks to us about what is happening, 24 00:01:09,086 --> 00:01:13,252 about commercial art versus art of the elite. Why? 25 00:01:13,287 --> 00:01:15,336 Because art isn't always pretty. 26 00:01:15,371 --> 00:01:16,985 Art isn't always a canvas. 27 00:01:17,020 --> 00:01:20,124 In fact, in its origins art was much more than that. 28 00:01:20,159 --> 00:01:23,278 Art was a ritual. Art was politics, it was communication. 29 00:01:23,313 --> 00:01:27,702 That's why art can sometimes be fleeting, it can be brutal, 30 00:01:27,737 --> 00:01:30,033 it can horrify us, like Marina Abramovic 31 00:01:30,068 --> 00:01:32,528 and her 'Performances' which seek to move us, 32 00:01:32,563 --> 00:01:34,570 which seek to comment, to tell a story; 33 00:01:34,605 --> 00:01:38,675 which are political, social and at times religious declarations. 34 00:01:38,710 --> 00:01:43,841 Or art can team up with science and create a rabbit like Alba, 35 00:01:43,876 --> 00:01:48,001 a fluorescent rabbit who sparked debate over whether her true 'parent' 36 00:01:48,036 --> 00:01:51,845 was the artist Eduardo Kac or the laboratory which commissioned her. 37 00:01:51,880 --> 00:01:54,008 Is this a breakthrough? Is it a work of art? 38 00:01:54,043 --> 00:02:01,621 With this in mind, who would say that a picture like this could be art? 39 00:02:01,656 --> 00:02:06,146 That maybe video gaming is one of the new avant-garde art forms. 40 00:02:06,181 --> 00:02:07,948 Just like Duchamp in his day. 41 00:02:07,983 --> 00:02:09,961 Or like Warhol in his. 42 00:02:09,997 --> 00:02:14,255 And it's not me who's saying this, nor a group of fanaticized geeks 43 00:02:14,290 --> 00:02:16,815 who play video games 24/7 44 00:02:16,850 --> 00:02:19,176 and who know all the tricks in the book. 45 00:02:19,211 --> 00:02:21,665 No, this is something that is happening worldwide. 46 00:02:21,700 --> 00:02:23,902 And which is being validated by institutions: 47 00:02:23,937 --> 00:02:26,542 institutions of art and of technology; 48 00:02:26,577 --> 00:02:28,203 and museums, like the Smithsonian, 49 00:02:28,228 --> 00:02:30,917 which this year dedicated a several-month long exhibition 50 00:02:30,942 --> 00:02:33,465 to the history of video gaming, 51 00:02:33,500 --> 00:02:35,584 the cultural influence of video gaming. 52 00:02:35,619 --> 00:02:38,713 The decision of which works were to be included in the exhibition 53 00:02:38,738 --> 00:02:40,292 went to the public themselves. 54 00:02:40,317 --> 00:02:43,666 Or, for example, a museum of technology like the one in Berlin. 55 00:02:43,701 --> 00:02:47,683 It has a wing dedicated solely to video games. 56 00:02:47,718 --> 00:02:51,132 From the first console up to modern-day productions 57 00:02:51,167 --> 00:02:55,590 made by artists who work with gaming devices. 58 00:02:55,625 --> 00:02:57,641 And why not festivals too? 59 00:02:57,676 --> 00:03:02,050 Like ARS Electronica, a festival which takes place in Austria 60 00:03:02,085 --> 00:03:04,733 and which is characteristic of art and technology. 61 00:03:04,768 --> 00:03:07,153 It has a category called Interactive Art 62 00:03:07,178 --> 00:03:10,024 which for a while has been assigning awards to video games. 63 00:03:10,059 --> 00:03:13,177 Commercial video games, independent video games, 64 00:03:13,212 --> 00:03:15,593 devices created by artists. 65 00:03:15,618 --> 00:03:18,177 These are all different ways in which the video game 66 00:03:18,212 --> 00:03:20,493 can come to be considered as an art. 67 00:03:20,518 --> 00:03:23,300 I'm not saying that all of them are art, but some are. 68 00:03:23,335 --> 00:03:26,424 And it happens, and it was inevitable that it would happen 69 00:03:26,459 --> 00:03:28,603 because art is something unique to man. 70 00:03:28,628 --> 00:03:30,936 Art is a way we have of expressing ourselves, 71 00:03:30,971 --> 00:03:33,565 of communicating, of transmitting emotions. 72 00:03:33,600 --> 00:03:35,790 Art keeps on changing with the ages; 73 00:03:35,825 --> 00:03:39,155 with each society it uses different tools. 74 00:03:39,190 --> 00:03:41,844 Technology was inevitable in this century 75 00:03:41,879 --> 00:03:45,536 and video gaming is one of the many faces it can assume. 76 00:03:45,571 --> 00:03:50,424 And these are some of the many faces behind these creations. 77 00:03:50,459 --> 00:03:53,099 These people could be the next Warhols. 78 00:03:53,134 --> 00:03:55,049 They are the ones who walk among us. 79 00:03:55,084 --> 00:03:59,555 We are the ones who will say: "Yes, this could be art", or "No", 80 00:03:59,590 --> 00:04:02,925 and time will tell if we were right or wrong. 81 00:04:02,960 --> 00:04:06,483 I suggest we take a quick look at six examples of video games 82 00:04:06,518 --> 00:04:09,231 which are probably not quite Mona Lisas, 83 00:04:09,266 --> 00:04:12,548 or Warhol's Brillo Boxes, 84 00:04:12,583 --> 00:04:16,682 but which are paving the way for what is to come. 85 00:04:16,716 --> 00:04:20,858 Perhaps the easiest art form to liken it to is cinema. 86 00:04:20,894 --> 00:04:22,980 The video game goes one step further, 87 00:04:23,015 --> 00:04:24,876 from the seventh art to the eighth. 88 00:04:24,911 --> 00:04:26,712 Now we have interactivity, 89 00:04:26,737 --> 00:04:28,704 something which some branches of art 90 00:04:28,729 --> 00:04:31,133 has been striving for since it left the canvas. 91 00:04:31,158 --> 00:04:34,014 To remove the other from the place of the observer, 92 00:04:34,049 --> 00:04:36,244 to hook them in, to make them the protagonist. 93 00:04:36,269 --> 00:04:38,562 By its very nature, video gaming has all of this. 94 00:04:38,587 --> 00:04:41,863 Take Assassin's Creed, for example: a 'mainstream' video game 95 00:04:41,898 --> 00:04:44,983 which could be outdone by the more 'indie' ones 96 00:04:45,018 --> 00:04:47,024 but which has a lot going on behind it all. 97 00:04:47,049 --> 00:04:49,642 It took three years of work, 500 people developing it, 98 00:04:49,677 --> 00:04:52,036 departments dedicated to photography, 99 00:04:52,071 --> 00:04:54,472 to character design, to narrative. 100 00:04:54,507 --> 00:04:56,984 Here, Renaissance Italy has been reconstructed. 101 00:04:57,019 --> 00:04:59,303 They worked with historians, architects, 102 00:04:59,338 --> 00:05:01,642 specialists in this era. 103 00:05:01,677 --> 00:05:05,433 It's the only method we have today to explore these places. 104 00:05:05,468 --> 00:05:08,921 A while ago there was an exhibition in the Museum of Decorative Art 105 00:05:08,956 --> 00:05:10,890 on paintings from that period. 106 00:05:10,925 --> 00:05:15,655 Line after interminable line waiting for a glance into that time. 107 00:05:15,690 --> 00:05:19,529 It's the same thing here. We're being taken along for a journey 108 00:05:19,564 --> 00:05:22,941 where we are the ones who travel through the story. 109 00:05:22,976 --> 00:05:25,371 We are the protagonists of this tale. 110 00:05:25,406 --> 00:05:29,641 And just like Hollywood has a flipside like Cannes festival 111 00:05:29,676 --> 00:05:33,251 or Berlin's Golden Bear, with entries which try to tell another story, 112 00:05:33,286 --> 00:05:36,181 transmit another experience, which have multiple meanings; 113 00:05:36,206 --> 00:05:38,022 video games have that too, 114 00:05:38,057 --> 00:05:41,594 with companies which present themselves as purely artistic. 115 00:05:41,629 --> 00:05:45,605 This is the case with That Game Company, a Californian enterprise 116 00:05:45,640 --> 00:05:50,280 which says it develops video games which are like interactive poems. 117 00:05:50,315 --> 00:05:52,710 This is its most recent work, Journey. 118 00:05:52,745 --> 00:05:56,090 The journey of the hero, present in every narrative. 119 00:05:56,125 --> 00:05:58,676 Every book and every film talks about this journey. 120 00:05:58,711 --> 00:06:01,029 Perhaps a journey unique to each player. 121 00:06:01,064 --> 00:06:04,503 We wake up in the desert, alone in the vast emptiness 122 00:06:04,538 --> 00:06:07,529 with nobody to keep us company, and a light to follow. 123 00:06:07,564 --> 00:06:11,041 In Journey, the meaning will be different for every player. 124 00:06:11,076 --> 00:06:14,221 You enter into a painting, you enter into a poem. 125 00:06:14,256 --> 00:06:16,546 You are the one who walks among the verses. 126 00:06:16,581 --> 00:06:21,284 And sometimes another character appears, which is someone who is online 127 00:06:21,319 --> 00:06:24,925 at that precise moment, who is undertaking their own journey, 128 00:06:24,960 --> 00:06:26,223 their own destiny, 129 00:06:26,258 --> 00:06:29,468 and who connects with us through sound. 130 00:06:29,503 --> 00:06:31,280 We don't have a familiar language, 131 00:06:31,315 --> 00:06:33,370 we can't chat, we just emit sounds. 132 00:06:33,405 --> 00:06:35,951 We sing, we communicate, we keep each other company. 133 00:06:35,976 --> 00:06:39,817 And when the other player disappears, he takes away a little token... 134 00:06:39,852 --> 00:06:42,643 and we're left alone to continue our journey. 135 00:06:42,678 --> 00:06:45,683 All fairly sensible up to here, it seems. 136 00:06:45,718 --> 00:06:48,240 It's aesthetic, we understand it. It's not so crazy. 137 00:06:48,265 --> 00:06:52,525 But what happens if we get just a little more experimental? 138 00:06:52,568 --> 00:06:56,116 Daniel Benmergui, Argentinian. Works with narrative. 139 00:06:56,151 --> 00:06:58,541 How do we tell a story? 140 00:06:58,576 --> 00:07:02,384 In this instance, he takes up the theories of the Russian constructivists. 141 00:07:02,409 --> 00:07:04,250 He picked on the nobodies. 142 00:07:04,285 --> 00:07:10,026 This storyteller won the Nuovo Award in the IGF, 143 00:07:10,061 --> 00:07:14,075 the Independent Games Festival, this year. 144 00:07:14,110 --> 00:07:17,650 The prize par excellence for experimentation in a video game. 145 00:07:17,685 --> 00:07:22,205 In a comic-strip style, he sets out a storytelling for us. 146 00:07:22,240 --> 00:07:24,633 In this case, Adam has to die. 147 00:07:24,668 --> 00:07:26,452 We have Adam and a tombstone. 148 00:07:26,487 --> 00:07:28,832 If we put Adam in the first frame 149 00:07:28,867 --> 00:07:32,531 and the tombstone in the second, Adam goes 'kaput'. 150 00:07:32,566 --> 00:07:37,566 Sometimes it is inspired by cinema, such as Indecent Proposal, for example 151 00:07:37,601 --> 00:07:40,657 Here we have a happy couple, but if we add a treasure chest, 152 00:07:40,657 --> 00:07:42,740 the couple will break up. 153 00:07:42,765 --> 00:07:46,361 Our protragonist's decision is up to us: 154 00:07:46,396 --> 00:07:48,476 whether he will choose love or money. 155 00:07:48,511 --> 00:07:49,820 It's all experimentation. 156 00:07:49,855 --> 00:07:53,875 It may or may not seem like art, we'll see, but it is happening. 157 00:07:53,910 --> 00:07:57,660 And art, as we said before, can also be political. 158 00:07:57,695 --> 00:08:01,190 Art can have a strong message to convey. 159 00:08:01,225 --> 00:08:05,344 At one point, muralists in Mexico went out into the streets; 160 00:08:05,379 --> 00:08:07,831 they went out into the streets to talk about politics, 161 00:08:07,856 --> 00:08:10,488 to educate and make people aware of what was happening. 162 00:08:10,513 --> 00:08:14,607 Here, Gonzalo Frasca from Uruguay presents us with September 12th, 163 00:08:14,642 --> 00:08:17,526 inspired by the events of September 11th. 164 00:08:17,561 --> 00:08:21,035 He puts us in a random town in the Middle East. 165 00:08:21,070 --> 00:08:24,486 Civilians walking around, and some of them are armed. 166 00:08:24,521 --> 00:08:28,185 A telescopic sight, and no objectives. There are no rules. 167 00:08:28,220 --> 00:08:30,163 It's down to us to decide what to do. 168 00:08:30,188 --> 00:08:32,917 Our first instinct is to kill the bad guy. 169 00:08:32,952 --> 00:08:35,284 But what happens is that we shoot 170 00:08:35,318 --> 00:08:37,785 and in the missile blast, there will be casualties 171 00:08:37,821 --> 00:08:40,191 who did not have to be the ones to die. 172 00:08:40,226 --> 00:08:43,207 The civilians will gather to mourn their dead relatives 173 00:08:43,241 --> 00:08:46,446 and they too will become terrorists. 174 00:08:46,481 --> 00:08:49,409 Violence breeds violence, it's simple. 175 00:08:49,444 --> 00:08:52,761 But being told this is not the same as being fully aware, 176 00:08:52,796 --> 00:08:56,245 as becoming responsible for these actions ourselves. 177 00:08:56,280 --> 00:09:00,411 'Serious games', games which are related to social reality, 178 00:09:00,446 --> 00:09:01,921 to what is happening to us. 179 00:09:01,946 --> 00:09:04,306 Video gaming moving towards education, 180 00:09:04,341 --> 00:09:08,386 video gaming as a tool to connect us with the younger ones, 181 00:09:08,421 --> 00:09:11,554 who are practically born with joysticks in their hands these days. 182 00:09:11,579 --> 00:09:16,102 Or, an experimental video game developed in this case by a musician. 183 00:09:16,137 --> 00:09:21,658 Deep Sea, a diving suit, a gas mask which isolates us completely 184 00:09:21,693 --> 00:09:24,838 from our surroundings, and a pair of earphones. 185 00:09:24,873 --> 00:09:26,530 We are at the bottom of the sea. 186 00:09:26,555 --> 00:09:29,168 Our mission is to escape from the savage beasts 187 00:09:29,203 --> 00:09:30,745 which are pursuing us. 188 00:09:30,780 --> 00:09:33,907 Our resources are a joystick and the sounds we hear. 189 00:09:35,426 --> 00:09:36,771 It's about the experience. 190 00:09:36,796 --> 00:09:39,796 At one point when art came out of the canvas, 191 00:09:39,821 --> 00:09:42,390 it started to work with the body, with emotions, 192 00:09:42,425 --> 00:09:44,195 with feelings and sensations; 193 00:09:44,220 --> 00:09:46,877 the 'performances' and the 'happenings' began to appear. 194 00:09:46,902 --> 00:09:49,717 Creating movement, appealing to other sensitivities. 195 00:09:49,752 --> 00:09:52,836 Marta Minujín is an icon over here, 196 00:09:52,871 --> 00:09:55,192 you'll probably have heard of 'Mayhem', 197 00:09:55,227 --> 00:09:58,479 where you would walk through a kind of scenario where things happen. 198 00:09:58,504 --> 00:10:01,138 It was a step beyond the visual. 199 00:10:01,173 --> 00:10:03,957 It meant entering into the experience with your whole body. 200 00:10:03,982 --> 00:10:07,139 But we were still witnesses. Here, we are protagonists. 201 00:10:07,174 --> 00:10:10,461 On top of this, new possibilities arise 202 00:10:10,486 --> 00:10:13,523 for people with sight problems, for example. 203 00:10:13,558 --> 00:10:16,010 The idea is simply to start working 204 00:10:16,045 --> 00:10:18,586 with all these capacities we possess. 205 00:10:18,621 --> 00:10:23,385 Finally, Pain Station, developed by artists. 206 00:10:23,420 --> 00:10:26,916 In their university graduation thesis 207 00:10:26,951 --> 00:10:29,739 they come back to Pong, one of the first video games. 208 00:10:29,774 --> 00:10:32,535 A game of ping-pong. You have your hands ready 209 00:10:32,570 --> 00:10:35,417 to play table tennis on a tablet. 210 00:10:35,452 --> 00:10:37,589 The problem is that for every ball we miss, 211 00:10:37,624 --> 00:10:40,375 for each shot we can't return, 212 00:10:40,410 --> 00:10:44,454 the second hand placed on the board will receive a punishment. 213 00:10:44,489 --> 00:10:46,633 They get burned, they receive lashings. 214 00:10:46,668 --> 00:10:50,784 This game is on display in the museum of Berlin 215 00:10:50,819 --> 00:10:54,548 as a contemporary development of artists working with video games. 216 00:10:54,583 --> 00:10:58,729 At the limits of what is ethical, the limits of gaming, the limits of art. 217 00:10:58,764 --> 00:11:02,134 But this is the idea, to push the boundaries. 218 00:11:02,169 --> 00:11:06,370 And it is important to bear in mind that all of these proposals 219 00:11:06,405 --> 00:11:08,455 are bringing back the value of games. 220 00:11:08,490 --> 00:11:10,622 Something which perhaps we had put aside, 221 00:11:10,657 --> 00:11:13,951 which we thought was for children, but isn't for children. 222 00:11:13,986 --> 00:11:16,061 Games are for grown-ups too. 223 00:11:16,096 --> 00:11:17,270 Games can be serious. 224 00:11:17,305 --> 00:11:20,386 Games laid the foundations for all cultures and societies. 225 00:11:20,421 --> 00:11:22,861 Games make us socialize, 226 00:11:22,896 --> 00:11:24,858 they make us connect with others. 227 00:11:25,135 --> 00:11:28,629 And games, on the artistic side, can take certain liberties. 228 00:11:28,664 --> 00:11:31,472 They can explore, they can experiment, they can be risky, 229 00:11:31,507 --> 00:11:35,558 irreverent, provide new experiences, open doors. 230 00:11:35,593 --> 00:11:37,059 That's what this is about. 231 00:11:37,094 --> 00:11:40,262 To be attentive, not to sit tight in our comfort zones, 232 00:11:40,297 --> 00:11:42,304 yearning for bygone ages and better times 233 00:11:42,339 --> 00:11:44,640 when we understood everything we saw. 234 00:11:44,675 --> 00:11:46,739 Not to be stuck like Woody Allen's character 235 00:11:46,774 --> 00:11:49,791 in Midnight in Paris dreaming about travelling through time. 236 00:11:49,826 --> 00:11:53,910 Realizing that all around us, change is starting to happen, 237 00:11:53,945 --> 00:11:58,170 that it's up to us to wake up this internal curiosity, 238 00:11:58,205 --> 00:12:00,544 to change our viewpoint, start seeing again. 239 00:12:00,579 --> 00:12:03,722 That there are fundamental changes happening, 240 00:12:03,747 --> 00:12:06,935 that video games are one of the possible new faces of this change. 241 00:12:06,960 --> 00:12:10,547 And perhaps this is an easy way to come closer to this idea. 242 00:12:10,582 --> 00:12:13,089 I invite you all to return to play. 243 00:12:13,124 --> 00:12:14,325 (Applause)