The Ideal Game. Workshop by Constanza Mendoza

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The Ideal Game is an experimental workshop that invites each participant to build a board game defining the three major parties that traditionally comprise: the board, the pieces of movement and interaction rules. game theory, communication theory and the theory of divination: During the workshop material, symbolic and linguistic structure of a personal game using three seemingly disparate suggested but complementary theories cognitively processes will be developed. The method used is the bastard, intuitive and inexperienced use of these knowledge systems have in common the analysis of consciousness and aims to visualize, by different methods, subjectivity. The aim is that in the course of the workshop these bodies of knowledge is a critical challenge for use in the development of creative processes.

The most basic form of learning occurs in the game. All animals learn to communicate, to socialize and to develop playing. For humans the game is a key to the acquisition of the (self) consciousness process. Since childhood acquired tools and skills are developed to be inserted in the game-world through ludic processes. They acquired from language to social conventions. They learned from mechanisms of punishment / reward, to evaluation of scenarios for decision making in our position on them.

Board games can be seen as cognitive interfaces through which the movements and connections between the psyche, subjectivity and social, economic and political processes of the environment are displayed. But is the game-world that (of) how our subjectivity? or, is the subjectivity which is able to develop different skills to participate in the game-world?
What was / is your favorite game? What would be your ideal game? Is a game that already exists? And if there is what related located or invoked knowledge should be combined to manufacture it? What principles, what theories, what techniques should be mastered? And how the random factor would affect this personal interface?

METHODOLOGY

From collective reading the definition, history and some of the applications of each of these knowledge systems to further pervert in their application in the design of personal game will be discussed. For example, game theory part of several assumptions that are placed under suspicion. In principle, this theory considers that all players are rational, defining “rationality” that category of events in which a human being always choose the action that will most benefit individually. Game theory always part of conflict scenarios and, therefore, players are always opponents that must be neutralized. And when it cooperates it is because it has evaluated the best interest of the result.

Game theory is a model which, by analysis of ludic (and less playful when applied to economics or military strategy) processes, build a number of theories of domination. From the need to produce certainties and beliefs based on the action of power devices, game theory gives legitimacy to a supposedly scientific truth, by which it would fit in the bodies of individuals through processes of subjectivity. But if we understand the game as an open production, it has a strong social record because when the rules are perverted are imagining a model without winners and losers lambasting the a priori of identity and the will to truth.

The construction of the game takes place over three days:
> The first day arises define the design of the game board. 50×50 cm table is here a space to think, is the interface in which an intimate geography, projecting a mental maze. The table is the territory and the scene where the story itself occur.
> The second day the rules (or no-rules) that serve to move and interact on board space they think. The rules are the code with which everyone decides to communicate with those walking their game board. The rules are not laws, but the rhythm, vital TIME. It is music that will transform the space of the table on a dance floor.
> The third day will define the parts that activate the game. These avatars are those who will travel, dance and narrate stories that arise in each territory-game.
On the fourth day we’ll play.

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WORK DYNAMICS

From reading and collective discussion of a selection of texts previously proposed and visualization of different material table and the game pieces are physically built and established rules.

DAY 1 (4 hours)
In: Game Theory
Out: table game / Interfície
After discussing a selection of texts and visual material on game theory, the sketches for the design of the game board and general approach to the game begin.

DAY 2 (4 hours)
In: Communication Theory
Out: Game Rules / Code and system interaction
From the discussion of a selection of texts and visual material on the theory of communication, the rules are defined.

DAY 3 (4 hours)
In: Theory of divination
Out: Pieces Game / Avatars
Finally, inspired by a series of divination practices be made parts mobility.

DAY 4 (4 hours)
Final testing of the games with players / users and final discussion.

PRACTICAL INFORMATION

Blog workshop reading material, links and references: immanentgames.tumblr.com

Aimed at: art students, artists, designers, etc.

Materials: For the construction of basic material will be provided game. More specific materials will be provided by each participant.

Dates: Monday 17, Wednesday 19, Monday 24 and Wednesday 26 October 2016

Hours: 10h – 14h.

Location: Hangar, Barcelona

Registration: 20 €. To register fill out the registration form

MATERIALS INCLUDED:
Roll of white kraft paper sketches
Fine wooden tables 50×50 cm.
Drawing materials (pencils mine, erasers, crayons, markers, brushes, paints Guasch (4 basic colors and black and white), rulers, compass, scissors, cutters.)

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BIO teachers

Constance Mendoza was born in Chuquicamata, in the Atacama Desert in Chile in 1971. Today the mining town is buried under the debris of the copper mine. Copper is the most important product of the Chilean economy and one of the main reasons for the coup of Pinochet in 1973. In 1975 his family went into exile in Barcelona, Spain. There he studied sculpture and photography and video at the Massana School (1990-1995 sculpture / photography and video 1991-1993). He has had numerous exhibitions in Barcelona, and his work has also been shown in Madrid, Malaga, San Sebastian, London, Berlin and Paris. His practice also includes numerous collaborations and contributions to art books and research projects. Since 2008 lives in Berlin. www.conniemendoza.de

Pense a degree in Fine Arts from the University of Barcelona, graduate in CFGS applied arts to sculpture, with Postgraduate Diploma in Art, Architecture and Ephemeral Space UPC and DEA in sculpture at the University of Barcelona. With stays at the Universidad Complutense de Madrid and The Cooper Union for the Advancement of Science and Art (New York).
He has exhibited individually at the French Institute of Barcelona and in several national and international centers in joint exhibitions culture. With experience working with several national and international renowned artists (Robert Wilson, Alicia Framis, Bestué-Vives …) as well as at festivals in the world of design, theater and television.
He brings experience and supports artists providing solutions to your technical questions in making their works. Collaborates with Hangar since 2010, and from 2013 begins to make assistance to production in the center and manage their spaces

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