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LMGM’s “Lost: Choirboy” & El Jefe’s “Muñoz & La Mission: A Sermon. . .” (in memoriam José Esteban Muñoz)

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Round Circle of ResonanceCome, let us sing of great men. Well, just one man, not men—and masculine gender is not essential for our purposes. Come to think of it, his greatness isn’t nearly as important as his fierceness, his queer significance, his brown sensibility. But we’re still committed to singing—or at least to music—well, to sound and noise, in any case. José Esteban Muñoz often wrote about queer scenes where music and sound were central to participants’ world-making activities. His archives buzzed with the sounds of West Coast punk, vogue-ball house, cruisy toilets, genderqueer burlesque, and salsa echoing down the barrio streets. And so, for this Round Circle of Resonance, we at La Mission are here to make some noise about a badass thinker who deeply impacted the way we dance/sing/talk/write/sweat about dance music, identity, and politics.

And this is just the beginning of our cacophonous, four-part response to Muñoz’s intellectual holler. The first installment, written by La Mission’s resident essayist / deranged propagandist LMGM (Luis-Manuel Garcia) provides a brief introduction to our collective, some reflections on Muñoz’s relevance to our activities, and a frame for the next three missives from our fellow cultists. It is backed with a rousing sermon-cum-manifesto from our charismatic cult-leader/prophet, El Jefe (Pablo Roman-Alcalá).  In the coming weeks, our Naked Mennonite/randy dramaturge (Mandie O’Connell) will prepare and film a urinary performance piece; and our saucy Choir Boy/Linguist (Johannes Brandis) will compose a dirge to our dearly departed José (August 9, 1967- December, 4, 2013).

LMGM a.k.a. Luis-Manuel Garcia

(p/A)001: A non-Aristotelian Drama in Five Acts

La Mission’s “(p/A)001: A non-Aristotelian Drama in Five Acts,” 2013, Image by Julien Barret

 

Lost: Choirboy (in memoriam José Esteban Muñoz)

LUIS-MANUEL GARCIA

La Mission

Named after San Francisco’s Latino barrio, La Mission is a satirical utopian doomsday cult, a music label, a queer situationist art-gang, a magazine, and a group of dancers with a very dirty sense of humor. We release music on vinyl, publish DIY ‘zines, and make performance art, aiming to re-politicize genres of dance music that have been important to queer people of color. La Mission’s identity is perhaps best summed up by cult-leader El Jefe’s manifesto-sermon, “The Sermon for the Steps of the Ziggurat in our Hearts,” published in our first La Mission magazine:

La Mission is a Community. La Mission is a Collective. La Mission is a Cult. La Mission is a Situationist Art Gang. La Mission is a Anarcho-Syndicalist terror cell. La Mission is a Family. La Mission is You. La Mission is Us. La Mission is gonna strip you butt nekkid, gonna check all your body cavities, gonna give you a shower, gonna give you a goodie bag, gonna give you a clean sheet and a towel. You at home with us now children, you understand me? You home with us now.

Founders Luis-Manuel, Pablo, and Mandie, caught on film at the performance for LM002, ‘a slow mutiny.'"

Founders Luis-Manuel, Pablo, and Mandie, caught on film at the performance for LM002, ‘a slow mutiny.'”

La Mission was first formed in 2012, in a small café in the Neukölln district of Berlin. The collective initially began with just three of us—Pablo Roman-Alcalá, Mandie O’Connell and Luis-Manuel Garcia—but like any good charismatic doomsday cult, it quickly expanded to include a broad network of lovers and collaborators, led by a core of four instigators (Johannes Brandis joined us later in the year). After a fundraising run in the fall of 2012 (witness our surrealist fundraising video here), we held our first two performances in the winter and spring of 2013, which involved experimental performance art pieces held in unusual spaces. The performances incorporated music and text from our vinyl EPs and their corresponding ‘zines, which were released at around the same time. These multi-channel productions were also conceptually coherent, with (kunst/WORK)001 introducing La Mission’s “mission” and (kunst/WORK)002 focusing on the relevance of utopianism to dance music. After a “quiet spell” where we released an out-of-series vinyl record of “lost remixes,” 2014 has been dedicated to preparing the next volume in the series (due in February 2015), which examines the depredations of capitalism, forced austerity, and false scarcity on music.

Hearing José

La Mission has no idols, but we do have influences—and José Esteban Muñoz is foremost among them. We share with Muñoz a focus on queer nightlife-worlds, a non-classical take on utopianism, a commitment to intellectual interventions outside of academic channels, and a certain brassy tone of voice. His revival of Ernst Bloch’s notion of a utopia based in real-life struggles was crucial in helping us reconcile revolutionary politics with dancefloor utopianism; or, put differently, Muñoz helped us find the critical politics latent in the queer, brown, sweaty gatherings that form the core of our scene of commitment. As “EDM” continues to blow up into a primarily white, hetero, cis, mainstream phenomenon, his insights have helped us maintain clarity and critical focus.

From the outset, we have also been profoundly influenced by Muñoz’s lifelong theorizations of brownness, affect, and (dis)identification. Since three of our four core members are Latina/os in varying states of stripped identity, we have been especially interested in Muñoz’s notion of the “brown commons,” as he was developing the concept in the last years of his life. In promotional texts that circulated ahead of his speaking engagements on the topic, he described brownness as “an expansive sense of the world, a feeling and being in common that surpasses the limits of the individual and the subject.” Notably, he understands brownness and the brown commons as being shaped not only by suffering and struggle, but also by thriving, providing a pool of resources for a better, more vibrant kind of life.

(p/A)001: A non-Aristotelian Drama in Five Acts

La Mission, (p/A)001: A non-Aristotelian Drama in Five Acts, 2013, Image by Julien Barret

The significance for La Mission’s project in dance music culture should be clear already, but we also take great inspiration in how Muñoz developed an expansive view of brownness and the brown commons, using Latina/o experience as an entry-point for “a vaster consideration of the ways in which people and things suffer and experience harm under the duress of local and global forces that attempt to diminish their vitality and degrade their value.” We here at La Mission are committed to exploring brownness for its potentials for lateral solidarities among people of color, who may have diverse cultural backgrounds but nonetheless share post-migrant experiences of struggle, devaluation, displacement, and inauthenticity. In fact, Muñoz’s work was a direct inspiration for the “Brown Corner” in our La Mission ‘zine (a parody of the “ladies’ corner” and “kid’s corner” of American mid-century lifestyle magazines). Published bilingually and featuring post-migrant authors, the Brown Corner reflects on aspects of brownness, as both specific to their contexts and generalizable to a wider “commons” of brown experience. In the process, we hope to highlight shared feelings, narratives, and resources for brown survival in a world of white supremacy.

A hand-drawn re-working of Frieda Kahlo’s own self-portrait, part of the Brown Corner for issue 001 of the La Mission ‘zine.

A hand-drawn re-working of Frieda Kahlo’s own self-portrait, part of the Brown Corner for issue 001 of the La Mission ‘zine.

 

Singing into the Horizon

Brother Muñoz, what are we supposed to do with the vinyl records, the zines, the performance videos we had been accumulating for you? We’re trying to sing our way into a queer utopian horizon, and we had been counting on your voice. We know you’re not coming back. As a radical lefty utopian doomsday cult, we’re not so invested in the afterlife, anyway. But it still sucks for us and everyone else you left behind, left in the “here and now” that we struggle to turn into something less suffocating. The party was just getting started, dammit. Besides, we had such a kickass choirboy outfit picked out for you.

LUIS-MANUEL GARCIA aka “LMGM”: LMGM/Luis-ManuelLMGM/Luis-Manuel is a Canadian of Peruvian-Colombian origins, currently an Assistant Professor in Popular Music at the University of Groningen (NL), after migrating between Toronto, Berlin, Chicago, and Paris. He has managed to turn his love of electronic dance music into a PhD in Ethnomusicology at the University of Chicago, and into post-doctoral fellowships at the Max Planck Institute for Human Development and the Freie Universität Berlin. On the side, he writes about food and dances every chance he gets.

 “Portrait of La Mission" by Ben Hammond, who has not seen any of its members naked

“Portrait of La Mission” by Ben Hammond, who has not seen any of its members naked

Muñoz & La Mission: A Sermon for the Imagined Sanctuary We Built Together

PABLO ROMAN-ALCALA

Welcome. La Mission is a family. A family of chosen comrades, chosen brethren, chosen hermanos, chosen сестры, chosen lovers, chosen students, chosen teachers, and chosen arms. Arms, linked and brandished through common thought, common feeling, common goals. It is with a heavy heart that we find ourselves here, remembering one of our family who (though never officially an acolyte or collaborator) was one who contributed to the ecstasy that we have felt and will feel for many years. José Esteban Muñoz was said to be a believer. Ernst Bloch and the New Revolutionary Epoch. Our utopias were described and imagined and realized and experienced. Rise up, my brown brethren, and let us celebrate Brother Muñoz’s legacy! 

La Mission's "(p/A)001: A non-Aristotelian Drama in Five Acts," 2013, Image by Julien Barnet

La Mission’s “(p/A)001: A non-Aristotelian Drama in Five Acts,” 2013, Image by Julien Barnet

The words and deeds of this fellow freedom-fighter, who infiltrated the bourgeois güero academy and infected it with a polylateral program for de- and reprogramming, has been our parallel and our inspiration. Colleague and comrade. A representative of our struggle. Not quite a patron saint—that honor we’ve reserved for communarde Louise Michel—but no less a visionary. As queers, as minorities stripped of identity, as angry and happy children in revolt for something better, we must all learn from each other as equals.

Brother Muñoz made utopia political again and located that utopianism in performance. La Mission’s performances bring forth utopias from our queer future through fleeting mindfuck happenings in the present. Through the work of Sister O’Connell and her band of terrorizing miscreants, we present a non-narrative and non-paternalistic path towards redemption, one of our own making. Can I get a “Fuck, yeah!”?

La Mission at Import Projects, 2013

La Mission at Import Projects, 2013

Brother Muñoz loved music and dancing and life-worlds connected by the beat and said, “Take Ecstasy with Me.”  He revealed to us the connections between collective dancing and feeling utopian. In his spirit, La Mission’s music strives to bring forth  utopia through that ever-lasting beat. Through disassociation and reassociation, through transcendental repetition, and through getting the fuck down! Can I get a “Fuck, yeah!”?

Brother Muñoz believed in learning and critical thinking. Analysis and the great revolutionary trek through the jungle of our critically thinking minds. La Mission’s tracts enact utopia through a constant vomiting out of our recently digested learnings into the baby-bird mouths of those who read them. The brother was also a hilarious motherfucker, and from this we realize that it is not through the shrill screams of egoism disguised as activism that we will prevail. It is through the joy of laughter combined with thought that we will win our bread. Can I get a “Fuck, yeah!”?

Brother Muñoz loved fucking. La Mission’s fucking creates utopias through the ecstatic act in and of itself. If you aint fucking to make yourself a Temporary Autonomous Zone of happiness, then you aint doing it right. Can I get a copulatory “Fuck, yeah!”?

It is not all loss, though. The ideas live on. Caminamos juntos. On the dancefloor. In the reclaimed Torre David skyscraper and the Taller Tupac Amaru collective; in the informal classrooms and the sweaty bedrooms. Our hearts must burst after sagging, our heads must fill after hanging low, and our linked arms will raise! Oh honey, please don’t give your heart to a world system based on exploitation of the luckless, give your heart to US!

La Mission at Import Projects, 2013

La Mission at Import Projects, Common Revilings Project, 2013, Image by Julien Barrat

All images courtesy of La Mission  

PABLO ROMAN-ALCALA: Yo. I am Pablo aka “Beaner” aka “Skirtchaser” aka “El Frijolero” etc. I am an internationally working musician and dj who has enjoyed a modicum of success, but who doesn’t like what has happened to the musical landscape vis-a-vis “conservatism” in respect to both Money and Art. I mean the relationship of the two, okay? It sucks. And I want to change it.

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Sounding Out Podcast #36: Anne Zeitz and David Boureau’s “Retention”

AZ-DB-Retention02

Sound and Surveilance4

It’s an all too familiar movie trope. A bug hidden in a flower jar. A figure in shadows crouched listening at a door. The tape recording that no one knew existed, revealed at the most decisive of moments. Even the abrupt disconnection of a phone call manages to arouse the suspicion that we are never as alone as we may think. And although surveillance derives its meaning the latin “vigilare” (to watch) and French “sur-“ (over), its deep connotations of listening have all but obliterated that distinction.

In the final entry to our series on Sound and Surveillance, sound artist Anne Zeitz dissects the theory behind her installation Retention. What are the sounds of capture, and how do the sounds produced in and around spaces of capture affect our bodies? Listen in to find out. -AT

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This podcast presents Retention, a quadriphonic sound installation made with David Boureau. It considers the sounds of surveillance, detention and migration. Retention concentrates on the “soundscape” of the Mesnil Amelot 2+3 detention center for illegal immigrants situated to the North of Paris just beside the Charles de Gaulle airport. This center constitutes the largest complex for detaining “illegal immigrants” in France, with 240 places for individuals and families. Approximately 350 airplanes pass closely above the center over a 24 hours time span, creating intervals of very high sound levels that regularly drown out all other ambient sounds. Retention uses quadrophonic recording technology to capture and diffuse a live transmission of communication between pilots and the Charles de Gaulle control tower. The work also integrates recordings from inside the center made by communications via mobile phones. In the short intervals of silence (always implying sounds of some sort), the atmosphere seems suspended. This suspension is paradigmatic for the clash between the local and the global, between those who are trapped in a state of detention before being expulsed by the engines moving over their heads and those who circulate freely (nonetheless under surveillance) in our global society. Retention exhibits a changing sonic space in order to consider how “waiting zones” and processes of mobility meet.

Featured Image (c) Anne Zeitz and David Boureau, Retention, 2012.

Anne Zeitz is a researcher and artist working with photography, video, and sound media. Born in Berlin in 1980, she lives and works in Paris. Her research focuses on mechanisms of surveillance and mass media, theories of observation and attention, and practices of counter-observation in contemporary art. Her doctoral thesis (University Paris 8/ Esthétique, Sciences et Technologies des Arts, dissertation defence November 2014) is entitled (Counter-)observations, Relations of Observation and Surveillance in Contemporary Art, Literature and Cinema. Anne Zeitz was responsible for organizing the project Movement-Observation-Control (2007/2008) for the Goethe-Institut Paris and collaborated on the exhibition and conference Armed Response (2008) at the Goethe-Institut Johannesburg. She is a former member of the Observatoire des nouveaux médias (Paris 8/Ensad) and of the research project Média Médiums (Université Paris 8, ENSAPC, EnsadLAB, Archives Nationales, 2013/2014). Her most recent research concentrates on the work of the American artist Max Neuhaus with the publication of De Max-Feed a Radio Net (2014), part of the Média Médiums book series. She is the artist of this year’s Urban Photo Fest and participated at the Urban Encounters / Tate Britain in October 2014.

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The Dark Side of Game Audio: The Sounds of Mimetic Control and Affective Conditioning

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Sound and Surveilance4

It’s an all too familiar movie trope. A bug hidden in a flower jar. A figure in shadows crouched listening at a door. The tape recording that no one knew existed, revealed at the most decisive of moments. Even the abrupt disconnection of a phone call manages to arouse the suspicion that we are never as alone as we may think. And although surveillance derives its meaning the latin “vigilare” (to watch) and French “sur-“ (over), its deep connotations of listening have all but obliterated that distinction.

This month, SO! Multimedia Editor Aaron Trammell curates a forum on Sound and Surveillance, featuring the work of Robin James and Kathleen Battles.  And so it begins, with Aaron asking. . .”Want to Play a Game?” –JS

It’s eleven o’clock on a Sunday night and I’m in the back room of a comic book store in Scotch Plains, NJ. Game night is wrapping up. Just as I’m about to leave, someone suggests that we play Pit, a classic game about trading stocks in the early 20th century. Because the game is short, I decide to give it a go and pull a chair up to the table. In Pit, players are given a hand of nine cards of various farm-related suits and frantically trade cards with other players until their entire hand matches the same suit. As play proceeds, players hold up a set of similar cards they are willing to trade and shout, “one, one, one!,” “two, two, two!,” “three, three, three!,” until another player is willing to trade them an equivalent amount of cards in a different suit. The game only gets louder as the shouting escalates and builds to a cacophony.

As I drove home that night, I came to the uncomfortable realization that maybe the game was playing me. I and the rest of the players had adopted similar dispositions over the course of the play. As we fervently shouted to one another trying to trade between sets of indistinguishable commodities, we took on similar, intense, and excited mannerisms. Players who would not scream, who would not participate in the reproduction of the game’s sonic environment, simply lost the game, faded out. As for the rest of us, we became like one another, cookie-cutter reproductions of enthusiastic, stressed, and aggravated stock traders, getting louder as we cornered the market on various goods.

We were caught in a cybernetic-loop, one that encouraged us to take on the characteristics of stock traders. And, for that brief period of time, we succumbed to systems of control with far reaching implications. As I’ve argued before, games are cybernetic mechanisms that facilitate particular modes of feedback between players and the game state. Sound is one of the channels through which this feedback is processed. In a game like Pit, players both listen to other players for cues regarding their best move and shout numbers to the table representing potential trades. In other games, such as Monopoly, players must announce when they wish to buy properties. Although it is no secret that understanding sound is essential to good game design, it is less clear how sound defines the contours of power relationships in these games. This essay offers two games,  Mafia, and Escape: The Curse of the Temple as case studies for the ways in which sound is used in the most basic of games, board games. By fostering environments that encourage both mimetic control and affective conditioning game sound draws players into the devious logic of cybernetic systems.

Understanding the various ways that sound is implemented in games is essential to understanding the ways that game sound operates as both a form of mimetic control and affective conditioning. Mimetic control is, at its most simple, the power of imitation. It is the degree to which we become alike when we play games. Mostly, it happens because the rules invoke a variety of protocols which encourage players to interact according to a particular standard of communication. The mood set by game sound is the power of affective conditioning. Because we decide what we interact with on account of our moods, moments of affective conditioning prime players to feel things (such as pleasure), which can encourage players to interact in compulsive, excited, subdued, or frenetic ways with game systems.

A game where sound plays a central and important role is Mafia (which has a number of other variants like Werewolf and The Resistance). In Mafia, some players take the secret role of mafia members who choose players to “kill” at night, while the eyes of the others are closed. Because mafia-team players shuffle around during the game and point to others in order to indicate which players to eliminate while the eyes of the other players are closed, the rules of the game suggest that players tap on things, whistle, chirp, and make other ambient noises while everyone’s eyes are closed. This allows for the mafia-team players to conduct their business secretly, as their motions are well below the din created by the other players. Once players open their eyes, they must work together to deduce which players are part of the mafia, and then vote on who to eliminate from the game. Here players are, in a sense, controlled by the game to provide a soundtrack. What’s more, the eeriness of the sounds produced by the players only accentuate the paranoia players feel when taking part in what’s essentially a lynch-mob.

The ambient sounds produced by players of Mafia have overtones of mimetic control. Protocols governing the use of game audio as a form of communication between bodies and other bodies, or bodies and machines, require that we communicate in particular ways at set intervals. Different than the brutal and martial forms of discipline that drove disciplinary apparatuses like Bentham’s panopticon, the form of control exerted through interactive game audio relies on precisely the opposite premise. What is often termed “The Magic Circle of Play” is suspect here as it promises players a space that is safe and fundamentally separate from events in the outside world. Within this space somewhat hypnotic behavior-patterns take place under the auspices of being just fun, or mere play. Players who refuse to play by the rules are often exiled from this space, as they refuse to enter into this contract of soft social norms with others.

Not all panopticons are in prisons. "Singing Ringing Tree at Sunset," Dave Leeming CC BY.

Not all panopticons are in prisons. “Singing Ringing Tree at Sunset,” Dave Leeming CC BY.

Escape: The Curse of the Temple relies on sound to set a game mood that governs the ways that players interact with each other. In Escape, players have ten minutes (of real time) where they must work together to navigate a maze of cardboard tiles. Over the course of the game there are two moments when players must return to the tile that they started the game on, and these are announced by a CD playing in the background of the room. When this occurs, a gong rings on the CD and rhythms of percussion mount in intensity until players hear a door slam. At this point, if players haven’t returned to their starting tile, they are limited in the actions they can take for the rest of the game. In the moments of calm before players make a mad dash for the entrance, the soundtrack waxes ambient. It offers the sounds of howling-winds, rattling chimes, and yawning corridors.

The game is spooky, overall. The combination of haunting ambient sounds and moments where gameplay is rushed and timed, makes for an adrenaline-fueled experience contained and produced by the game’s ambient soundtrack. The game’s most interesting moments come from points where one player is trapped and players must decide whether they should help their friend or help themselves. The tense, haunting, soundtrack evokes feelings of high-stakes immersion. The game is fun because it produces a tight, stressful, and highly interactive experience. It conditions its players through the clever use of its soundtrack to feel the game in an embodied and visceral way. Like the ways that horror movies have used ambient sounds to a great effect in producing tension in audiences (pp.26-27), Escape: The Curse of the Temple encourages players to immerse themselves in the game world by playing upon the tried and true affective techniques that films have used for years. Immersed players feel an increased sense of engagement with the game and because of this they are willingly primed to engage in the mimetic interactive behaviors that engage them within the game’s cybernetic logic.

These two forms of power, mimetic control and affective conditioning, often overlap and coalesce in games. Sometimes, they meet in the middle during games that offer a more or less adaptive form of sound, like Mafia. Players work together and mimic each other when reproducing the ambient forms of quiet that constitute the atmosphere of terror that permeates the game space. Even the roar of bids which occurs in Pit constitutes a form of affective conditioning that encourages players to buy, buy, buy as fast as possible. Effectively simulating the pressure of The Stock Exchange.

Although there is now a growing discipline around the production of game audio, there is relatively little discourse that attempts to understand how the implementation of sound in games functions as a mode of social control. By looking at the ways that sound is implemented in board and card games, we can gain insight of the ways in which it is implemented in larger technical systems (such as computer games), larger aesthetic systems (such as performance art), economic systems (like casinos and the stock market), and even social systems (like parties). Furthermore, it is easy to describe more clearly the ways in which game audio functions as a form of soft power through techniques of mimetic control and affective conditioning. It is only by understanding how these techniques affect our bodies that we can begin to recognize our interactions with large-scale cybernetic systems that have effects reaching beyond the game itself.

Aaron Trammell is co-founder and Multimedia Editor of Sounding Out! He is also a Media Studies PhD candidate at Rutgers University. His dissertation explores the fanzines and politics of underground wargame communities in Cold War America. You can learn more about his work at aarontrammell.com.

Featured image “Psychedelic Icon,” by Gwendal Uguen CC BY-NC-SA.

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