To conclude our Hysterical Sound series, we are pleased to present an excerpt from John Corbett, Terri Kapsalis and Danny Thompson’s performance of The Hysterical Alphabet.
Through this series we have explored a history of fetishizing women’s hysterical vocalizations with Gordon Sullivan’s post on Clayton Cubitt’s video work, and my post on Sam Taylor-Johnson’s film Hysteria and it’s relation to the “silence” of hysteria in medical history.
Today, Kapsalis gives us a piece in which “the ABCs are seized in a convulsive fit,” each letter of the alphabet serving to introduce some episode of the history of hysteria. Accompanied by the sound design of Corbett and Thompson’s visual collage, this performance of The Hysterical Alphabet offers a multi-sensory engagement with the past to “disprove the theory that time heals all wombs.”
SO! is grateful to the artists for sharing their work with us.
— Guest Editor Karly-Lynne Scott
Inspired by primary medical writings and actual case histories, “The Hysterical Alphabet” tracks the 4,000 year history of hysteria starting with A in ancient Egypt. First published as a book with text by Terri Kapsalis and drawings by Gina Litherland, it subsequently assumed a different form as a performance featuring video and live soundtrack. Terri Kapsalis (voice), John Corbett (sound), and Danny Thompson (video) performed the feature length piece from 2007-2012 in many different venues, including the Art Institute of Chicago, Emory University, RISD, Bates College, Clark University, and the University of Chicago. The video documentation included here excerpts the letters S, T, U, and V, which focus on the 19th century, moving into the 20th century, and were drawn from the work of Charlotte Perkins Gilman, S. Weir Mitchell, Jean-Martin Charcot, and Sigmund Freud, among others.
John Corbett (sound) is a writer, sound-artist, and curator. He is the co-director of the art gallery Corbett vs. Dempsey. In 2002, Corbett served as Artistic Director of JazzFest Berlin, and he co-curated the Empty Bottle Festival of Jazz & Improvised Music for nine years. He is the producer of the Unheard Music Series, an archival program dedicated to creative music issues and re- issues, and he is the author of Extended Play: Sounding Off from John Cage to Dr. Funkenstein and Microgroove: Forays into Other Music. Corbett can be heard on a number of CDs including I’m Sick About My Hat and has brought his sound skills to two previous Theater Oobleck productions.
Terri Kapsalis’ (text/sound) writings have appeared in such publications as Short Fiction, The Baffler, Denver Quarterly, new formations, Public, and Lusitania. She is the author of Jane Addams’ Travel Medicine Kit, Hysterical Alphabet, and Public Privates: Performing Gynecology from Both Ends of the Speculum. Kapsalis is a founding member of Theater Oobleck, works as a health educator at Chicago Women’s Health Center, and teaches at the School of the Art Institute of Chicago.
Danny Thompson (video) is a founding member of Theater Oobleck, for which he has written (and performed in) 20 plays and solo performances, including Necessity, Big Tooth High-Tech Megatron vs. the Sockpuppet of Procrastination, and The Complete Lost Works of Samuel Beckett as Found in an Envelope (Partially Burned) in a Dustbin in Paris Labeled “Never to be Performed. Never. Ever. Ever. Or I’ll Sue! I’ll Sue from the Grave!!! The latter was given the “Comedy Excellence Award” at the 2000 New York Fringe Festival, “Top Ten of the Fest” at the Edinburgh Fringe Festival in Scotland, and extensively toured the U.K. and Ireland.
“Why does it feel so good when someone else is touching you?” she asks, fluttering her fingers up her forearm in demonstration. The cheerful blond woman smiles brightly. “Is it because of the physical contact itself? Or is there something else going on?”
This YouTube celebrity is Olivia Kissper, and she is about to demonstrate 40 different sounds that act as “triggers” for ASMR, or Autonomous Sensory Meridian Response. ASMR is a term coined by the community of internet users who experience a particular tingling sensation in response to certain auditory, visual, or haptic stimuli. The sensation often originates in the scalp and travels down the spine and is reported to be immensely pleasurable, as well as relaxing. “ASMRtists” now flood YouTube with a steady stream of high definition videos designed to trigger this sensation for viewers, either by whispering or making other sounds with the mouth, by tapping, crinkling, or scratching various household objects, or through role-play scenarios (which often incorporate some or all of the above). In answer to Olivia’s question, I suggest that ASMR “feels so good” because the technology affords listener-viewers the opportunity to imagine alternative sexualities outside of the dominant Western paradigm of heterosexual, two-bodied, genital, orgasmic, reproductive intercourse.
However, the online ASMR community vehemently asserts that there is nothing sexual about ASMR. Of course, that is not to say that NSFW ASMR doesn’t have a strong following on Reddit, or that there haven’t been strident debates on the topic (such as the one sparked by comedian Russell Brand earlier this year). But it does mean that the vocal majority of ASMRtists and their listeners perceive this experience as intensely pleasurable, yet outside the regime of sexuality. It seems that positioning ASMR as distinct from sexual fetishes is an effort to destigmatize what may otherwise be viewed as deviant or unhealthy sexual behavior.
The problem at hand, then, is not that ASMR may in fact be sexual, but that pervasive definitions of sexuality pertain to very narrow set of actions and gestures among a very narrow set of bodies and pertaining to a very narrow set of moralistic qualities. I argue that ASMR videos broaden the scope of what we understand as “sexuality” and provide a means for bodies to gain access to certain other bodies in particular ways, and thus serve as an outlet for people to enjoy those (sexual) pleasures alongside of what is deemed appropriate in the mainstream. By analyzing this video phenomenon, specifically through the videos of ASMRtist Olivia Kissper, I consider what is “real” about this mediated intimacy, and how this mediated intimacy can help us to reimagine sexuality.
If ASMR is described by those who experience it as intensely pleasurable and relaxing, and if ASMRtists craft their videos with the deliberate intention of producing this automatic, visceral, pleasurable sensation, then it is indisputable that ASMR is, above all, concerned with the production of pleasure. In this way, it is not difficult to note the parallels between ASMR videos and pornography—another “body genre” (to borrow the term from Linda Williams) that employs genre-specific techniques with the intention of producing an automatic, visceral, pleasurable sensation in the viewer. Bearing this in mind, it should not be overlooked that most of the bodies interacting with the objects in these videos are young, conventionally attractive, white women. As art historian Joceline Andersen notes, ASMR often “relies on the heteronormative gender roles of care” (685). In other words, the popularity of an ASMRtist (with few exceptions) seems to be directly related to her sexual appeal and the degree to which she upholds Western standards of beauty.
Despite the fact that these videos may not be pornographic in the traditional sense, they are certainly sensual, if not sexual. This is exemplified by the way in which these ASMRtists attempt to evoke the sensation of contact with the viewer. ASMR is triggered not only by sound, but also by touch, and many ASMRtists strive to create perfect illusions of tactile sensation through the expert manipulation of visual and aural components. These are the kinds of videos that Olivia Kissper produces most often, such as “This FEELS SO REAL! Binaural ASMR SCALP MASSAGE with head massager, cicadas & WHISPERING.”
The tabloid-headline-esque style of the video’s title exemplifies the common practice of wordy titles for ASMR videos, so that viewers can tell at a glance if the video contains the specific triggers they are looking for, in this case tactile role-play and the auditory triggers of whispering and binaural recording. The quality of ASMR videos has steadily improved over the last couple of years, and most successful ASMRtists use high definition binaural microphones that record from two different “ear” locations, so that when the listener uses headphones, it produces the immersive effect of “3D” sound.
At the beginning of this video, Olivia asks, “are you ready for the most blissful experience?” then leans in close to whisper: “Are you ready to treat your senses a little bit today?” She speaks very softly and slowly, her voice intonated by her Czech accent. She punctuates her speech with graceful, twirling hand movements, and she shows off her long fingers and perfectly groomed fingernails as she displays the head massager and taps on the different materials it is made of in order to display its texture.
As a rule, ASMR videos deliberately engage with texture: if not of objects, then of the voice and the mouth, sibilance and saliva amplified sensuously through binaural recording. ASMR, then, is exemplary of Eve Kosofsky Sedgwick’s claim in Touching Feeling that, “what [texture and affect] have in common is that at whatever scale they are attended to, both are irreducibly phenomenological” (21). Here, the pleasurable affect manifests in the phenomenological tingles across the listener-viewer’s skin as Olivia taps her fingers along “your” hairline, runs her fingers through your hair, massages your scalp with her fingertips, and pushes the tines of the wire head massager down your head. If all goes well, you will feel like Kissper really is touching, stroking, and caressing you, and the experience will trigger “the tingles.” Performances such as Kissper’s produce the sensation of proximity, and are able to do so specifically through the digital technology that allows for the perfect storm of amplified aural, visual, and haptic stimulation. Here, the ASMRtist’s performance evinces the sensation of proximity and even direct contact with another body. As sound studies scholar Joshua Hudelson has described, in ASMR media, “sound is transduced into touch, and the taut membranes of the listener’s headphones become coterminous with his own skin.” The pleasure of these role-play videos derives not only from the physiological response to the mediated contact, but from the “personal attention” trigger (one of the top five most popular ASMR triggers according to a recent survey), as established through the use of second-person address. The demand for this element of intimacy is also growing in porn, according to Ela Darling, whose new website vrtube.xxx (NSFW) features virtual, one-on-one 3D cam sessions.
Mediated intimacy is at play in all ASMR videos, in the sense that they are produced for personal use. ASMR videos that use binaural recording techniques must be listened to with headphones, which means that each individual among the hundreds of thousands of viewers of these performances experiences an intimate encounter with the ASMRtist. But that intimacy is turned up even higher in role-play scenarios, as in one of Olivia’s earliest videos, “❀ Whispering, HAIR BRUSHING, Braiding & card reading ASMR ❀.”
This video takes place in a softly lit bedroom, with eye level low enough to suggest that the viewer-listener is sitting on the bed. Olivia is dressed casually in a plaid shirt, which is, not incidentally, unbuttoned rather low. She begins the video by addressing the viewer-listener directly as “friend,” and providing some expository dialogue indicating that the relationship is one of good friends who have not seen each other for a long time. She tells the viewer-listener she wants to braid her hair, but before she does that, she wants to:
start with acknowledging you because I’ve realized recently that I don’t tell you certain things and I just don’t want to put it off anymore. And I’m gonna whisper it to you, um, because it is really important for me that you really get that, yeah?
However, despite the platonic relationship established in the expository introduction, the boundary-crossing proximity of Olivia’s neck and hair in the viewer-listener’s field of vision erotically charges the banal acknowledgements she whispers.
It is clear that the intimacy that I experienced with Olivia is mediated—the hair she is braiding is not my own, for example, I cannot actually touch the objects she offers me, nor would she recognize me if I met her walking down the street—but does mediation necessarily imply inauthenticity? If intimacy is affective (pleasurable) and phenomenological (tingly), then doesn’t my experience with the mediated Olivia count as “real” intimacy? Dominic Pettman has suggested that love itself is a technology in “Love in the Time of Tamagotchi,” and points to the fact that intimacy is often done better through digital simulation:
[W]ith the current technology, simultaneous eye-contact is not possible. […] The video-chatter has the choice of staring at the image of their interlocutor, or straight into the camera, but not both at the same time. […] In 2012, simulated avatars already have an advantage over other humans on video-chat, since they can better simulate such a vital interactional presence, precisely by better simulating this eye-to-eye event (110).
Although Pettman provides the example of a digital avatar in a game, I think the same could be said of ASMR videos, and that Olivia’s eye contact is equally effective and affective. Olivia herself believes this to be true, asserting on her personal website that, “Because of our emphatic [sic] human connection and mirror neurons, our brain cannot tell the difference between a face-to-face interaction and online roleplay.”
The authenticity of the encounter between the ASMRtist and her listener-viewer is paramount in Olivia’s work, especially when it comes to the concept of healing. It is no coincidence that spa treatments and medical exams are two of the most popular genres of ASMR role-play: both appeal to the pleasure of being cared for. Indeed, for Olivia, her videos are not just about producing pleasure for her viewers, but about healing them. This has become more evident in her recent videos, which belie her interest in science fiction, Eastern medicine and spirituality, New Age and metaphysical therapies, and what she calls “transpersonal healing.” One of her more unique videos, “FUTURISTIC TINGLES! Binaural ASMR exam and transpersonal healing role play with binaural beats,” exemplifies this philosophy. “FUTURISTIC TINGLES!” is quite different from the typical ASMR video in that it is less about stimulating particular senses or simulating particular experiences, and much closer to the abstraction of meditation exercises. It is not realistic, nor is it trying to be. But it is still acutely concerned with the phenomenological effect on the listener-viewer’s body.
This unique video, replete with computerized special effects, opens with a quote that draws connections between the placebo effect and the role of “caring attention” in healing. The viewer-listener is then led through a complex scenario in which Olivia, as a virtual cyborg healer, examines them through their computer screen, and then leads them through a healing meditation involving trippy visual sequences and binaural beats intended to trigger different, relaxing brain wave states. While the medical tests conducted in the first half of the video set the scene (and appeal to popular tropes within the ASMR genre at large), the second half is intended to produce actual healing effects within the body, not just simulate them. Olivia’s point is not that alternative therapies such as binaural beats and ASMR could be supported by Western research if only the scientists would study them; on the contrary, her performances embrace the healing potential of those phenomena that cannot be substantiated by Western research.
But although Olivia advocates for the alternative healing qualities of ASMR, her most popular videos are still about spas and medical offices, not reiki, palm reading, or ayahuasca, although she does have videos on all of those topics. The reason these two scenarios—doctor’s offices and salons—are so much more popular than, say, scenes in which the viewer is ill or tired and being cared for by a lover or a parent is because we are more likely to already have access to those forms of intimacy in our day-to-day lives. But although our doctors and aestheticians may know our bodies more intimately than most people in our lives, they are still considered strangers, and interactions with them must therefore follow strict protocol, particularly regarding sexual encounter. We may not articulate the pleasures we enjoy at the doctor or the salon because sexuality is understood as necessarily genital, and definitively relegated to specific relationships only. Similar to Anderson’s point that ASMR videos are productive of a “queer intimacy” (697), this essay shows how ASMR videos exemplify that there are alternative pleasures in these caring intimacies, and provide an outlet for enjoying those intimacies alongside of what is deemed appropriate in the mainstream.
Bearing these three components of Olivia’s videos in mind—pleasure, intimacy, and care—what interests me about ASMR is that they really do touch us: the mediation of the digital recording allows the vibrations produced by Olivia’s vocal cords and finger nails to literally penetrate my ear and resonate within my body. In this way, the technological mediation of ASMR videos facilitates, rather than hinders, contact between the performer and the viewer-listener, a point that speaks to the appeal of ASMR role-play videos in particular. ASMR refers not just to “the tingles” but to the affective conglomeration of physiological tingles and psychical pleasure and relaxation, as produced by the touch of the ASMRtist. And similarly, as Teresa Brennan suggests in The Transmission of Affect, even my internal chemistry may literally be affected by “body movements and gestures, particularly through the imitation of rhythms (effected by sight, touch, and hearing)” (70). While the sexuality of this resonance is implied by the (problematically) gendered performances of ASMRtists such as Olivia Kissper, I suggest, somewhat provocatively, that ASMR is not just like sex, but is sex.
As “sex” is increasingly acknowledged as referring to a wide range of activities outside of penetrative, heterosexual, genital intercourse, it seems inevitable that its bounds will continue to expand, blur, and reconstitute themselves. Sexuality, therefore, should not be defined by the concrete gestures that constitute “sex” in a given time and place. Rather, sex could be understood as any embodied technique of pleasure, intimacy, and care, while sexuality could refer to an infinite scope of techniques within that category. In this way, by asking what sex does to the body rather than what it means for the subject, we may be able to cast aside sexuality’s moralistic conundrums and better attend to its affective aspects. What the current, dominant, Western definitions of sexuality often restrict, are the socially sanctioned opportunities for certain bodies to touch other bodies and, it follows, the ability to see the benefit of a multiplicity of intimacies. ASMR performances may be one means of transgressing the interdictions on when and how bodies may access one another, sowing the seeds for cultivating alternative, pleasurable, intimate, and caring modes of life.
Image “In the Pink” by Koppenbadger @Flickr CC BY-NC-ND.
Emma Leigh Waldron is a Ph.D. student in the Performance Studies Graduate Group at the University of California, Davis and a graduate of the MA Performance Research program at the University of Bristol. She is also Co-Editor-in-Chief at the online journal, Analog Game Studies.
Emma’s research focuses on affective communities that coalesce around intimate performances of touch. She is currently researching the mediated intimacy of ASMR videos on YouTube, and how sex is represented in larp (live-action role-playing games). She is especially interested in how definitions and manifestations of sexuality are negotiated, reified, and transformed through these practices. Her work lies at the intersection of performance studies and media studies, and questions the role of embodiment in sexuality, intimacy, and touch. Her work is informed by feminist theory, queer theory, affect studies, and phenomenology. You can find Emma online at www.emmaleighwaldron.com.
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Guest Editors’ Note: Welcome to Sounding Out!‘s December forum entitled “Sound, Improvisation and New Media Art.” This series explores the nature of improvisation and its relationship to appropriative play cultures within new media art and contemporary sound practice. Here, we engage directly with practitioners, who either deploy or facilitate play and improvisation through their work in sonic new media cultures.
For our second piece in the series, we have interviewed New York City based performance duo foci + loci (Chris Burke and Tamara Yadao). Treating the map editors in video games as virtual sound stages, foci + loci design immersive electroacoustic spaces that can be “played” as instruments. Chris and Tamara bring an interdisciplinary lens to their work, having worked in various sonic and game-related cultures including, popular, electroacoustic and new music, chiptune, machinima (filmmaking using video game engines), and more.
As curators, we have worked with foci + loci several times over the past few years, and have been fascinated with their treatment of popular video game environments as tools for visual and sonic exploration. Their work is highly referential, drawing on artistic legacies of the Futurists, the Surrealists, and the Situationists, among others. In this interview, we discuss the nature of their practice(s), and it’s relationship to play, improvisation and the co-constituative nature of their work in relation to capital and proprietary technologies.
— Guest Editors Skot Deeming and Martin Zeilinger
1. Can you take a moment to describe your practice to our readers? What kind of work do you produce, what kind of technologies are involved, and what is your creative process?
foci + loci mostly produce sonic and visual video game environments that are played in live performance. We have been using Little Big Planet (LBP) on the Playstation 3 for about 6 years.
When we perform, we normally have two PS3s running the game with a different map in each. We have experimented with other platforms such as Minecraft and we sometimes incorporate spoken word, guitars, effects pedals, multiple game controllers (more than 1 each) and Game Boys.
Our creative process proceeds from discussions about the ontological differences between digital space and cinematic space, as well as the freeform or experimental creation of music and sound art that uses game spaces as its medium. When we are in “Create Mode” in LBP, these concepts guide our construction of virtual machines, instruments and performance systems.
[Editor’s Note: Little Big Planet’s has several game modes. Create Mode is the space within the game where users can create their own LBP levels and environments. As player’s progress through LBP’s Story Mode, players unlock and increasing number of game assets, which can be used in Create Mode.]
2. Tell us about your background in music? Can you situate your current work in relation to the musical traditions and communities that you were previously a part of?
CB: I have composed for film, TV, video games and several albums (sample based, collage and electronic). Since 2001 I’ve been active in the chipmusic scene, under the name glomag. Around the same time I discovered machinima and you could say that my part in foci + loci is the marriage of these two interests – music and visual. Chipmusic tends to be high energy and the draw centers around exciting live performances. It’s immensely fun and rewarding but I felt a need to step back and make work that drew from more cerebral pursuits. foci + loci is more about these persuits for me: both my love of media theory and working with space and time.
TY: I’m an interdisciplinary artist and composer. I studied classical piano and percussion during my childhood years. I went on to study photography, film, video, sound, digital media and guitar in college and after. I’ve primarily been involved with the electroacoustic improv and chipmusic scenes, both in NYC. I’ve been improvising since 2005, and I’ve been writing chipmusic since 2011 under the moniker Corset Lore.
My work in foci + loci evolved out of the performance experience I garnered in the electroacoustic improv scene. My PS3 replaced my laptop. LBP replaced Ableton Live and VDMX. I think I felt LBP had more potential as a sonic medium because an interface could be created from scratch. Eventually, the game’s plasticity and setting helped to underscore its audiovisual aspect by revealing different relationships between sound and image.
3. Would you describe your work as a musical practice or an audio-visual performance practice?
FL: We have always felt that in game space, it is more interesting to show the mechanism that makes the sound as well as the image. These aspects are programmed, of course, but we try to avoid things happening “magically,” and instead like to give our process some transparency. So, while it is often musical, sound and image are inextricably linked. And, in certain cases, the use of a musical score (including game controller mappings) has been important to how our performance unfolds either through improvisation or timed audiovisual events. The environment is the musical instrument, so using the game controller is like playing a piano and wielding a construction tool at the same time. It has also been important in some contexts to perform in ‘Create Mode’ in order to simply give the audience visual access to LBP‘s programming backend. In this way, causal relationships between play and sound may be more firmly demonstrated.
4. There are many communities of practice that have adopted obsolete or contemporary technologies to create new, appropriative works and forms. Often, these communities recontextualize our/their relationships to technologies they employ. To what extent do you see you work in relation to communities of appropriation-based creative expression?
CB: In the 80s-90s I was an active “culture jammer,” making politically motivated sound montage works for radio and performance and even dabbling in billboard alterations. Our corporate targets were selling chemical weapons and funding foreign wars while our media targets were apologists for state-sanctioned murder. Appropriating their communications (sound bites, video clips, broadcasting, billboards) was an effort to use their own tools against them. In the case of video game publishers and console manufacturers, there is much to criticize: sexist tropes in game narratives, skewed geo-political subtexts, anti-competitive policies, and more. Despite these troubling themes, the publishers (usually encouraged by the game developers) have occasionally supported the “pro-sumer” by opening up their game environments to modding and other creative uses. This is a very positive shift from, say, the position of the RIAA or the MPAA, where derivative works are much more frequently shut down. My previous game-related series, This Spartan Life, was more suited to tackling these issues. As for foci + loci, it’s hard to position work that uses extensively developed in-game tools as being “appropriative,” but I do think using a game engine to explore situationist ideas or the ontology of game space, as we do in our work, is a somewhat radical stance on art. We hope that it encourages more players to creatively express their ideas in similar ways.
TY: Currently, the ‘us vs. them’ attitude that characterized the 80s and 90s is no longer as relevant as it once was because corporations are now giving artists technology for their own creative use. However, they undermine this sense of benevolence by claiming that consumers could be the next Picasso if they buy said piece of technology in their marketing—as if the tool is more important than the artist/artwork. Little Big Planet is marketed this way. On the whole, I think these issues complicate artists’ relationships with their media.
Often our work tends to be included in hacker community events, most recently the ‘Music Games Hackathon’ at Spotify (NYC), because, while we don’t necessarily hack the hardware or software, our approach is a conceptual hack or subversion. At this event, there were a variety of conceptual connections made between music, hacks and games; Double Dutch, John Zorn’s Game Pieces, Fluxus, Xenakis and Stockhausen were all compared to one another. I gave a talk at the Hackers on Planet Earth Conference in 2011 about John Cage, Marcel Duchamp, Richard Stallman and the free software movement. In Stallman’s essay ‘On Hacking,’ he cited John Cage’s ‘4’33″‘ as an early example of a music hack. In my discussion, I pointed to Marcel Duchamp, a big influence on Cage, whose readymades were essentially hacked objects through their appropriation and re-contextualization. I think this conceptual approach informs foci + loci’s current work.
[Editors’ note: Recently celebrating its 10th anniversary, This Spartan Life is a machinima talk show that takes place within the multiplayer game space of the First Person Shooter game Halo. This Spartan Life was created by Chris Burke in 2005. The show has featured luminaries including Malcolm McClaren, Peggy Awesh, and many more.]
5. You mention the ontological differences between game spaces and cinematic spaces. Can you clarify what you mean by this? Why is this such as important distinction and how does it drive the work?
CB: We feel that there is a fundamental difference in the way space is represented in cinema through montage and the way it’s simulated in a video game engine. To use Eisenstein’s terms, film shots are “cells” which collide to synthesize an image in the viewers mind. Montage builds the filmic space shot by shot. Video game space, being a simulation, is coded mathematically and so has a certain facticity. We like the way the mechanized navigation of this continuous space can create a real time composition. It’s what we call a “knowable” space.
6. Your practice is sound-based but relies heavily on the visual interface that you program in the gamespace. How do you view this relationship between the sonic and the visual in your work?
TY: LBP has more potential as a creative medium because it is audiovisual. The sound and image are inextricably linked in some cases, where one responds to the other. These aspects of interface function like the system of instruments we (or the game console) are driving. Since a camera movement can shape a sound within the space, the performance of an instrument can be codified to yield a certain effect. This goes back to our interest in the ontology of game space.
7. Sony (and other game developers) have been criticized for commodifying play as work – players produce and upload levels for free, and this free labour populates the Little Big Planet ecology. How would you position the way you use LBP in this power dynamic between player and IP owner?
CB: We are certainly more on the side of the makers than the publishers, but personally I think the “precarious labor” argument is a stretch with regard to LBP. Are jobs being replaced (International Labor Rights definition of precarious work)? Has a single modder or machinima maker suggested they should be compensated by the game developer or publisher for their work? Compensation actually does happen occasionally. This Spartan Life was, for a short time, employed by Microsoft to make episodes of the show for the developer’s Halo Waypoint portal. I have known a number of creators from the machinima community who were hired by Bioware, Blizzard, Bungie, 343 Industries and other developers. Then there’s the famous example of Minh Le and Jess Cliffe, who were hired by Valve to finish their Half-Life mod, Counterstrike. However, compensating every modder and level maker would clearly not be a supportable model for developers or publishers.
Having said all that, I think our work does not exactly fit into Sony’s idea of what LBP users should be creating. We are resisting, in a sense, by providing a more art historical example of what gamers can do with this engine beyond making endless game remakes, side-scrollers and other overrepresented forms. We want players to open our levels and say “WTF is this? How do I play it?” Then we want them to go into create mode and author LBP levels that contain more of their own unique perspectives and less of the game.
[Corset Lore is Tamara Yadao’s chiptune project.]
8. What does it mean to improvise with new interfaces? Has anything ever gone horribly wrong during a moment of improvisation? Is there a tension between improvisation and culture jamming, or do the two fit naturally together?
CB: It’s clear that improvising with new interfaces is freer and sometimes this means our works in progress lack context and have to be honed to speak more clearly. This freedom encourages a spontaneous reaction to the systems we build that often provokes the exploitation of weaknesses and failure. Working within a paradigm of exploitation seems appropriate to us, considering our chosen medium. In play, there is always the possibility of failure, or in a sense, losing to the console. When we design interfaces within console and game parameters we build in fail-safes while also embracing mechanisms that encourage failure during our performance/play.
In an elemental way, culture jamming is a more targeted approach, whereas improvisation seems to operate with a looser agenda. Improvisation is already a critical approach to the structures of game narrative. Improvising with a video game opens up the definition of what a game space is, or can be.
All images used with permission by foci + loci.
foci + loci are Chris Burke and Tamara Yadao.
Chris Burke came to his interest in game art via his work as a composer, sound designer and filmmaker. As a sound designer and composer he has worked with, among others, William Pope L., Jeremy Blake, Don Was, Tom Morello and Björk. In 2005 he created This Spartan Life which transformed the video game Halo into a talk show. Within the virtual space of the game, he has interviewed McKenzie Wark, Katie Salen, Malcolm McLaren, the rock band OK Go and others. This and other work in game art began his interest in the unique treatment of space and time in video games. In 2012, he contributed the essay “Beyond Bullet Time” to the “Understanding Machinima” compendium (2013, Continuum).
Tamara Yadao is an interdisciplinary artist and composer who works with gaming technology, movement, sound, and video. In Fall 2009, at Diapason Gallery, she presented a lecture on “the glitch” called “Post-Digital Music: The Expansion of Artifacts in Microsound and the Aesthetics of Failure in Improvisation.” Current explorations include electro-acoustic composition in virtual space, 8-bit sound in antiquated game technologies (under the moniker Corset Lore), movement and radio transmission as a live performance tool and the spoken word. Her work has been performed and exhibited in Europe and North America, and in 2014, Tamara was the recipient of a commissioning grant by the Jerome Fund for New Music through the American Composers Forum.
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Editors’ Note: Welcome to Sounding Out!‘s December forum entitled “Sound, Improvisation and New Media Art.” This series explores the nature of improvisation and its relationship to appropriative play cultures within new media art and contemporary sound practice. This series will engage directly with practitioners, who either deploy or facilitate play and improvisation through their work in sonic new media cultures.
The first essay in this series draws from a constellation of disciplinary perspectives that investigate these critical valences, and posits both play and improvisation as critical interventions which can expose, critique and interrupt the proprietary techniques and strategies of contemporary consumer media technologies.
— Guest Editors Skot Deeming and Martin Zeilinger
As media art scholars and curators of the annual Vector Game Art & New Media Festival, we are particularly interested in the conceptual convergence between critical approaches to play, on the one hand, and to improvisation, on the other. In this short essay, we therefore ask how improvisational sound-based media practices that use technologies, aesthetics, artifacts, and expressive modes of play may challenge the assimilative advances of corporate capital, carving out sites at which its logic may be opposed and confounded. We contend that there is a critical edge to the cultural milieu of playful computation through which practitioners (whether as artists or simply as players) can recuperate play from the mainstreamed sound cultures of digital capital through improvisation-based approaches. It is in this regard that play, as a participative act, rather than an interactive mode, can become a critical site by which to understand artistic interventions through contemporary technologies. This essay provokes a dialogue between theoretical avenues in popular music studies and game studies in order to show how the often-conflated practices of improvisation and play have the potential to challenge the homogenous and repetitive logic of the technological sector and the music industry.
We must turn first to popular music studies where the critical valence of improvisation is a relatively well-established concept. Jazz improvisation in particular has been widely recognized as a powerful mode of political expression. Charles Hersch has argued that techniques of polyphony allow for jazz to reconcile the seemingly contradictory dynamics of individual expression and collectivity, thus allowing for the articulation of black solidarity through musical interventions (97-8). Because jazz is importantly built on appropriation-based creative models, it yields fluid, fleeting, spontaneous results that are difficult to assimilate into the entertainment industry’s property-based circuits. Digital play exhibits a similar potential of challenging the logic of capital; it harbors a powerful creative potential even in heavily commodified contexts. Play allows us (indeed, requires us) to become active in shaping the improvisational, the field of simultaneously critical, creative and performative contexts of expression.
Like jazz musicians, game players embody and enact a powerful sense of potentially uncommodifiable agency. Both improvisation and play function similarly, and highlight how contexts of music-making and game-playing activate individuals as critical, expressive agents. Players guide themselves through games based on subjective, rather than imposed, motivations. We can see this emerging in gaming cultures through the rise of player-based phenomena such ‘speedrunning,’ a practice that exploits glitches and faults in a game’s architecture in order to reach the end of a game in the shortest possible time. These niche and ephemeral gaming practices highlight the degree to which practices of improvisation in play may constitute a powerful way of pushing ‘through’ capital–both literally, by accessing games through glitches in their proprietary fabric, and figuratively, if we understand such forms of play as ways to resist the capitalist ideologies embedded within the structures of games (such as the accumulation of wealth, power, or points). Having established here how game-play can act as a form of critical improvisation, this essay now intends to show how these practices of playful improvisation are manifest in the technologies, aesthetics, and the cultural contexts of sound-based art.
Where can we locate practices of improvisation in the context of sound art? For us, sound art is improvisational both in form and practice. First, the emerging aesthetic dimensions of the medium are fundamentally related to the participatory practices of making that have been used to develop the instruments of sound art, such as circuit bending, hacking, tinkering. Here, the playful and open-ended practices of making are a form of improvisation, a modulation within the typical technological frames in which musical composition is typically embedded. Second, when gaming devices are turned into musical instruments (or vice versa), users are called upon to rethink improvisational practice as game-play, and experiment with deploying play as composition. In this sense, game players become sound artists, with sound technologies extrapolating and improvising new sounds from the habit of their play. Improvisation and play thus allow emerging communities of practice to counteract the corporate ‘black boxing’ of entertainment technologies and the creation of closed systems of interaction and participation (such as many mainstream video games) which assimilate user activities and foreclose improvisational play.
Such approaches to sound art are represented by many creative practitioners and take a wide variety of forms, including the appropriation and creative redeployment of participative game environments and game engines. Examples include the creation of interactive sound environments and playable instruments within mainstream participative game ecologies such as the Little Big Planet franchise, the hacking and ‘bending’ of proprietary technologies that invoke the vast universe of game culture nostalgically or in a parodic mode (including handheld gaming systems such as the Nintendo Gameboy, which spawned an entire electronic music genre known as chipmusic), or the making of non-proprietary infrastructures for creative expression that encourage open, participative play, such as open source live coding environments including Sonic Pi, originally developed for the Raspberry Pi platform. Following such approaches, game controllers, digital objects, avatars, virtual architectures, and digital artifacts can thus become tools of composition and/or improvisation. Similarly, we might also think of the improvisational frameworks constructed by sound practitioners as ‘playgrounds,’ which allow players to become performers who explore the technological, political, and aesthetic limits of play. But emergent communities of creative practitioners frequently adopt such close systems and technologies subversively, for example by reverse-engineering them and developing alternative uses. In doing so, they alter the contexts in which these technologies are employed, and open them up for use as musical instruments and infrastructure for creative and critical expression. Technological artifacts with unique user communities can thus be conceptualized as frameworks for musical expression. Vintage gaming consoles, games engines, and computational algorithms have all been reconstructed as new forms of musical creation and interaction through participatory creative communities.
In this short essay, we have approached ‘play’ and ‘improvisation’ as related concepts that can serve to recuperate and empower critical perspectives within the game and sound cultures of capital. As we have suggested, playful approaches to improvisational sound-work and perspectives on play that are rooted in musical traditions can be productively discussed both in sound studies contexts and within game studies paradigms. How, then, do sound practitioners appropriate game technology? How do the socio-political dimensions of digital game culture inform musical practice? With the help of our contributors to this series, we explore how critical perspectives on musical improvisation aid our understanding of the cultural and socio-political significance of play and, likewise, how critical theories of play may broaden our understanding of improvisational sound practices. Through building, tinkering, problem solving, and improvising on the technological back end, creative practitioners playfully create and reshape tools, devices, and techniques of improvisational practice that often embody important ethics of openness, dynamism, fluidity, and sharing, posited against the closed culture of proprietary consumer technology by which we are commonly surrounded. Between live coding, modular synthesis, creative computing, hardware hacking, and appropriation-based interactive performances, the contributors to this series operate in many creative modes that oscillate between improvisation and play. What all of them share is a sense that both play and improvisation enable creative expression outside of prescribed, commodified circuits of media consumption. Improvisation and play can yield wonderful aesthetic experiments and experiences, they can provide critical, social commentary, and they can sharpen our sense of the impact that proprietary technology has on our digital cultural landscape. What we are most interested in are moments when these ambitions converge, when improvisation – drawing on techniques or technologies of play and operating in modes that are associated with play – becomes critical.
All images used with permission from Vector Game Art & New Media Festival.
Featured image: ”Blip Fest 2011 @ Eyebeam, Day 2” by Wikimedia Commons user Lucius Kwok CC BY-SA.
Skot Deeming is an interdisciplinary artist, curator and scholar, whose work spans the spectrum of new media art practice from broadcast media to computational art, experimental videogames, and game art. Drawing on a wealth of practical experience and theoretical knowledge, skot’s practice focuses on new media history and historiography, and DIY technology cultures. This work articulates itself through critical research and writing, exhibitions, installations, and performances. With Martin, Skot is the co-curator of Vector Game Art & New Media Festival., in Toronto, Canada, and the artistic director of the Drone Island Sound Art Festival in Yellowknife, NT. He currently resides in Montreal where he is a doctoral student in the Individualized Program at Concordia University, and a member of the TAG Research Centre, where he investigates critical histories of computational and new media art practices. http://www.mrghosty.com/
Martin Zeilinger (PhD) is a new media researcher, practitioner, and curator whose work focuses on the intersection of digital media art, activism, and intellectual property issues. He is a Lecturer in Media at Anglia Ruskin University, Cambridge/UK, as well as an Associate Researcher at the OCADU Data Materialization Studio. He is co-editor of ‘Dynamic Fair Dealing’ (Univ. of Toronto Press 2014), which develops interdisciplinary perspectives on cultural ownership issues in new media contexts; recent peer-reviewed essays have appeared in the Computer Music Journal, the International Assoc. for the Study of Popular Music Journal, and in Sampling Media (Oxford UP 2014). With Skot, Martin is co-curator of the Toronto-based Vector Game Art & New Media Festival. http://marjz.net/
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