The idea of the MESS_AGE relates to the situation of people beleaguered by a constant influx of information. Chaos of information resembles a sort of a game we take part in. It determines our life and demarcates the way we take. The game goes in circle like never-ending process and gets us into a tangle. We are submerged in the world of information without any horizon, without hierarchy of values. Every piece of information is equally important or unimportant, valued only through our choices which are accidental. Our reality becomes diffused: never-ending polyphonic talks [exchanges of messages], liquidity of borders, infinity of the worlds, indeterminate truth. As a result the substances become multiplied; the meaning dominates over the text – text itself becomes just a vehicle for sense. Thus the process of communication gains a nature of a game together with its rules. The predominant rule is to generate meanings/messages what has become our fate. Our memory occurs to be a collage made from pieces of information. On the other hand the notion of interactivity (what is essential for the game) has become equal to the notion of beauty while speaking about art. Interactivity relates to the contemporary art and to nowadays reality as well. Contact: artwork – viewer [art recipient] is obviously indispensable to make artwork exist but this time this meeting gains the nature of a game. The game transmist the qualities of virtual worlds (virtual games) into the real world. Provoks the real contact with game-like piece of art. key words : chaos of informaton, collagelike memory, to manipulate and to be manipulated, truth and falseness, faked history, relativity of the truth, liquidity of the borders/values.
The rules of the game: the participant of the MESS_AGE game is in a position to change the codes of reality. In this case the reality means the environment of information which is the basic substance of the game. [It determines our life and demarcates the way we take metaphorically and at the same time this is the literal rule of this game.] The aim is to create a sensation that we/participants can change the shape of reality through our interference however it is just a mere illusion because our moves are coincidental and our choices are limited.
How it works: the participant enters the room which flour is entirely covered with the newspaper stuff divided into sections resembling authentic newspaper with separate chapters on politics, culture, economics, weather forecast etc. but enlarged in scale. The whole composition fits accurately to the room. Go to Start. Each participant enters the game with one word which is handed to him/he can choose before coming into the game room. In each sector some fragments of the headlines or text are highlighted and are movable. The participant is due to pick up one of them and exchange it for the word he already has, therefore changing the meaning of the sentence. The movable word has 1, 2 or 3 options on the reverse side to direct a player to the other sectors where he does the same again. As additional element of the game there exists a „source of information” which is a container with words to exchange – spare words, in the case one finds his word useless or needs more words. In opposition to typical games MESS_AGE is not based on rivalry and has no end. The game goes in circle like never-ending process and get us into a tangle, make us submerge in the world of information without any horizon. The game goes on and on and on and only the player decides when to stop playing – to emerge from this environment. The substance of a game is produced from the local newspapers with actual information thus relates to the player’s everyday life and the world he closely knows. The movable words are never put back to the previous order and as a result the substances become multiplied. [It shows that the meaning dominates over the text and the text itself has become just a vehicle for sense, reality becomes diffused and the truth is indeterminate.] The predominant rule is to generate anings/messages [what becomes a fate of the players] and our memory occurs to be a collage made from pieces of information. Project by Malgorzata Szandala, Ewa Zasada and Pawel Mendrek.
Bunkier Sztuki Gallery, Cracow
Hval Kulturstasjon, Honnefos
Camelot Gallery, Cracow
Museum for Applied Arts, Vienna