Game Art: Damiano Colacito's "21 Century" and "3 Thoughts"
Quite different, but definitely similar in genre to Paradisi is in a universe of well-defined experiments, on the border between the historical narrative and linguistic research. Even for the younger people it’s impossible not to immediately recognize the famous music that accompanies the viewing of images. The "Toccata" by Pietro Domenico Paradisi has been for many years an advertisement theme tune for Rai, thus providing the main narrative support and making an endearing moment from an empty television screen which thanks to popular not folklore, had much to give. Alien from all nostalgic sentimentality, this video follows in some respects the educational intent, which had pictures of the most beautiful places in Italy shown during intervals. In fact at that time, whenever there was break for technical problems or there was an interruption of any kind in the broadcast, viewers tended not to change channels - even given the small choice of channels - but continued to watch, usually with interest broadcasting breaks. The knowledge through interval filled the gap of lack of direct travel and represented for many people, especially women, the only way to explore the boundaries, allowing an awareness of the imaging area, the geographical area a well-defined locus of culture. The artist’s work is not so dissimilar. Colacito shows photographs of places that exist in a well-defined digital environment. Video games are the most diverse derivatives of these, but each of those photographs depicting an environment that the artist has visited in a specific historical moment. Within the reality of the game not only is space altered but also time. All dimensions, both physical and intellectual meet the need to make the person able to make a living entirely consistent with the dynamics they decide to choose. This exploration is the result of a social intervention, which represents a wide scope, whose boundaries exceed those of a simple nation. This proposal is not a reflection on the semantic non-place; quite the contrary the main characteristic of a non-place is the depersonalization of the individual who becomes an anonymous member of a category such as a mass consumer, customer, and user. While the places that Colacito shows reinforce the identity and personality of one individual who visits these places. A specific place becomes packed with subjectivity. Anyone could discover a new part of the world without physically moving there. There seems to be a split reality without losing credibility. Ironic, but flawless at the same time, the comparison that looks at both formal and content, between television and digital interaction, which allows the artist to bring themselves and their actions within the images. In 1960 Colacito smokes a cigarette on board a plane, visit hell in 2145, the Reichstag in 1945 and 1964. Interaction unifies the concept of vision and the journey, allowing us to take action within a three-dimensional space-time definable.
The performance entitled the 90th Minute gathers the intent of the educational video while deepening both the conceptual and experimental aspects. The typical bar in a town is rebuilt and we are invited to sit down at a table, put on headphones and watch TV. We are facing a match. A typical match. From time to time, randomly, the famous symbol of the "90 minutes" takes us back to memories of football, on Sunday afternoon, championship evenings, the feeling of team spirit. The artist, present but hidden, visible but not too much, challenges himself in all respects.
Colacito shows us a glimmer of reality doubled and duplicated, in which his individual sitting on their chair, their elbows resting on the desk, wearing headphones and dressed in their own clothes - all faithfully recreated and transported into the gallery -- you will play a game in multiplayer mode in Battlefield 2142. This mode allows multiple people to simultaneously play the same video at the same time using different terminals connected to each other on the Internet.In this case the player is not alone in front of the TV, but interacts through this, and related technology, with other players, physically distant from each other and located in different geographic locations. As in a game of mirrors that reflect each other endlessly, this performative act is able to multiply the perceptual reality countless times.
Players are physically located in a place, in front of their PC, while at the same time in another reality of the game. Split realities for everyone, two simultaneously lives, two realities interacting among themselves and with the outside world both physical and virtual. The number of variables that can change the reality has the opportunity to increase exponentially. Colacito provides his subjective view to us, the estranging which allows the observer to see what the player sees, to do what the player wants, but without the knowledge of the action or control. Our perceptions are completely replaced with new ones from another person, making the participation passive and active at the same time, unbalance our cognitive ability to immerse ourselves in the realities of others.It deals with a match, live, between two teams - two clans, each consisting of ten people -- that challenge each other. The metaphor of football is distorted, but respected, and the war is only a pretext for dialogue between the players, the reason why aggregation and empathic communion exists between people. On account that the performative act is not distorted, none of the participants in three sessions of the game realizes that they are being recorded and listened to by third parties, so that the spontaneity of the language and the sincerity of the act is almost complete. The role of the artist does not take the upper hand compared to the event, his presence is visible, intuitive, but the person is both physically and conceptually moved a different level to the representation. They are situated low down, in a symbolically different place, they are there, but at home, metaphorically, and their presence allows us to spy on a fragment of reality game otherwise hidden from our eyes, that we can only imagine. Colacito’s decontextualisation of the signals origins makes this event educational by allowing us an insight into behind the scenes, creating the futuristic dream of teleportation, which is no longer a real moving subject, but an emotional translation of a cognitive ability of experienced individuals. The grammar of war games is set to bare all its parts, whether online or offline. The physical anxiety, empathy, collaborative spirit, the sense of community become apparent in the sportingly direct participation, interactive, intertextual, subjective and objective of the game. " (NTArtGallery, 2009)
Submitted by Matteo Bittanti