ZERO GAMER
Axel Stockburger 2007
(The devil makes work for idle thumbs )
Save ...
Relax ...
Take a deep breath ...
Now put the controller down and examine your taped up, blistered fingers while you listen
to the cutscene. You know that you are back with yourself now and that you have been
temporarily ejected from the feedback embrace of the game. Although you enjoy the tiredness
that comes with the realisation of your achievements this is not entirely pleasant since
it very literally amounts to a break. The flow that emerges from clear action and reaction
inside the systemic rhythm of the game is interrupted for now.
It is all too easy to overlook the fact that pauses, breaks and interruptions are such an
integral element of digital games that they could be regarded as the backbone of the gameplay
experience. The constant movement between interaction and non-interaction introduces a very
specific order of time that is characteristic to video and computer games; a unique rhythm
establishes itself through the continuous oscillation between sequences of play and pause.
Thus, although active physical involvement is rightly considered to be one of the aspects
that separate games from other media experiences (such as watching films) one has to consider
idleness as a crucial factor of gameplay. The numerous breaks and gaps can be linked to
underlying technological paradigms, such as load and save times for sections of the game.
In this respect one could argue that these interruptions, which are due to technological
limitations, might vanish with innovation. Furthermore, human players need to rest once
in a while, simply because of the physical and psychological stress they are subjected
to while playing. However, there might be much more at stake, here. Not only are gaps
and breaks necessary to structure the rhythm of a game and generate a dynamic whole,
they are quite often also the openings where the narrative stream of a game can unleash
its full potential. The idle moments among active gameplay are also necessary waypoints
for the players that allow them to reflect upon their actions in the gamespace, orientate
themselves anew and plan new or different strategies. Why is it necessary to freeze active
involvement for a short period of time in order to reflect onand understand the consequences
of past actions? One should think that the player of a digital game is capable of intensive
multitasking and therefore capable of negotiating such tasks in parallel. Yet, if we accept the
fact that one of the most curious qualities of computer game play is the fact that one can get
lost in them, that all sense of time and space can be temporarily suspended, this problem might
become a bit clearer. Mihaly Csikzentmihalyi (1992) introduced the concept of flow in order
to explain how joy or happiness can emerge from certain human activities that entail a loss
of time and space perception. Csikzentmihalyi writes: Ò[f]low denotes a holistic sensation
present when we act with total involvementÓ and it is Òa state in which action follows
action according to an internal logic which seems to need no conscious intervention from
our part...we experience it as a unified flowing from one moment to the next, in which we
feel in control of our actions, and in which there is little distinction between past,
present and futureÓ (in: Turner 1982, 56). The flow experience entails a merging of action
and awareness. While a player may be aware of what he or she is doing, he or she cannot be
aware of flow itself. In other words, self-consciousness suspends the flow experience because
it externalises the player from the rhythm that is necessary for the flow event. Thus a true
reflection of action (which depends on a degree of self-consciousness) is not possible during
a flow experience because it would interfere with the needs of the moment and arrest the flow.
If one considers computer games as systems involving humans and machines that generate meaning
on the basis of symbolic operations, a certain degree of reflectivity on behalf of the player
is necessary. This is why the flow of a game needs to be interrupted from time to time if it
aims to provide a meaningful experience for the player. Different types of games aim for
different kinds of reflection; in other words, a simple action game is much less in need
of such interruptions than a complex role-playing or strategy game.
In this sense the exhibition ZERO GAMER positions itself as a meaningful interruption of the
playing process in order to facilitate a platform for reflection. The works shown all address
different aspects of digital gameplay, although they do not take the form of playable games
themselvesÑon the contrary. Rather, their purpose is to allow the audience to engage with
different crucial issues arising from the hugely complex field of games and gaming, but
without actually playing. The artists employ different strategies to enable this, ranging
from intervening with mechanics such as artificial intelligence and in-game physics, to
removing game tokens and hazards enabling discussions about the meaning of player engagement.
ZERO GAMING, does not stand for a return to more traditional forms of aesthetic production.
On the contrary, it points in the opposite direction, placing itself as the necessary interstice
between gaming cycles. Some of the questions that rise to the surface in such in-between moments
are directed towards the perception of games as audiovisual artefacts. Here a game engine can
become the source of a stream of generated sounds and images, thereby nodding in the direction
of the artistic computer avant gardes of the 20st century who favoured automated processes
rooted in indeterminacies over the designated author as a source of artistic production.
Throughout modernity one could witness artists picking media systems apart and rearranging
them in ways that countered the dominant schemes of representation and function. This approach
is even more important in relation to digital games since they do not readily give away how
they are constructed. Thus it is very easy to neglect the fact that there exist no neutral
simulation systems and that every virtual universe necessarily maintains sets of rules that
are submerged in ideological foundations. In other words, simulations are produced according
to basic assumptions and with specific goals that are in most cases not transparent for the
player. To give an example, the decision of Sim City's designers to demand a certain amount
of police stations in a given city in order to support a 'healthy' urban environment is not
up for discussion and it is literally part of the fabric of the game's world. Every gameworld
also projects a specific worldview. The recent discussion surrounding the use of first person
shooter online games as propaganda vehicles (such as for example the immensely successful
U.S. military entertainment complex product 'America's Army' in opposition to its Palestinian
counterpart game UnderSiege) highlights this issue very well. It is at this point that artists
attempt to make the dynamic systems of games more transparent by rearranging the material
according to different sets of rules some of which might even make a particular game unplayable
in the process. However, what is gained is an important insight in the constructdness of the
game universe itself.
While aspects of production and the arrangement of the digital material according to the codes
laid out in the game engine is an important issue, it must also be mentioned that digital
games are made by human beings for other human beings. Thus it seems sensible, from an
artistic point of view to engage with the designers and audiences of games in order to
gain a critical perspective of contemporary developments related to gaming culture.
Additionally the exhibition ZERO GAMER highlights the problem that contemporary digital
games are not often confronted with the critical reflection they need to mature and develop.
This might be due to the often problematic relationships between publishing companies and game
press that frequently replace criticism with open advertisement. However, this critical
ignorance is not only the result of a gaming culture dominated by corporate interests but
also of a lack of vision amongst many members of the game community who fail to realise that
digital games have the potential to become an important artistic medium beyond mere
entertainment. While many games are criticised on the basis of an innovation in a weapon
system or the realism of car behaviour on specific tracks, ZERO GAMER invites players,
developers and critics who aim higher to stop playing for a bit, enter the discursive
platform it provides, and reflect on the current situation. This break is necessary to be
able to focus on those issues surrounding games that open novel perspectives on contemporary
culture. These can only be addressed properly if one switches from mere instinctive reaction
to thoughtful planned action.
Take another deep breath.
Now, blow on your fingers and pick up the controller once more. Concentrate on the load sequence.
It is time to let yourself slip into the rhythm of the game again.

