In We called it Earth, game design models like Values at Play were used as a way to consciensciously link values to mechanics, thereby creating an experiment on collective agency that could evolve based on reflection and participant feedback. This subsequently prompted the question of whether this framework could be reversed in order to create an analytical tool to study the procedures embedded in all participatory artworks. I propose that the procedures that influence participant agency break down into the following categories (Renfro, 2021):
- Facilitation
- Rules
- Mechanics
- Environment
- Narrative
We Called It Earth was created as a way to experience inter-
dependence (and connection) in the face of imminent collapse.
Created during the pandemic, it explored digital means for multiple
agents to inhabit a single body, and coordinate with each other to
‘save the world’. The procedures of the piece are ever-evolving as
each performance brings up new ways of receiving and acting
within the piece, but their current state is outlined below.
The facilitation is handled by myself, acting as a host. I gather
people in a separate room from where they will play the game
and do a few short synchronization exercises. I then tell them a
short story that lays out the narrative of the piece and places
the responsibility for ‘saving the world’ on the actions of
participants. After this, I explain the use of a game controller,
how to log into the mobile phone component of the piece, and
the rules of conduct. I then ask them, if they consent to those
rules and would like to participate, to step into the performance
space and begin the game.
There are only two rules in the piece:
1) This is not a theatre or a ‘performance’, per se.
It is a game. Speak up, feel free to yell, move around,
have fun!
2) Sometimes the rules of how to play this game are
murky. Be supportive—help others if you can and be
kind if you can’t.
The mechanics of this piece are both physical and digital. It is
designed to be operated with four game controllers at all times.
Each controller operates a separate limb of the ‘collective entity’
(a cat leg, a chicken leg, a set of bee wings, and a human arm).
Each controller also has the ability to produce an expressive
sound with the mouth of the entity (growling, whistling, opera,
and yawning). Both legs must be headed in the same direction
to achieve full speed and jumps must be timed correctly to
avoid falling or attack. The arm is used only when a button
appears, which triggers the text-based portion of the game.
Occasionally, the avatar will pass through a ‘limb switch’
token which causes all the limbs to switch to different
controllers.
On mobile phones, other participants have logged into the
game on their mobile phones and chosen an emoji to represent
themselves. At the top of the screen, an energy bar is displayed,
counting down with each move the avatar makes. This must be
replenished by mobile phone sending positive energy points by
choosing icons on their screen (which subsequently float up from
the avatar on screen).
Additionally, the avatar sometimes encounters a chasm it
cannot cross, in which case a button is pushed that triggers a
storytelling mode for mobile players. They must enter text, which
falls from the sky to fill the chasm. Once the avatar can safely
cross, the mode reverts to the platformer game mechanics.
At the end of each level, the avatar jumps to touch an image of a
whole Earth, which triggers a dance party in the physical space.
The environment is a darkened space with brightly colored LED
light strings outlining the area for the game controllers. A large
screen appears in front of participants as the focal point. On the
screen is an image of space with broken bits of Earth and
civilization floating on a pink grid. Plastic bags also occasionally
fly through the scene. The other planets of the solar system loom
large in the background.
The narrative begins with a story about ‘The Separation’, which,
due to an overwhelming desire for personal gain and recognition,
caused the Earth to explode into a million disparate pieces. The
story of the game picks up when a small number of these pieces
decide to come together again and form the ‘collective entity’. It is
foretold that their stories will cause a new world with a new name
to take form.
*You can access more information about the artists and this piece by
clicking here.
Acting as a participant in a work of art is, by design, a highly
individual and subjective experience. Having no insight into The
House of Seasonal Cleaning beyond the workshop and supporting
documentation, I have only two selves with which to observe and
investigate the procedures of the piece: 1) as an individual from a
specific cultural and experiential context and 2) as a participant that
acted inside the ‘magic circle’ that Liana Psarologaki and Amanda
Hodgkinson created.
It is important to note that the procedures of a participatory piece
create multiple subjectivities through the enactment of processes.
This creates both a player-subject connected to the rules and playing-
subject, or “the cultural and moral being who voluntarily plays,
bringing to the game a presence of culture and values that also affect
the experience” (2011, p. 63). In The House of Seasonal Cleaning, the
player-subject is the part of me that has a relationship with tidying up
my apartment.
The facilitation is handled by both researchers. It includes the
following processes: A short presentation about the research and
significance of cleaning, a paper handout with a selection of poems
about tidying up from famous authors, a sheet with the rules of
participation (along with a verbal explanation), and an invitation to
collect paper and marker and find a place to write. Both facilitators
also walk amongst participants, encouraging them to write, keeping
track of time, and eventually helping to place the poems they create.
The rules are as follows: 1) Participants must think of a specific
domestic space, imagine cleaning it (implements, smells, sounds,
sights), and write it down as a poem, and 2) they are asked to im-
agine a house mapped on the stage of the theatre. They are then
instructed to place their poem in the house at its most likely location.
The mechanics consist of: 1) Finding a marker, paper, and location
in the theatre (mostly on the stage) to sit and write comfortably, 2)
writing and perhaps drawing on an A3 white sheet of paper with large
permanent marker, 3) placing the poems on the stage in their most
likely location, and 4) walking around the created ‘house’ informally,
reading poems and chatting with other participants.
The environment is a blackbox theatre with projections on a
cyclorama. The voices of the artists are amplified. During the
workshop, large slides of cleaning-related images are projected over
the entirety of the back wall.
The narrative is about a nameless group of individuals connected
visibly to a space through the hidden and ubiquitous act of cleaning.
This narrative emerges from reading the poems of the co-created
‘house’.
In their program description, Psarologaki and Hodgkinson
emphasize the values of connection, community, visibility, hope, and creativity.
“In the opening up of the often-silent domesticities of
life, cleaning and writing can allow us to discover the
unnoticed places in selfhood and community. By con-
sidering the cultural invisibility of cleaning through cre-
ative practice, we can reconnect the fragmented
narratives of home and ways of being in the world”
(Hodgkinson and Psarologaki, 2022, p. 21).
By drawing attention to the act of cleaning during this participatory
workshop, the creators surfaced phantasms associated with the
images of dirty spaces, brightly colored spray bottles, and uniformed
labor, and cheerfully invited participants to reassign the meaning they
might have subconsciously attached to these things. Instead of
seeing dirt and waste as something to hide for fear of embarrass-
ment or to dismiss its removal as an occupation of the uneducated,
unliberated, or poor, the act of cleaning became a rich experience of
caring for a home; a process that, while often carried out in solitude, n
nonetheless creates a bond through its ubiquity that connects people
by highlighting their relationship with their architectural spaces.
Participants discuss the poems comprising the 'house', The House of Seasonal Cleaning by Liana Psarologaki and Amanda Hodgkinson
*You can access more information about the artist and this piece by
clicking on the following links:
artist website | symposium publication
In order to draw focused attention on phantasms, an artist might
also intentionally provoke participants by using procedures of
disempowerment. In Reyhaneh Mirjahani’s piece, she uses this
strategy to “investigate the problematics of the western cosmopolitan
liberal idea of agency” (‘Connective Symposium Programbook’, 2022,
p. 15). The procedures of this piece were as follows:
The facilitation included a small introduction to Mirjahani’s
research on lose-lose predicaments in the sociopolitical sphere, a
paper handed out to participants with a map of connected lines and a
sheet of multiple-choice questions. She then explained the rules, kept
track of time, and asked participants to place their completed
diagrams on the bulletin board. After two rounds, a discussion about
the experience was facilitated.
The rules were as follows: Participants began with question 16,
the ‘entry point’ of the diagram. They were then asked to trace a line
in a particular direction based on their answers to multiple choice
questions. Each answer led to a different subsequent question
accompanied by the question number. The ‘game’ would conclude
once either time ran out or all possible options had been exhausted.
At the end of each round, participants pinned their sheets to a bulletin
board.
The mechanics were fairly straightforward. Participants were asked
to read a question and then choose an answer (out of 2-3
possibilities). Their answers would correspond to a particular path on
the map, which they would trace using a marker. The questions were
structured in such a way that one could easily be led in a circle,
making it impossible to continue the game. The second round
repeated the rules of the first, this time with groups of four or five
participants playing together. They would have to verbally debate and
agree on the answers before selecting them.
The environment was a small white conference room with a large,
rectangular table. There were no aesthetic elements save for the
diagrams displayed on the bulletin board.
There was also no narrative. Questions were asked with neither
context nor prescribed sequence.
The most memorable element of this piece for me, as the playing-
subject, was to note how the lack of context and meaningful choice
provoked conflict among participants, as well as heated pushback on
the artist during the follow-up conversation. Without common ground
provided to make a decision, players supplemented narrative by
bringing in their own politics and culture-specific experience to
advocate for their preferred options. It was highly charged, and a
dramatic contrast to the creative and polite conversations that took
place at other moments of the symposium.
As the player-subject, however, I found it fascinating and effective to
see that Mirjahani’s steadfast refusal to cater to participants’ needs
for context generated visible agitation. Although it was nowhere
explicitly stated what her intended underlying values were,
questioning authority when faced with bad options seemed to emerge
when paired with the other aspects of her interdisciplinary research.
Mirjahani states in her research questions:
“… the project inquires into how artistic practice can lead viewers to question, discuss and understand the existence of agency within such dilemmatic choices. Furthermore, the experience of the inquiry is meant to raise this open question: If in some situations we lose agency, which systems are depriving us of it?” (Mirjahani, 2022)
Rather than demonstrating a way to connect with each other as a
community, An Experiment on Agency #7 seems to imply that
attempts to do so might sometimes be premature, and can perhaps
only be approached once the systems that withhold agency have
been rejected. It might also suggest that our connections to these
systems creates a form of agency rendered impotent by
decontextualizing and oversimplifying choices in a way similar to
Nguyen’s concept of value capture (wherein values are represented in
a simplistic manner in order to create the appearance of addressing
them meaningfully).