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2010: A Year in Art (Mine and Other People’s)

Hannah with her broken arm

Me mid-June, with my freshly broken arm and super-attractive cast protector.

Mandatory end-of-year reflective blog post ENGAGE.

So, yep, here we are. And what the heck could you want more than my reflections on My Life in Art 2010 Edition? Exactly. This is going to be meandering and will probably miss things out, but is a rough account of art wot I have done, and art wot I enjoyed this 2010…

So, apparently I’ve actually done quite a bit of art stuff this year, despite the full-time PhD (and I managed to deliver two papers this year without having anything thrown at me, or getting thrown out) plus a broken arm in June… which still hurts actually. Half a year more and it should stop. Anyway, art!

In March I had my first full proper-play production at Theatre503 with Box of Tricks Theatre’s Word:Play – Awake was a short 15 minute conversation between a dying gamer and her avatar. It was an interesting experience, but I don’t really rate it as a piece of writing, I think I’d found a story but not really the right form; so I next moved from the stage to the street… In May I released my first experiment in sound-based pervasive work – Walk With Me, a 10 minute soundwalk for one to be done anywhere in the rain. I got some lovely feedback, handwritten notes, posted found items, and twitpics and photo albums from people who went on the walk. I then got to develop to 30 minutes worth of sound-walking for The Smell of Rain Reminds Me of You in July, which although admittedly breathed it’s first breath out of Walk With Me, was this time built out of memories collected from people online. It was commissioned by the Green Room as part of the Hazard Festival, and I fell slightly in love with Manchester as well as learning a lot about working with a group audience, not just a single person. APPARENTLY YOU CAN’T HERD THEM. Who knew. Then Fierce‘s Interrobang allowed me to push my practice beyond the soundwalk (which I didn’t want to get stuck in as a form) into a 4 minute piece of live art called Home’… OK it still used recorded sound. And was pretty damn authored. But it was a step, and I learnt a lot more about live art as a form. A brief art/academia mashup occurred for the TaPRA conference with A Soundwalk without Organs – a soundwalk done as part of a paper delivered which described the contemporary academic conference as completely useless in representing either academic thought or arts practice. FUN. Then it got to Autumn, and I got to make a soundwalk with a piece of entirely new music from the brilliant Lantern Music, Nightwalk York happened as part of the Take Over and Illuminating York Festivals in October/November. Finally towards the end of November Hibernate! a game for Larkin’ About took to the streets of Manchester, and I was at least able to push my practice a little bit further in terms of pervasive stuff… Continue reading 2010: A Year in Art (Mine and Other People’s)

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A Facebook Message From a Friend

girl geek in green tshirt 'guns don't kill people, magic missiles do'

Image shared via CC on Flickr by Lamazone

I received this, today, from someone I met on a writing course a couple of years ago. I’m glad he shared it with me, and I thought you might be interested in reading it too.

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Hope you’re well. Thought you might like to hear about a bit of a back and forth we’ve been having at work. Feminism-related, and frustrating from our point of view (and probably yours). What with your interest in the topic I thought I’d share the anecdote.

I work in a Creative Advertising Agency, these days, as a Copywriter. One of our accounts is a major retailer (who shall remain nameless). The client is keen boost sales of technology-related stuff to women over the Xmas period, as they see it as an untapped market.

The idea the client came up with was a “Girl Gamer’s Survival Kit” – everything from fancy gaming keyboards/mice to xbox bits and bobs. They wanted us to design three A3 posters to be displayed in their UK stores, advertising the range of products.

Reservations about the name aside, we went out and spoke to any female employees (and occasionally customers) we could find in our local GAME, GameStation, HMV video game sections etc and found out that, without exception, they didn’t give two fucks about things being pink, they just wanted nifty gadgets, cool peripherals… just the standard stuff, really.

With this in mind we went back to the office and designed what we thought was a pretty good campaign. It was chiefly black in colour, shiny – we wanted it to look as ‘bad-ass’ as possible. There was a girl on it, mid-shot, wearing a plain black t-shirt, slightly alternative-looking. But yes. It was awesome.

We then sent it over to the client.

It came back with a one-sentence reply:

“I don’t get what this has to do with girl gamers.”

Over the course of the next few days (with a back and forth conversation between the client and our account managers) the advert gradually became more and more pink. And more and more sexist.

The final poster they’re going with features what looks like a scantily-clad bad CGI Lara Croft-style woman with enormous breasts holding a ray gun or something. It’s pink. As are all of the gadgets on it. Pink X Box controller, pink X box add-ons… everything.

Unfortunately the money only flows one way – and we’re there to do what the client asks us to. We can argue with it and fight our corner, but ultimately the advertising industry is subservient to the clients who foot the bill; and their fear of change.

I just wanted to write and say sorry.

We tried our best.

Luke

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How do we send a message that we’re more than tits and pink? Is it time for some kind of petition? Some kind of ‘girl gamer’ movement that can raise its voice loud enough that the advertisers listen?