Creative Capital Pamphlet Text
"I play games all the time," confesses Eddo Stern,
speaking with a note of pride. The Los Angeles-based artist is a former game
programmer who makes artwork that employs elements of gaming, examining their
intrinsic function in shaping cross-cultural fantasies and ideologies. He also
writes and lectures on games, and through the artists' cooperative C-Level,
which he founded, generates public discussion of gaming culture through
carnivalesque, performative gaming events.
"I have always been interested in how games operate as a part
of pop culture," explains Stern, "but also in looking at the
deep-rooted ideologies behind them. What genres happen to be dominant, for
example? Why war games, fantasy, and sports? Also, as an artist I see games as
the most successful, most engaging form of interactive media. But it's a shame
that these media forms always propagate the same old narratives. So I engage
with gaming culture in various ways, by making games, infiltrating games, and
so on."
Stern's past artworks include the acclaimed video Sheik Attack (2000) which
melds Israeli pop songs with sampled computer war games, bringing to the
foreground the functions of mediation and nostalgia in ideological constructs.
His piece Summons to Surrender (2000) infiltrates the carefully
controlled online spaces of multiplayer role-playing games, including Ultima
Online, EverQuest, and Asherton's Call. "The project was about engaging
a social structure that has millions of people and interjecting site-specific
street performances into that space," explains Stern. "It was about
trying to capitalize on an existing space, a public space, but one that is
almost completely controlled by the game companies." Stern likens this
virtual intervention to guerilla street performance. At any moment you can be
kicked out, but while you're there, you have a great audience.
Among his current projects is Vietnam Romance, a video
about the Vietnam war composed entirely of computer game imagery. The piece
plays not only with ideas about the mediation of history, but also with the
fact that we increasingly experience the world through artificial
constructions. The constructions in turn prompt a form of nostalgia, but it's a
nostalgia that's not clearly linked to the real.
Stern is also working on Redball (The Fall of the Russian
Empire: Mir, Kursk, Chernobyl), which again grapples with nostalgia,
both for the bygone pleasures of pinball and for the drama of the cold war. The
piece will include three pinball machines, each of which will incorporate one
of three icons of faltering Russian technology: the Kursk submarine, the Mir
space station, and the Chernobyl nuclear facility. "The games are abusive,
beating down the Russians, but there are moments where you feel sad about the
whole process," explains Stern. He adds that he hopes to capture an
elusive, contradictory feeling, one that includes a melancholy sorrow for a
culture that was soundly defeated, and in the process, has lost much of its
essence. "So one side-effect is a pathos for this other culture," he
says, adding that the pinball machines will fundamentally be about
encapsulating a complex, almost ineffable emotion, one linked to a complicity
in cultural colonialism and imperial power.
While Stern may joke about his zeal for gameplaying, his interest
in games and their connection to violence, history, and memory is anything but
glib. "I grew up in Israel and came to the U.S. when I was 22 after being
in the Army," he says, explaining that for people who have lost family members
in the Holocaust or in wars, it's difficult to be indifferent about
representations of violence and power. "It's a lot easier to simplify
things here," he says, a fact that he fights with every artwork he makes,
each of which in some ways complicates the simplistic, often binary oppositions
prevalent not only in games, but in American political thought.
-Holly Willis