fun games for the contemporary artist disappearance of the author or hide and seek reality game hula hoop opposites blind tag dead end game smuggling infinite tale game gravity road or magnetic hill snowball hopscotch text by ieva misevičiūtė design goda budvytytė printed with kees maas © 2008 by ieva misevičiūtė margins hul a hoop reality game disappearance of the author into the audience , or hide and seek In this game a player spins his/her ideas around him/ herself. For instance, by referring to his/her national, personal, or cultural identity. The success of the game depends on the length of the spinning routine the player is able to perform. The game ends either by the player dropping the Hula Hoop, or the audience falling asleep. The aim of the game is to create a clear division between fiction and reality. To win the game the artist must convince the audience that his or her work has nothing to do with reality. In certain variations of this game, the player employs fiction in order to intervene, reshape, remodel, or question reality. Some players may state that they fictionalise reality, or use reality as their material to produce fiction. However, in such cases the player should refer to his or her work as fiction, and the work should clearly demonstrate its distinctiveness from reality. To play the game an artist has to disappear into his/her audience. The audience is then invited to search for the author. Often the audience members find the author within themselves. Then the game takes a turn and the audience disappears into the name of the author. At this point the game starts again: the author’s name appears on the piece in which s/he is hiding within the audience, and once the author is found in the audience, the audience disappears into the author. smuggling dead end game blind tag An artist proposes an unsolvable problem or an unanswerable question. The audience should then look for an answer or solution. The less solvable the problem posed, the more successful is the game. The purpose of the game is to reach a dead end as quickly as possible. It is a well known children’s game, usually played in a dark room, where one player has to find hiding players and touch them. In the artworld the game is played as follows: an artist has to pretend that s/he is blindfolded and search for the invisible players. Since the game is played by one player at the time, the player is searching for the invisible, the immaterial, or the unknown. The game is played to prove that the invisible may be seen, the immaterial materialised, and the unknown discovered. hopscotch snowball gravity road or magnetic hill infinite tale game A player moves erratically across the grid of time. The game can be played alone or with a group of players. The opponent in this game is time itself, thus the player has to skip from place to place as quickly as possible, moving randomly between the past, present and future. Although in the original version of the game, the players cannot touch the line between the squares, in the artworld version this is precisely what the players should do—hop from one place to another without landing into the square of time, but suspending themselves in-between. The player who makes time slip is the winner. An artist invites his/her audience to play the game. Usually the game functions as a situation created by the artist and continued by the spectators. The artist forms a little snowball (a situation often called an invitation), then the audience members roll the snowball. The aim of the game is to turn passive spectators into active participants. Thus the success of the game depends on how many audience members participate in the rolling of the ball. The game ends when the snowball melts. An artist has to construct a gravity road (also called Magnetic Hill) which would produce the optical illusion that a very slight downhill slope is an uphill slope. Thus whenever spectators think the artist is going up the road, in fact s/he would be moving down. An artist weaves an infinite tale net, which s/he uses to catch the other players. The artist should carefully guide the others into the net, for instance by saying that the tale resides in the process of its telling; that the net is open-ended; or that there are multiple entrance and exit points in the net. As soon as the others are caught, they look for the end of the tale, or try to enter or exit the net, until they realise that they are caught in an infinite tale. Usually that’s the end of the game. The aim of the game is to leave the artworld and to smuggle ideas into other contexts. Once the artist completes the task s/he returns and reports his/her adventures to the artworld. The game also can be played by inserting plants into the other context. The plants (often actors or performers) then not only smuggle ideas, but also deliver information about the other context to the artist. opposites The game is played to prove that every idea has its opposite. To play this game an artist should attain the dual state of mind, in which every idea is contrasted with its opposing one. At the end of the game every statement or visual piece produced by an artist should be contradictory in its character. margins Margins is a reversed version of Checkers. While in the original version players have to defeat as many pieces as possible to win the game, the task of the reversed version is to bring back to the board defeated pieces from the Margins. In other words, the aim is to convert marginal/defeated pieces into the rightful players. Margins can also be played as an intervention into Checkers. The game then functions as a parasite— players have to be invisible, yet produce real effects. The quantity of the marginal pieces appearing on the board contributes to the player’s success, yet to win the game the player may use only one or a few marginal figures. The game is over once the marginal figures dominate the board.
© Copyright 2026 Paperzz