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  VIDEO GAME
        THE 13 SAN PAULO BIENNIALE, SAN PAULO BIENNIALE MUESUM 1975



                                                                     VIDEO GAME “GOMOKUNARABE”
                                                                     “Gomokunarabe” is a “network game” using relay broadcast. The
                                                                     work comprises three boards which are so to speak courts for the
                                                                     game. A white, a black, and a black and white board (placed in front
                                                                     of a judge). Aiming to question the relation between seeing and being
                                                                     seen, the work provides two video cameras in both A and B stations
                                                                     which shoot from above the monitors at an angle, the same angle
                                                                     as players see their opponents’ boards (as players’ boards are seen
                                                                     from their opponents). In the game, players are seen as well as seeing
                                                                                                   each other.
                                                                                                   When facing a mirror to
                                                                                                   look at ourselves raising
                                                                                                   our left hand, for example,
                                                                                                   we find it on the left side in
                                                                                                   the mirror.
                                                                                                   On the other hand, in the
                                                                                                   c ase of facing a video
                                                                                                   camera, we find our left
                                                                                                   hand shot  on  the  right,
                                                                                                   the other way around on a
                                                                                                   screen. In short, in that case
                                                                                                   we have to grasp space
                                                                                                   from 180 degrees around.
                                                                                                   As the game develops,
                                                                                                   players  very  often  make
                                                                                                   of putting their stones on
                                                                                                   their opponents’ ones. The
                                                                                                   reason why they make the
                                                                                                   error is that they are occu-
                                                                                                   pied with the idea of seeing,
                                                                                                   without taking into consid-
                                                                                                   eration “how their oppo-
                                                                                                   nents see them”. Audiences
                                                                                                   are therefore fascinated to
                                                                                                   realize how important it is
                                                                                                   to recognize the idea of to
                                                                                                   be seen, from the process
                                                                                                   and time in which players
                                                                                                   search for a square and find
                                                                                                   the right one.

                                                                                                   VIDEO PERFORMANCE
                                                                       FAMOUS
                                                                  CONTEMPORARY ARTISTS
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