CORPUS:
sandbox serie
../Related Objects
KEYWORD:
#photo #serie #spectacularization #aestheticization
CULTURAL DEFINITION:
../Edition: 5+1
TECHNICAL DATA:
../Object:
simple
../Matter and technique: Print on photosatin paper on Dibond and glossy lamination
../Measures: 400x600 mm
DESCRIPTION: A series of photographs taken in the field, subsequently digitally processed and printed on satin photo paper.
Sandbox games are often associated with an open world concept which gives the players freedom of movement and progression in the game's world.
The operation, which naturally references so-called "sandbox games" in the text, refers to online multiplayer role-playing games often associated with an open-world concept that grants players freedom of movement and progression within the game world. This world is divided into different biomes, such as deserts, forests, or jungles, each with its own unique characteristics and sometimes specific creatures. The game features two main modes: a survival mode, where players must gather resources to stay alive, and a creative mode, where they have unlimited resources and the ability to fly.
These characteristics of the game mirror another game—referred to as "the game" by people on the move who face migratory routes, especially along the Balkan route. The reworking of the imagery, which fits into my broader research on ‘**critical visual topology’,** is thus a result of these associations—a way to counteract the dynamics of an aestheticized iconography of "migration", which is influenced by social media mechanisms that consume images so quickly that they prevent them from becoming meaningful signs. It is a visual critique of that type of photographic documentation that has undergone a technological process of discriminatory normalization, rendering attempts at denunciation not only ineffective but also unwitting accomplices in a process of *spectacularization*.
By provocatively placing images of people and places I have personally encountered in a dissonant dimension that hints at an ideal elsewhere, I highlight how that gaming context is the blatant and normalized result of what I would call an almost absolute "gamification" of social structures and the perception of territory.
However, this aesthetic reworking also serves a contradictory and irresolvable function: to bring to the forefront the complexity of individuals and their biographical dimension beyond suffering or violence.
These works aim to be a site of conflict—a platform from which constructive dialogue can emerge, preventing both sides of the "debate arena" from becoming entrenched in their respective worldviews.
THEMES:
../#specificity:
social
../#body:
passive
../#imagination:
political_act
../#identity:
memory
SOURCES AND DOCUMENTS:
../Links:
../Images: https://photos.app.goo.gl/WZPqf5xFZwZbgJ8y6
../Information card [pdf]: Sandbox serie.pdf
../Collection: artist archive