Molleindustria: All Work, No Play
Can a (video)game be used to critically address socio-political issues such as flexibility, precariousness, alienation and all the issues introduced by the Post-Fordist model of labour? Mainstream videogames are mass culture products that can sometimes address or depict social problems, but that never forget their main purpose: entertain a mass audience that, even when interested or actively involved in politics, may be disappointed to find politics in videogames.
The late Nineties have seen the emergence of many attempts to use the tools and the extended social platform provided by videogames to bring more serious topics in this arena, from game mods to performative interventions in online games. But when, back in 2003, Molleindustria made its appearance and started publishing its small Flash games, and its first statements, no one had yet made this point as clear: that “the ideology of a game resides in its rules”. You can change the skin of a game or force its engine to work in a way that turns success into failure, and photo-realistic violence into a generator of abstract beauty; but if you don’t change the way the game works, it will always be a celebration of strength, machism and victory. Only by making games that work in a different way, though still providing entertainment, we can start using this powerful medium to make people think about and critically engage current socio-political issues.
Credits, more information about this project and related events HERE
Watch the artist talk by Paolo Pedercini (Molleindustria) at Aksioma | Project Space:
13 May – 5 June 2015
Aksioma | Project Space
Paolo Pedercini (Molleindustria)