PLAYTIME 玩乐时间 2020

9 mins ,Digital Video

Magnet Puzzles, Variable Size


Playtime(2020),extends the video work itself to physical reality, disrupt the established order. The video work developed some ‘games’ that can be embedded into familiar life, hidden in some urban corners. In this work, the daily disciplinary system that operates regularly in the city is transformed into a subjective, narrative experience. Under the gaze of a virtual TV show camera, the protagonist is playing a game of deconstruction and construction in the urban space. Like weeds or ants, they look into the blind spots of the subjective and objective gaze, and in this way dissolve a central position. As the audience complements and enriches the dialogue with the protagonist, the narrative in the video takes the form of a fable or nightmare, lingering at the edge of the ordinary. However, in the physical space, one game after another is being played.

《玩乐时间》(2020)意在将影像作品本身延伸到现实中,发展出一些嵌入城市空间的游戏,从而撬动角落里的稳定秩序。作品中,将城市内上演的日常规训体系转化成了主观叙事体验,在重构现有框架的同时激起变量的可能性。而电视节目摄像机所凝视的主人公形象作为一种无器官身体,在城市空间内进行着解域和建域的游戏,它们似野草,又似蚂蚁,前赴后继的打开主客体凝视的死角,从而消解连绵不断的中心们。在观众填补采访主人公对话的过程中,影像中的叙事的作为寓言作为梦魇徘徊在日常形态中,悄然融入现实。而在实体空间中,一场又一场的游戏悄然上演。

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