PSX Warriors Tekken, 1998, Video Installation - 2 PAL Videos, 2 minutes, edition of 5, courtesy of the artist.
The piece PSX Warriors Tekken consists of 2 videos simultaneously showing the faces of 2 players playing the well known fighting game Tekken against each other. The piece is the first in a series of works examining different aspects of this specific situation. The videos are either projected on opposite sides of a room or in the form of two monitors facing each other. The original sound from the game syncs the reactions of the players.
The whole gameplay is visible on the ”Inter-face” of the players. Their reactions, mimics and movements are representing the virtual gamespace. Every action in the digital environment of the game is followed by a little movement of her body. These traces of movement are stronger with people who are new to the immersive spaces of computer- games. Players that are used to games do not move much, they have learnt to constrain their movement to their fingertips on the gamepad. The human side of the interface is used as a screen for the abstract space produced by the game.
PSX Warriors Tekken, 1998, Video Installation - 2 PAL Videos, 2 minutes, edition of 5, courtesy of the artist.
The piece PSX Warriors Tekken consists of 2 videos simultaneously showing the faces of 2 players playing the well known fighting game Tekken against each other. The piece is the first in a series of works examining different aspects of this specific situation. The videos are either projected on opposite sides of a room or in the form of two monitors facing each other. The original sound from the game syncs the reactions of the players.
The whole gameplay is visible on the ”Inter-face” of the players. Their reactions, mimics and movements are representing the virtual gamespace. Every action in the digital environment of the game is followed by a little movement of her body. These traces of movement are stronger with people who are new to the immersive spaces of computer- games. Players that are used to games do not move much, they have learnt to constrain their movement to their fingertips on the gamepad. The human side of the interface is used as a screen for the abstract space produced by the game.