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a quality he claims has never wholly disappeared from social life and can still be
manifested as "sheer play" (26). He charts the epistemological function of play within
world history. He then identifies five core qualities of human play throughout world
history: 1). that it is voluntary in nature; 2). it is separate from "real life"; 3). it
has a beginning and end and must be repeatable; 4). it creat es order in shifting between
the states of tension and resolution of conflict; 5). all human play has rules. Huizinga
also traces the end of play activity in the sphere of the visual arts, where he
dismisses contemporary art as overly esoteric and too concerned with the proliferation
of "isms" -- the "game" of a specialized critical discourse around modern art as it
hurls itself toward the ever-more "n ew". In a passage that recalls the contemporaneous
analyses of Walter Benjamin but lacks both his political radicalism and familiarity with
the avant-garde, Huizinga notes how changes brought about in art by photographic
reproduction work against the development of a "play-element" in art: art becomes at
once too self-conscious and too connected to the market to retain its "eternal childlike innocenc e" (202).
<5> Huizinga concludes with a powerful critique of the "friend/foe principle" outlined
in the political philosophy of Carl Schmitt, which, Huizinga argues, destroys the
ethical workings or "fair play" aspect of international law [2]. Huizinga explains how
Schmitt's theory recasts the relation between states:
The theory refuses to regard the enemy even as a rival or adversary. He is
merely in y our way and thus is to be made away with. If ever anything in
history has corresponded to this gross over-simplification of the idea of
enmity, which reduces it to an almost mechanical relationship, it is precisely
that primitive antagonism between phratries, clans or tribes where...the playelement was hypertrophied and distorted. Civilization is supposed to have
carried us beyond this stage. I know of no sadder or deeper fall from human
reason than Schmitt's barbarous and pathetic delusion about the friend-foe
principle. His inhuman cerebrations do not even hold water as a piece of
formal logic. For it is not war that is serious, but peace....Schmitt's brand
of "seriousness" merely takes us back to the savage level. (209)
Thus, Huizinga writes, Schmitt provides the intellectual foundation for the adolescent
"puerilism" of fascism and its culture in 1938, a perverse "boy scoutism" without
playfulness and thinking itself beyond competitiveness, a world of yelled greetings, the
wearing of badges and "political haberdashery," of "collective voodoo," crude
sensationalism, pleasure in mass meetings and parades -- simply, the "bastardization of
culture" (205-6). However he finally trusts that moral c onsciousness (a "drop of pity")
will return with the awareness that human action may be "licit as play": "But if we have
to decide whether an action to which our will impels us is a serious duty or is licit as
play, our moral conscience will at once provide the touchstone."(213). Huizinga trusts
that the play-instinct will reject thinking such as Schmitt's and compel a reentry into
the sphere of ethics and civilization.
<6> Perhaps due to his aversion to the economic totalizations of Marxism, Huizinga did
not theorize the place of games within the capitalist economy. Caillois' Man, Play and
Games (1958) pointed critically to Huizinga's decontextualized and teleological
narrative of play-as-drive that established it as an enduring human quality throughout
all of world history. Caillois considers the significance of games within contemporary
capitalism and also the element of gambling. Well before Foucault, Caillois advances a
nuanced theory of power that is more optimistically based upon the rise of competition
and its dialectic with alea, or the chance advantages of a privileged birth; Caillois
raises the possibility that power in modernity flows not unidirectionally but is
circulated and contest ed in democratic society.
<7> To formulate a less abstracted study of play culture, Caillois developed a taxonomy
of existing games, which he delineated on two axes: 1). ludus, games that are
subordinated to the disciplining framework of rules, and 2). paidia, games that consist
of spontaneous and even tumultuous activity. On the other axis Caillois places the
categories of: 1). Agn, games of competit ion; 2). Alea, games of chance; and 3).
Mimicry, games of simulation and play behavior, such as the playing of a role in
theater, in children's games, or by means of the process of identification with another
within the act of spectatorship, as in, for example, the cult-like worship of film stars
or athletes; 4). Ilinx, or games that pursue vertigo, disorder and physical
disorientation, as is offered b y amusement park rides like the rollercoaster.
<8> Caillois's taxonomy claims a wider berth for games within human society, and in the
animal kingdom, than does Huizinga. He does not ascribe rules or an ordering function to
all games, as he understands that paidia- and ilinx-type games may not operate on rules
or may even strive toward disorder; in fact, he concludes that games either have to do
with r ules or they have to do with "make-believe", with "acting as if". Caillois tracks
the development of civilization, or democracy, in the shift from paidia to ludus, across
numerous world cultures, and in the "struggle against the prestige associated with
simulation and vertigo" in democratic societies (100). He understands the use of masks
in ancient society along these lines;he describes how the mask is used as a symbol of
superiority, furthering the inequity of power by instilling terror in political
inferiors in the "reign of mimicry and ilinx" (105-7). When, for example, the Greeks,
through the use of mathematics, began to understand the universe as ordered, agn and
alea also began to structure social life. Regulated competitions thus take on
significance, relating to the founding of numerous g ames -- Olympic, Pythian, the Aztec
game of pelota, and Chinese archery contests. Further, competitive examinations come to
determine a bureaucratic elite. According to Caillois, social power comes to be achieved
rather than ascribed; it becomes dominated by the shift between merit and inheritance,
or by competition and chance. Soon regulated competition becomes dominant, even between
social classes.
<9 > Caillois reads the return of alea in the vague promise of a miracle, the "sudden
success" of winning the lottery or the grand prize on a game show for those who
realistically realize that they cannot achieve due to personal merit. This statistically
miniscule possibility of a quick fortune proved to be a useful source of funds for the
capitalist state, and for other for-profit gambling corporations of the mass media that
mushroomed in the Cold War era. The rise of alea becomes an engine for the "disguised
lotteries" that sprout on TV game shows and appear to reward achievement, but are a
"compensation for the lack of opportunity for free competition" (118 ff) [3]. Caillois
claims that the game had always had the function of clearing a field or of establishing
conditions of pure equality. The game can therefore be deployed to create the illusion
of that condition as well; within advanced capitalism, rules can be appropriated to
offer up the "as if" of "make -believe".
Games and Modern Art
Surrealist Games and Game Theory
<10> It is ironic that Huizinga seems to have been completely ignorant of the activities
of the avant-garde and of the surrealists within the realm of visual art. Caillois'
expanded theory of games in modern society is possibly attributable to his involvement
with the surrealists and to their refusal and rethinking of hardened polarities s uch as
seriousness/nonseriousness, or work/leisure. In the 1950s, Andr Breton recognized that
the surrealists had, by means of the games they devised, reconfigured the process of
art-making in toto and even the workings of knowledge and language. Huizinga prompted
Andr Breton, in the interviews that make up his memoirs ( Entretiens, 1952) and in a
number of essays in Mdium (beginning in 1953), to re classify almost the entirety of
surrealist practice as the playing of games [4]. Breton claimed that while the group
(that is, he) first understood games merely as a kind of social glue and collective
entertainment, and in embarrassment concealed their games as "experimental" activities,
he only later realized the epistemological "discoveries " it could generate. In his
catalogued list of surrealist ga mes, Breton did not separate the automatist procedures
or games of dessin, or of the visual arts, from those involving language: the exquisite
corpse is described as "written or drawn"; the "recipes" of the visual arts, listed as
"collage, frottage, fumage, coulage, spontaneous decalcomania, candle-drawings, etc.,"
allowed, so Breton remarks, "greater satisfaction of the pleasure principle" in that
suc h games could put the possibility of art-making in anyone's hands.(Breton, cited and
trans. in Gooding, 137-8).
<11> In contrast Philippe Audouin, in his analysis of surrealist games, establishes
another category, games of objects, under which he groups the "Recherches
Exprimentales," (Experimental Research), the "Cadavers Exquis dessins" (Drawn
Exquisite Corpse), the "Jeu de Marseille" (Marseilles G ame) and the "Cartes d'Analogie"
(Analogy Cards). According to Breton, surrealist language games (as Audouin would later
classify them) such as "Dfinitions" (Definitions, first published 1928), the "Jeu des
Conditionnels (Si...Quand...)" (Game of Conditionals -- if...when..., 1929), "le Cadaver
Exquis" ("Exquisite corpse," 1927), and "l'Un dans l'Autre" ("One into another," 1954),
and the games of opt ions or opinions (Audouin), such as the "Notation Scolaire - 20 to +
20" (Scholarly notation, 1921), and "Ouvrez-vous?" (or the Visitor, 1953), yielded
similar pluralistic possibilities as predetermined game-frameworks within the
manipulation of language [5]. Breton's 1954 comments on Huizinga and surrealist games
appeared with his description of "l'Un dans l'Autre", developed with Benjamin Pret -- a
year earlier he had published "Ouvrez-vous?", a new collective game [6].
<12> Of the surrealist games which Audouin determined to be concerned with the visual,
the "Recherches Exprimentales", the "Cadavres exquis dessins", the "Jeu de Marseille"
(1940-41) and the "Cartes d'Analogie" (1959), often had to do with the construction or
circulation of cards, either playing cards of the "Jeu de Marseille"o r the fictional and
collectively fashioned "identification papers" of the "Cartes d'Analogie" (Game of
Analogy Cards). Both of these forms engaged with the immediate wartime experience of the
surrealist circle, with the state of physical transience of travel, with their forced
relocation and exile to New York and other locations, with the continued demand to
present identification papers while travelin g in occupied France, and perhaps also with
a sense of being pitched into the realm of pure alea. The "Cadavres exquis", a procedure
devised so that a collective could by means of automatism assemble or "compose" a
singular work and avoid the conscious control of any individual author, opened, as
Breton saw it, a "strange possibility of thought, which is that of its pooling" (Breton,
Second manifesto). However in including as its pool of players only practicing visual
artists, the game (or Breton) did presuppose the seriousness of artistic training as its
basis. Surrealist games can then be best understood as tools toward automatism, as
strategies that attempt to pool a process of collective thought unmediated by the
individual ego, or, to short-circuit the conscious workings of the individual mind as it
works its way through and applies the rules of the game to the actions at hand.
Sometimes, as in Robert Desnos' plunges into hypnotic states, games of ilinx (physical
and mental disorientation) are instead pursued. In surrealism the ends of agn, that is,
the regulated and antagonistic relation between powers and drive to win, are
repositioned such that the id, either individual or collective, m ight, with the proper
surrealist preparation, discipline and perseverance, be summoned up as a reluctant
opponent and finally be forced to reveal itself in language and in image.
<13> The "Jeu de Marseille " is most interesting in that it is the collective
project/game undertaken immediately before many of the contributing artists began their
exile from fascist-controlled France [7]. Incorporating a wo odcut by Alfred Jarry and
drawings by the above artists, this playing card deck included new court cards -- genius
(in lieu of king), siren (queen) and magus (jack) -- and new suits: flame (love), star
(dream), wheel (revolution) and lock (knowledge) (Gooding 124-5, 160; Audouin 485) [8].
Recognized in this project is the quality of card-playing as a means of passing the
time, and as a characteristic o f waiting, and the projection of skill and ability into
an uncertain, changing situation. Card-playing is a game that combines both alea and
agn; in certain card games agn, in terms of the experience and strategy of the card
player, can determine the winning hand.(Caillois 18). The surrealist card game,
undertaken in transit and a time of great uncertainty, works to foreground human will in
the situation where fate, chance, or the specter of totalitarianism, seems to have
overtaken it.
Duchamp and Chess
<14> Certainly the slippery interchange between chance on the one hand and merit or
human will and ability on the other was also well known to Marcel Duchamp. Perhaps more
so than any other artist of the twentieth century, Duchamp concerned himself with this
divide and with the structure an d process of agn, as it delimits human action and as it
is personified in the game of chess. He understood the ludic impulse and the agonistic
structure of the universe, within the Machine Age, to take place on the plane of eros,
and within the tensions, resolutions, and displacements of sexual play. In his art
Duchamp systematically introduced the element of gender and tied the confrontations and
neg otiations of eros to the field of agn. The surrealists -- Giacometti, Ernst, Man Ray
-- also made reference to chess, but the game did not buttress the entirety of their
artistic production the way it did Duchamp's.
<15> Chess, one of the oldest and most rigidly competitive of games of agn, is, as
Caillois understood it, an ultimate contest of agn, in requiring players to compete as
rigorously and i ntensely as they can with the goal of winning (15). Winning is required
of a player in order to achieve ranked status in chess, which Duchamp pursued
aggressively in France during the 1920s. "Wouldn't you rather win?" Duchamp is said to
have dryly queried Walter Hopps while they deliberated the roulette tables at the Golden
Nugget Casino in Las Vegas ; as chance would have it (at least according Hopps ),
Duchamp's instructions at the tables resulted in a considerable win [9]. Can Duchamp be
understood as the most competitive artist -- that is, one who was most concerned with
winning -- in the twentieth century? This reading goes against a prevalent postmodernist
understanding of the game or gaming as the possibility of endless play without result or
concern for an outcome, as it is advanced in the w riting of Jean-Franois Lyotard or by
Jacques Derrida, and as this has been applied to Duchamp [10]. According to Arturo
Schwarz, Duchamp himself insisted he was far more interested in investigating how the
language of chess could realize the beautiful than in outplaying an opponent; yet this
was surely not Duchamp's view as he played competitively in the 1920s [11]. But one can
also make the claim tha t the recasting of all human interaction, including heterosexual
sexuality, into the guise of agn, and thereby creating situations that could be
mastered and possibly won -- a process of conversion which one can read throughout his
entire oeuvre, even in his final epic work, the "Etant donns" -- seems to have
interested Duchamp most.
<16> Duchamp's love of chess, the game most removed from the workin gs of chance, is
apparent. One can trace one origin of Duchamp's concern with chess and agn in the
iconography he developed early in his oeuvre, while he worked within the medium of
painting: in his Czanne-esque paintings of his brothers at the chessboard of 1910 and
1911, and in the paintings of the following year that removed these figures and focused
exclusively on the movement of the chess piece in play: "Le Roi et la Reine Traverss
par des Nus Vites" and "Le Roi et la Reine Entours de Nus Vites." Duchamp famously
declared in 1923, a point in time which coincided with the "completion" of his earliest
epic work, the "Large Glass," that he had stopped being an artist and would in the
future only concern himself with chess [12].
<17> Indeed, in the late teens and 1920s he played competitively i n Argentina and then
as a ranked player in France, and produced chess pieces and other chess paraphernalia
[13]. For a time thereafter Duchamp worked directly on the problem of reconfiguring or
transforming alea (roulette) into pure agn (chess). While the intellectual challenge of
the task attracted Duchamp to the project -- it is quite impossible, which he later
recognized -- he was clearly also moti vated to "break the bank", that is, to garner a
huge profit by means of gambling, and, further, to reconfigure the functioning of the
capitalist economy, if his model were to be a success [14]. He coauthored a treatise,
"L'Opposition et les Cases Conjuges sont Rconcilies Par M. Duchamp & V. Halberstadt"
("Opposition and Sister Squares are Reconciled by M. Duchamp and V. Halberstadt," 1932)
on an obs cure chess end-game problem; and produced, for Julien Levy's "Imagery of Chess"
exhibition of December 1944, a "pocket chess" assemblage, manufactured as a multiple in
1966 [15].
<18> It was in the '60s, in and around his Pasadena retrospective exhibition of 1963,
that Duchamp presented himself as a chess player within the realm of art, a reversal of
his earlier insistence that his activities in these two domains were wholly separate or
mutually exclusive. One asks why Duchamp seized upon this radical reversal shortly
before his death [16]. In addition to the reissue of many of his readymades and the
above-mentioned assemblage as multiples, and the permission to produce duplicates or
"replicas" of many major works for the 1963 exhibition [17], Duchamp posed while playing
chess during a number of hig hly-publicized appearances both during and after the 1963
exhibition. Many of these appearances are captured in Julian Wasser's series of
photographs of Duchamp, as well as in the film "Jeu d'echecs avec Marcel Duchamp" by
Jean-Marie Drot, all of which were completed during and shortly after the Pasadena
exhibition.
<19> The most widely disseminated image by Wasser of the chess match between Duchamp an d
the nude Eve Babitz, a female friend of Hopp's (Fig. 1), was shot on October 18, 1963 in
the Pasadena gallery which featured the "Large Glass" surrounded by the readymade
replicas and related works in the Duchamp exhibition [18]. Wasser and Duchamp staged
this game before the "Large Glass"in order to emphasize its composition or even in a
sense to perform it; during the opening Wasser had photographe d Walter Hopps, the
curator of the exhibition, and Duchamp playing in the galleries. For the exhibition
Hopps had placed the early chess-related drawings and paintings in the second gallery,
which also featured chess paraphernalia (presumably the chess table, board and clocks).
Tashjian claims that the Babitz/Duchamp match was a chance event whose genesis cannot be
traced to any one person, neither to Wasser nor to Hopps, but was an idea that Duchamp
agreed to. It seems a highly deliberate, coordinated and meaningful decision to have
moved the playing table into the next gallery and to have staged there, for the camera
and before the "Large Glass," a chess game between Duchamp and a female nude named
"Eve," the biblical Ur-bride. Tashjian suggests that several aspects of this event are
purely "serendipitous." Duchamp had already related the biblical female nude to the
movement of chess pieces across the board: with a nude "Eve" de picted within his earlier
painting " Paradise " (1910-11), which featured a nude model posing as Eve, a painting
which further became the verso of "King and Queen Surrounded by Swift Nudes." The Wasser
image also recalls Duchamp's theatrical appearance as the nude Adam to Brogna
Perlmutter's Eve in Picabia's "CinSketch" of 1924, which was recorded in a famous
photographic image; the image is also remi niscent of a 1936 photograph of Duchamp at the
chessboard in front of "Nude Descending a Staircase"; and the image interacts with the
complex iconography of the "Large Glass" itself, its segregation into female and male
domains and its direct references to chess in, for example, the "Nine Malic Moulds" of
the lower panel [19]. While Duchamp may not have arranged the event himself (as Babitz's
account s uggests), it is likely that given the resonances of the image there, he would
have suggested the game should be staged before the "Large Glass."
also fascinated with the dualistic property of games that Caillois had noted, that is,
that both agn and alea are always to be found together, or that chance can never be
completely ruled out of even the strictest games: Caillois gives the famous example of
the question of whether the opening move in a chess match gives an advantage to that
player (Caillois 202 note 98). The board games of Monopoly a nd Risk, which remained
popular throughout this period, influenced Fahlstrm's reconfiguration of painting,
which he achieved by means of ferrite-magnets attached to individual elements which were
in turn placed on a wall or a larger flat surface where they could be manipulated. In
variable painting works such as "Sitting...Six months later" (1962), "Dr. Schweizer's
Last Mission" (realized in several p hases: "Phase I," 1964-66, Venice Biennale; "Phase
3,"1973, Moderna Museet, Stockholm; "Phase 7," 1981, Westkunst Cologne), "The Cold War"
and "World Politics Monopoly" (Fig. 2, 1970) the rules of advanced capitalism and of
Cold War division are presented to the viewer to be manipulated and played upon.
Therefore the variable paintings present diagrams or metaphors, albeit very simplified,
of the compl ex relations that contribute to the reality of Cold War culture.
<30> Fluxus did not enact an explicit Brechtian negation of the life conditions of the
underclass: Fluxus established no explicit connection either to radical politics or to
the student movement of the '60s, unlike other artists such as Joseph Beuys or Yoko Ono
[31]. Maciunas only communicated a vaguely populist aesthetics to be achieved through
the embrace of commercial art and amusement forms and in art's eventual disappearance
into the forms of cheap commercialism. But the cheap, low-brow pleasures of
fluxamusements and fluxgames function as negations of an elitist and anti-ludic visual
modernism, following Greenberg's postwar definition of the term.
Fluxgames and Fluxchess
<31> In Fluxus projects, Watts, George Brecht, Yoko Ono and Takako Saito reengaged with
chess or with the puzzle in various multiples: Fluxchess kits by Ono and Saito and a
manufactured series of puzzles and playing cards by Brecht and Watts could be purchased
by mail order from the Fluxshop. Playing cards were designed by both George Brecht and
Robert Watts. In 1959 Brecht had shown his work Solitare at the Reuben Gallery's Towards
Events exhibition in New York, which was, according to Brecht, a new card game he had
adapte d from the rules of Solitaire. Brecht's notion of the event, a central unit of his
performance practice, was then clearly connected, if not developed from, the rules or
instructions that comprise games. Everyday and banal, the single concrete event could
be, in Brecht's Fluxus performances, the simple act of exiting a room (Exit) or of
counting in unison in different ways. The Brecht event, as it was communicated in his
short written scores or instructions, then presents rules of a particular game that the
viewer subsequently agrees to engage in.
<32> Brecht's playing cards were to be manufactured and distributed by Maciunas under
the "Games & Puzzles" label as a Fluxus edition. Robert Watts had designed a program
cover for the June 1964 Fluxorchestra concert at Carnegie Hall in New York, which
feat ured face card-like designs so that the program could be held by audience members
like a hand of cards. Watts' "instruction drawing" to accompany the playing card deck
remains unexplained; the drawing features a recto and verso view of a gender-neutral
human body where various body parts are numbered from 1 to 56. Whether these body parts
were to be featured on various cards or whether Watts conceived of an elaborate strippoker scenario for card players is unclear. Watts completed a prototype deck of Playing
Cards for Fluxus, but these were never manufactured due to the cost involved [32].
<33> Contrary to the contemporaneous art-games of Duchamp and Fahlstrm, Fluxus artists
displayed an interest in fashioning the art-game as a complex intersubjective situation
or interaction that went beyond -- or rejected -- the zero-sum scenario of most games of
agn and alea and its conclusions, that is, where players have diametrically opposed
interests and either win or lose. Fluxus art-games often dismantle the notion of
competition altogether, a central aspect of agn, in making competition more difficult
or even impossible in its conventional sense, which usually has to do with a player's
skill in as sessing visual information. In rendering competition itself nonsensical,
Fluxus artists reintroduced the element of paidia, the category of spontaneous play and
fantasy Caillois usually associated with children, as a pleasure to be rediscovered
within art. It is perhaps for this reason that the puzzle form, which refuses the
serious competition of games of agn, became important to Fluxists Brecht and Watts .
Fluxus games also implicitly reject the instrumental logic of loss and gain which
characterizes the capitalist economy in the late twentieth century [33].
<34> Maciunas advertised Brecht's series of ball, bead, and bread puzzles, first
produced as a Fluxus edition in 1964, as "with rules...All games and puzzles invented
and made to order, no two alike" (Fig. 3; Hendricks 199). In these multipl es Brecht
therefore expanded the event into an interactive, participatory and even tactile
experience for participants who may not be Fluxus members or artists; the puzzles and
games fundamentally reconfigure the spectatorial relations of Fluxus performance. In the
series, one short, event-like score was sometimes placed in a puzzle box (made of
plastic or balsa wood) with the object in question, possi bly steel ball bearings or
plastic balls; Maciunas and Brecht sometimes produced the same box and object in
different versions, each with a different score included. For example, the three
different Bead Puzzles with the following scores: "Bead Puzzle/Your birthday"; "Bead
Puzzle/Arrange the beads so that they are the same./Arrange the beads so that they are
different"; "Bead Puzzle/Cut cards so that b eads do not separate./find another
solution./Repeat, beyond farthest solution./G. Brecht" (Hendricks 199) [34]. Brecht also
produced puzzles, which include several different scores ("Swim Puzzle/Ball
Puzzle/Inclined Plane Puzzle") placed in the same box, therefore allowing the
participant to choose between or vary the puzzles she or he can complete (Hendricks
197). "Swim Puzzle" was produced in boxes t hat included seashells, and, in one instance,
a snail shell: the score for one of these works reads, "Arrange the beads in such a way
that the word 'C-U-A-L' never occurs." As beads are not included in the box, the puzzle
is impossible (Hendricks 201) [35].
Fig. 3, George Brecht, Bead Puzzle (c. 1965). Photo by Brad Iverson; Gilbert and Lila
Silverman Fluxus Collection, Detroit, MI.
<35> Robert Watts' timekits and time puzzles presented a different challenge to the
participant, which involved a meditation on temporality. First produced as "Flux
timekits," and at one point included in the "Flux Cabinet" as "Time Fluxkit," and later
realized in 1977 as a " time puzzle," Watts presented various elements (up to 100 of
them) which were intended for the participant for "play" with, including a grided board
surface on which one was to categorize and order the elements according to one's
assessment of their relation to time. On the label for the "timekit" Watts printed the
title over Harold E. Edgerton's famous high-speed photographic image of the trajectory
o f a bullet (Fig. 4). The objects he included in the time puzzle included a stopwatch,
dice, a top, a rifle bullet, measuring tape, a match, and seeds which would grow at
different rates (Hendricks 547-48) [36]; each object can be used to gauge the passing of
time and can therefore transform the participant's sense of time -- creating a sense of
disorientation from our usual sense of clocked time -- in radically compressing or
slowing time down (as is the case in Edgerton's photograph, which inversely tracks a
very fast event), or in greatly elongating the duration of a unit of time (in the
longer-term needed for the germination of a seed and its growth into a plant). While
such manipulations of temporality are well known to viewers of motion pictures, some
cognitive effort is required to sort and r elate the temporal aspect of these banal
objects in relation to each other. Playing this game may lead to ilinx, the kind of
mental disorder or temporal disorientation Caillois identified as a primitive kind of
play, which can even have quasi-physical effects on the participant. Watts' "time
puzzle" invites the participant to reflect on her or his own sense of the passage of
time, and on their sense of mortality.
Fig.4 and 4A, Robert Watts, Flux Timekit and detail (1967).
Photo by
Brad Iverson; Gilbert and Lila Silverman Fluxus Collection, Detroit, MI.
<36> Fluxus artists Yoko Ono and Takako Saito engaged with Duchamp's practice but also
with masculinist cold war metaphors by taking up chess as a subject of their art.
Saito's fluxchess works, which date back to 1964 but were produced as fluxus editions
into th e 1970s, question the primacy of vision to chess as a game of agn-ludus, along
with notions of perception and in aesthetic experience more generally. Saito's grinder,
or portable chess sets, were placed in lidded hardwood chests where the grinder chess
pieces, made of stone or metal, could rest in holes and remain stationary. Her "Jewel
Chess" and "Nut & Bolt Chess" sets introduced materials unusual to the game, often
suspended in plastic cubes, as playing pieces. But her "Smell Chess," "Sound Chess" and
"Weight Chess" reworked the game of chess so that players would be forced to hone nonvisual perception, such as the olfactory sense, tactility, and aurality, in order to
follow chess rules. "Spice Chess" (Fig. 5), a special subset of "Smell Chess," featured
different spices in test tubes as the various pieces; the players would have to learn to
identify the pieces by not only vision (color and texture) but also by smell. While
Saito did not dismantle the playing of the game of chess, she reminded the viewer that
other senses can also be drawn upon or made to figure in the most analytical and
competitive tasks or games.
Fig. 5, Takako Saito, Spice Chess (1965). Gilbert and Lila Silverman Fluxus Collection,
Detroit, MI.
<37> Yoko Ono's chess works are among the most beautiful objects produced in conjunction
with Fluxus; it should be noted that she contemporaneously produced her own works while
others were given over to be distributed as part of Fluxus editions by Maciunas. By the
late 1960s and early '70s, Ono's object s and performances were often explicitly
political and frequently critical of U.S. involvement in the Vietnam War and of American
militarism, particularly in works she realized with John Lennon. Similar to other fluxus
objects, Ono's chess games rendered the process of ludus and of agn in chess impossible
and even ludicrous. Her works "Pieces Hidden in Look-Alike Containers, Chess Set"(1970,
produced as a Fluxus piece) and the powerful "White Chess Set" (Fig. 6, 1971) both
annihilate the possibility of competitive zero-sum play. In Ono's fluxus chess set each
of the pieces is hidden in a look-alike container, making competitive play impossible.
In "White Chess Set" the pieces of both players are colored white, making it impossible
after a certain point to identify one player's pieces from the othe r. Here the
metaphorical and ethical associations of black and white to evil and good are rejected;
unity is underscored instead of competitive division between opponents. Ono restructures
the chess game toward ilinx in disengaging properties of the game's individual pieces as
determined within a game of agn. She disengages what has been called the "internal
nature" of chess, within which both an enun ciating subject, the chess player, is formed,
and a specific "closed" or predetermined space, one that is bordered, guarded and
defended, is created [37].
Notes
[1] Jennifer Milam, "Rococo Games and the Origins of Visual Modernism," lecture
delivered at the Philadelphia CAA conference (February, 2002). Milam's book, Fragonard's
Playful Paintings: Visual Games in Rococo Art, is forthcoming. [^]
[2] Here again the early cultural theories of games trace the footsteps of Walter
Benjamin, who also addressed Schmitt, though far more positive ly than Huizinga, in his
early essay "Critique of Violence" (1921), reprinted in Reflections. [^]
[3] In the English edition Caillois's translator Meyer Barash points to the "payola"
investigations around Charles van Doren, a major scandal in the U.S. in the 1950s, as
another case in point: see note 55, p. 193-4. For an expanded examination of Callois
cultural game theory and his relation to Bataille see my essay, Serious Play: Games and
Early Twentieth-Century Modernism, in The Space Between: Literature and Culture 1914-
[19] On the relation of Duchamp's art to the history of chess see Bailey. [^]
[20] Schwarz curiously gives no other details about the Babitz/Duchamp game. [^]
[21] Babitz, who became a Southern California journalist, did finally break her silence
on the match with Duchamp in a 1991 essay in Esquire. She maintains that Wasser set up
the game and photo session without Hopps' knowledge, and that Duchamp made a special
appearance at the Pasadena Museum to play the staged match with herself. This photograph
and Duchamp's complicity in its staging is a blind spot in Jones' feminist-izing reading
of Duchamp in Postmodernism and the En-gendering of Marcel Duchamp. Jones calls the
Babitz/Duchamp photo "notorious" and claims that Duchamp passively acquiesced to
participation. She therefore refuses to acknowl edge Duchamp's role in the construction
of this image; she is also uninterested in the centrality of chess to his art. [^]
[22] Arman's contribution to the Philadephia Duchamp retrospective catalogue of 1973, in
which he cleverly inserted notation of a fictional game between Duchamp and Rrose Slavy
into the actual notation of a Spassky/Fischer match of 1972, underscores this final
point. See Marcel Du champ 182-184. Arman's fictional notation is also a shorthand
catalogue raisonn of Duchamp's major works. [^]
[23] This definition of the game follows those of Huizinga and Caillois. [^]
[24] Robert Morris explicitly took up the game form and structure -- though defined
within the realm of semiotics -- in a series of conceptual artworks that he began in
1973 entitled Blind Time Drawings. In the series and in his writings, Morris applied
Ludwig Wittgenstein's notion of the language-game to the codes and sign systems set out
in the art of Jasper Johns and Marcel Duchamp. Brian Winkenweder has noted that these
Wittgenstenian-game-like drawings by Morris therefore systematically expand upon the
language that Morris identifies as comprising "modern art." Brian Winkenweder, "Robert
Morris's Blind Man's B luff," manuscript of lecture delivered at the Philadelphia CAA
conference (February, 2002) and Winkenweders dissertation, Reading Wittgenstein: Robert
Morris Art-as-Philosophy (SUNY Stony Brook, 2004). [^]
[25] Caillois cites a study of the psychology of the champion by Merleau-Ponty, La
Structure du Comportement, published in 1942 and almost simultaneous with Huizinga's
work. The sustained engagemen t of philosophy, cultural theory and mathematics with the
game in the twentieth century is a remarkable chapter of intellectual history. [^]
[26] Language games developed within twentieth-century modernist art, those of early
surrealism, for example, lie outside the scope of this essay.Throughout the '20s and
'30s the surrealists also used games as a tool of automatism and in quasi-structuralist
fashio n, in their explorations of representation by means of the expansion of the
workings of language itself. The structuralist aspects of the word-games of earlier
surrealist art have been studied, but its game-aspect has not been developed. [^]
[27] Jon Hendricks reprints the prospectus Maciunas and Watts drafted around 1967 when
Maciunas purchased a number of buildings in Soho . The Greene Street Precin ct, Inc. was
to be a commercial and profit-generating venture, a kind of amusement arcade which was
to feature shops, a discotheque, automated food establishments, and a "drink and game
lounge." Many flux-games described in this essay were to be featured in the lounge. The
plan apparently did not attract investors, but Maciunas continued to propose a " Flux
Amusement Center " as part of fluxus exhibiti ons and performances. Versions of this
fluxus arcade were realized in A Flux Amusement Center at Douglas College, New Jersey,
in 1970, and as part of other exhibitions through 1977 (in New York City and Syracuse,
in Cologne and West Berlin, Germany, and in Seattle, Washington). A consideration of how
Maciunas' arcade returns to some of the spectatorial practices of primitive cinema
(i.e., the "cinema o f attractions" Nickelodeon connected to, for example, the late
nineteenth-century Coney Island amusement park), and how it anticipates conceptual art's
mode of institutional critique, would be of further interest. [^]
[28] Greenberg's influential postwar art criticism had strictly segregated play,
amusement and entertainment from classical modern art. In order to champion the Kantian
aesthetic traditio n, Greenberg categorizes the play of amusement as part of the
corrupting affect of mass culture or kitsch, which must be contested and negated within
the serious realm of art. See Greenberg. [^]
[29] See Brecht. Brecht's recognition of the radicalized potential of pleasure afforded
in mass culture was later violently rejected by not only Greenberg but also Horkheimer
and Adorno, who maintain in the Dia lectic of Enlightenment that the industry of
amusment represses the masses and nothing else. [^]
[30] I discuss the connection of Fluxus to John Cage and to concrete art in West Germany
in the 1950s and '60s in the first chapter of my dissertation. See Claudia Mesch,
Problems of Remembrance in Postwar German Performance Art, unpublished doctoral
dissertation, University of Chicago and UMI Publications , 1997. [^]
[31] See Huyssen. [^]
[32] See entries for Robert Watts in Hendricks 562-3. [^]
[33] On the rejection of instrumental reason in the work of Watts see Buchloh. [^]
[34] These works correspond to Silverman Numbers 48, 53, and 60, respectively. [^]
[35] The works correspond to Silverman Numbers 58, 58a and 59. [^]
[36] Silverman Numbers 511 ff. [^]
[37] See the comments of Gilles Deleuze and Fl ix Guattari in "1227: Treatise on
Nomadology." [^]
[38] The demonstration board featured in the film apparently diagrams a Spassky game,
lifted from a Soviet championship of 1960. See The Oxford Companion to Chess 87. [^]
[39] They contrast this "closed" aspect of chess to the Chinese game of Go and imply
that Go opens onto "open" and "smooth" space. They rather force the metaphor here, as Go
is, like chess, based upon and concerned with the grid as a "striated" space.
Nonetheless, this metaphor is very interesting, even it they overestimate the radical
difference between chess and Go. [^]
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List of Figures
Fig. 1, Julian Wasser, Marcel Duchamp and Eve Babitz, 1963.
Fig. 2, yvind Fahlstrm, World Politics Monopoly (1970).
Fig. 3, George Brecht, Bead Puzzle (c. 1965). Photo by
Silverman Fluxus Collection, Detroit, MI.
Fig.4 and 4A, Robert Watts, Flux Timekit and detail (1967). Photo by
Gilbert and Lila Silverman Fluxus Collection, Detroit, MI.
Brad Iverson;
Fig. 5, Takako Saito, Spice Chess (1965). Gilbert and Lila Silverman Fluxus Collection,
Detroit, MI.
Fig. 6, Yoko Ono, White Chess Set (c. 1971). Unidentified photographer; Gilbert and Lila
Silverman Fluxus Collection, Detroit, MI.
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