Saturday, April 10, 2021

Liz Magor: Sculptor of Survival

Written by: Eric Carltock
April 10th, 2021


Artist Liz Magor in her studio: Liz Magor: Idea Generator — Art21
 

    When you look at something, you never really think about where it is in its place at the time. Liz Magor sees this, and in her own words says, "there are many things that live in this world, in this neither zone this non-zone, this not needed zone. And so, I pay attention to these things, and through that effort, I'll change their status, 'll resurrect them." She does this by taking things, old things, not needed things and casts them, making molds of ordinary things discarded. The cycle of the object begins again.

    She takes these casts of humble objects, or repurposes found objects and gives them life again, which also speak to the mortality of all existence. We use things, we discard things, but they can have another purpose.  One which elevates them and captures a moment and a time. Based in Vancouver, Canada, this artist is well known for the sculptures that Magor makes that address these themes of history and survival simply by repurposing simple objects. In a way, this categorizes the way Magor views things and how people in general value things.

  

    In her own words, she says, "There's a give and a take; every object gives something to us, and it takes wear and tear. Then it comes out the other end, called the waste stream. Even the waste stream doesn't quit; there's still somebody trying to sell something that's completely worn out for a nickel".  This idea of a system and its eventual collapse into something else speaks to the artist and gives Magor inspiration when she walks on the beach or goes to the thrift store. In turn, the art that Magor makes repurposes it into something more, taken from time and rewound but available now. Eventually, Magor puts these repurposed and found things back into a box and turns them into a sculpture, elevating the object's simple status into a maker that transcends time and space. The cycle then continues. It captures the essence and the facility of that object and allows us to see it in a new light, in this way, it survives in our memories.

For the Horde: How One New Media Artist Challenges Sexism With A Game

By Eric Carltock
April 10, 2021


Exhibition Catalog 2016 angelawashko.com

    When you think of video games, your first thought might be the ultra-violent games we often see in the media, like Grand Theft Auto or Call of Duty, or perhaps online massively multiplayer games like World of Warcraft. These are popular games in which aggressive gameplay combined with the shield of anonymity can mask underlying dehumanizing rhetoric by an overwhelming majority of cisgender males. But there is more to it than this. Ultimately, these underlying aggressive traits can be connected to human sexuality, and game theory for males.

    In this virtual game space, Angela Washko operates and brings forth a vision in which the victims of the aggressors turn the tables. Washko realized that avatars' use was often the vehicle for players to engage in blatant sexism and other forms of discrimination, using them as masks. So, to combat this she would have to go into the depths of the male culture to find the root cause.

Angela Washko – PLAYTIME (pem.org)

    Washko, who played the famous Game World of Warcraft, noticed the toxicity of the game and was affected by it. Washko wanted to find out why this fantasy space tended to be so oppressive and misogynistic. To this, she created a project based on Gendered Sensitivity and behavioral Awareness. The investigation led her to find what the community dubbed the "Manosphere" where a loose network of blogs and websites and forums were dedicated to misogyny. From this Washko found the pickup artist community. 

    Using this as a teachable moment, Washko noted that all of the accounts missed the women's missing perspectives that the pickup artists slept with, so she decided to seek them out. Ultimately, it culminated in her making her own game, titled The Game: The Game. In this First Person text-based game, you became the object of these various pickup artists, and your task was to explore and defuse them. This brilliant idea allowed players to confront and experience sexism and misogyny firsthand and give a valuable teaching lesson as well. It also became sort of an art project as well. Putting the victim of these male advances against "Boss" level men, who were trying to pick you up.

    But more than this, this idea also exposed the tactics of these pickup artists and how to defeat them. This inversion culminated in years of research and highlights the logic and behavioral patterns of seduction coaching.  In a way, it makes it therapeutic for the players and makes it a weapon to use against the faceless avatars that try to use sexism to shame or dehumanize those of the opposite sex. 

    The idea of turning the tables and showing the light on a problem is not new, however, Washko was able to neatly use the tactics that were researched to show and highlight the problem, opening new areas of conversation that were not thought of at the time. 

You can find more of Washko work on her website at https://angelawashko.com/