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This chapter proposes a new interpretative study of one of the Swiss artist Thomas Hirschhorn’s most complex art projects, the “Monument” series, consisting of four public art displays that were organized and took place for nearly a decade in different cities around Europe and the US. While each of the four separate pieces that make up the series will be summarized, the core of the study will focus on the final one, Hirschhorn’s “Gramsci Monument” (2013), in relation first to its context, a historically significant housing project built by New York City in the Bronx at the end of the 1950s, before providing a second and perhaps more novel comparison to the structure and practice of Alternate Reality Games. Such games, as I argue, in which players essentially roleplay as players, informed primarily by a single plot-based objective over an extended period of time, are capable of producing immensely complex stories and narratives, along with substantial character development. A variety of media and game theory concepts (for example, Chalmers, 2022 ), as we will see, continue to complement what is one of most fascinating and diverse genres of gaming, with its eccentric use of public, usually outdoor, space and improvised character development in pursuit of an end that is often purposely left vague to most of the players. Hirschhorn’s equally eccentric and playful use of public space, 8000 square feet of the Forest Houses project, for one month seems importantly commensurate with key devices found in Alternate Reality Games. While art critics already provide significant readings of Hirschhorn’s works and methodologies, usually (and accurately) rooted in earlier experiments in performance art and relational aesthetics that emerged in the 1960s—see for example, Claire Bishop (2004) , Francesco Bonami (2005) , Benjamin Buchlow ( 2005 ), and Hal Foster (2004) —no current examination takes into account the use and experimental reuse of ludic artifacts found today in Alternate Reality Gaming along with several technical similarities to various VR/XR games.
Keywords: Alternate Reality Games (ARGs) ; intermedia ; landscape art ; public ; social sculpture
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https://doi.org/10.1386/9781835952054_3 Published content will be available immediately after check-out or when it is released in case of a pre-order. Please make sure to be logged in to see all available purchase options.