Paul Laidler, Is it a game, or is it real, Unlimited (Hardback & soft cover versions), Produced through Blurb.com
The book work Is it a game, or is it real is a reinterpretation of David Bischoff's War Games. In this instances a remake of the Penguin book that uses the film adaptation of Bischoff's novel as the cover image. The visual
reference of the film as a printed cover image is employed by publishers as
marketing tool to sell more copies of adapted novels. Marcella Edwards,
senior commissioning editor at Penguin Classics sees the film’s influence as a
way to tap into new markets. The film image appears to make some classic texts
more approachable for these new audiences. Edwards describes this phenomena
where the text “becomes less classic, less difficult. You don’t need a PhD to read this
stuff - it’s readable". Here the novels text is proceeded by its cinematic cover image a reinterpretation that for many becomes the original, diluting any
beginning or end - and somewhat ironically, a reality made out of fiction.
Here the
reinterpretation/remake foreground's the digitized theme of the novel, period and production process. Firstly the work
presents the digital pixel aesthetic of the 1980's although in this instance
the digitization is not screen based but instead simulated by printed dots that
construct the appearance of pixels. For instances the book work Is it a
game, or is it real is a digitally recorded version of the (1983 Penguin) publication although the transition from physical to digital becomes pronounced
through the flatbed scanning of the books three dimensional form and the
pixellated appearance of both text and image. The book has been recorded using
the different resolution sizes of 12, 32, 42 and 52 ppi (pixels per inch). These
resolution settings assigned to the recording of the book are purposely set
below the standard amount of pixel information required for reading digital
images on screen (72ppi) and in print (300ppi).
I might add that when using automated POD facilities for producing work, low resolution preference generally sit outside of the systems approved optimum print settings. Subsequently the 'computer says no' the system breaks down and you need to convince a human directly (via the online help desk) that you want pixelation.
I might add that when using automated POD facilities for producing work, low resolution preference generally sit outside of the systems approved optimum print settings. Subsequently the 'computer says no' the system breaks down and you need to convince a human directly (via the online help desk) that you want pixelation.
As
well as the physical, printed edition of the book, the Blurb facility also offers
a virtual rendering of the book format that can be considered as a digital
edition in the truest sense. The electronic format otherwise known as an
e-book, allows the user to view the on screen flipping of pages as animated
actions that refer to the experience of its physical counterpart. Although the
e-book phenomenon engages with the dynamic potential of the Internet and allows
publishers to reduce publishing costs, it does not currently provide the best
reading experience to the customer.
The
pixellated appearance of Is it a game or is it real? as an e-book initially
makes the viewer question the technology as a reliable tool for reading
digitised information. Viewed on screen the image appears to have become
corrupted, or the correct resolution setting has not been assigned to the
digital file. The assumption that the e-book is not a true representation of
the printed version is re-addressed once seen in conjunction with the printed,
signed edition. As an artist’s book, the signature confirms the intentions for
the final printed results and the subsequent reading of the physical work as an 'unsophisticated' e-book facsimile. In one sense, the book fails to function before the concept
reveals the object’s primary function as an artwork that appropriates the
formal designs of the book format.
The appropriation and function distinctions
resonate with Michael Craig-Martin’s thinking of real objects as if they were
art. Here Craig-Martin considers utilising the characteristics of objects
rather than the Duchampian idea of art by nomination, “The defining aspect of an object is what
it is used for e.g. scale, material, look – using their functionality as a device to
make art from.” (Cork, Michael Craig-Martin, p. 43.) However, the resulting book as an art object
is not in the strictest sense a direct appropriation of a previously existing
object. The work is an appropriation of an object’s function that is conceived
and realised in conjunction with the object’s associated on screen presence.
And
finally, like the film/novel the artist book
has distopian undercurrents concerning digital technology and our trust in its
utopian design. The POD facility Blurb highlights the relative ease with which
one can copy, reproduce, store and send digitized imagery/objects without any
concern for origins or authenticity. Further more the rapidity with which this
technology moves raises archiving issues concerning the compatibility and
'readibility' of digital information between old and new software. Data is
either lost or interpolated - are we preserving the past or distorting it?
Is
it a game, or is it real fuses past, present, text, image, fact and fiction as an
artwork that is interpreted through its mediation. Subsequently the work
invokes a self-conscious presence, perhaps referencing Bischoff's vision of
computer consciousness. Also
see Edges of a Hardcore for further usage of the pixel aesthetic and ISSUU (an alternative e-publication platform) utilised for a digital Panorama workshop.
Is it a game, or is it real is in the artist book collection at the V&A