Artist Statement #2

In my opinion, one of the most devastating impacts of the current Trump Administration is the cut to funding for international aid and development. The reality of these cuts is that it puts people’s lives at risk and ignores how U.S. economic interests have directly harmed the lives of people in other countries. A big advocate for this mass defunding is Elon Musk, the richest person in the world and  figurehead of the Trump Administration. It is important to note his wealth because a lot of it has come from taking advantage of the exploitation of resources, which can particularly be recognized in the continent of Africa. Specifically, his dad profited from questionable Emerald mining and Elon relies on the problematic mining of cobalt to power his rockets and electric cars. Therefore, it becomes ironic that Musk advocates for cuts to international development because the same communities he exploited to gain his unimaginable wealth he is now leaving behind. This inspired the question that drove the development of David and I’s critical game: how do some of the world’s richest people become wealthy and how does it come at the expense of others?

In order to explore this question, David and I decided to work with the classic childhood game ‘Operation.’ We wanted to reskin the traditional play of the game like Flanagan describes in Critical Play: Radical Game Design where we disguised the game board, so it is no longer a human body, but instead a map of Africa (33). Additionally, we disguised the objects meant to be taken out of the body, so they were instead natural resources. We also engaged in rewriting aspects of the games by “revising the narrative” when a player touches the metal edges with the tweezers, so instead of losing their turn it counts as a human rights violation (Flannagan, 33). Then, if a player gets three violations we decided that they would get sanctioned by the UN and therefore no longer able to extract any resources. This works to point out the ways in which there are some sort of regulations attempting to hold businesses in-line, but ultimately they are not super effective as shown by each player having three chances. Additionally we revised the role of the player, so they are no longer acting as a surgeon, but instead a business tycoon trying to make money. In this way, the goal of the game is to be the business tycoon who makes the most profits off of Africa. 

The player has the opportunity to choose between being one of four individuals that are directly based off of real life businessmen who actively profit off of exploiting African resources: Errol Musk, Elon Musk, Yevgeny Prigozhin, and Dan Gertler. For each of these businessmen we designed a player card that briefly describes their motivations and how they make their money off of natural resources. We chose to keep a child-like whimsy in the characterization of these people because we didn’t want the dark realities of what the players are doing to be inherently apparent to the players at first. However, the jovial tone of the character descriptions is contrasted with the dark underbelly to the true processes in which resources are extracted from African countries. 

In addition to basing the characters off of real life, David and I identified 10 lucrative resources that are prevalent in Africa to serve as the resources that the players are ‘extracting’: wood, coal, ivory, copper, emeralds, cobalt, gold, diamonds, petroleum, and gypsum. For each of these materials we mimicked the original operation game by designing a little card that describes the reason why these materials would be considered valuable to a businessperson and we assigned each of them a value loosely based on these materials real world values. Part of the motivation for describing the use of each material was to demonstrate how many of these resources are parts of our everyday lives emphasizing our reliance on Africa for its resources. We also were thoughtful to locate all of the resources on the African continent in a location relative to where these resources are most heavily extracted. The physical board shows the location of these resources exist all over the continent of Africa speaking to the vastness of this problem.

After playing the games with some friends, I was better able to understand the reality of the game is that players aren’t really thinking about the consequences of what they are doing because their ultimate goal is to win. This speaks to the motivations of the businessmen our game is criticizing because their motivations for profits outweigh their thought for the environment and communities they are harming with their actions. It is only after the game finishes that I think the reality sets in on what the players were actively doing speaking to influences of the capitalist mindset. 

While I do think this game is a successful commentary on billionaires profiting off of the  exploitation of African resources, I think there is more that could be done to contribute to this ‘critical play’ experience. For one, I feel like more could be done to emphasize the actual impacts that come from taking resources. I think this could maybe be done through a penalty card system, where players draw a card if they touch the metal edges and it describes a direct impact on the environment or community that their actions had. I also think it would be interesting to more involve companies as a part of the criticism because the game emphasizes that individuals are responsible for the resource draining and fails to account that it is many businesses as well. I also think in general it was challenging deciding how much context to provide, for example we wondered if we should mention specific countries and their relationship to resource extraction or just keep the game more broad. These are all questions to consider, if we choose to develop this project in the future. 

*We would like to note that we used Chat GPT for rewriting the instructions of ‘Extraction.’ We did this because the original instructions were quite long, so we thought it would be a better use of our time to have an artificial intelligence write out the entirety of the  instructions instead. We then went back and made edits to make sure that the instructions were still conveying the original message we intended with our game. We acknowledge the inherent problems with AI and that it is not necessarily accurate information, but we believed for writing the instructions it would not be directly presenting direct facts to our audience, instead the rules for play based on our shorter instructions for game play.

Works Cited

Mary Flanagan, Critical Play: Radical Game Design (2009)

“Rewrite the instructions of Operation based on this attached document where we have reskinned the game to be a commentary on resource extraction in Africa” prompt. ChatGPT, 18 Feb. version, OpenAI, 8 Mar. 2025, chat.openai.com/chat.

Flog #4

One way I failed this week was I realized the reading we had on Tuesday I had not done a good enough job understanding the full text and reading carefully. When we took the ‘quiz’ in class, I was not able to answer all of the questions which felt like a fail on my part. It taught me though the necessity to take notes on the reading and be more actively engaged in what I am learning about.

Another way I failed this week was many little fails in the process of making the second hack. I am working with David, and we are trying to reskin Operation to be a commentary on businessmen taking resources out of Africa. Overall, I think the project is going good, but it is definitely taking up more time than I initially thought it would. Additionally, it has become clear there are a lot of small details with the project we have to think about. For example, in the normal version of Operation, there is a rhyming card for each of the 12 resources explaining what they are. David and I realized we would have to come up with rhymes for each of our resources now.

One of the biggest challenges we worked through this week was that the continent of Africa does not really fit into the dimensions of the operation board. Instead, we had to find a way to extend the board which proved to be very challenging and required a lot of trial and error. Additionally, after we fashioned an extended enclosure, we realized that the work we put in wasn’t even necessary cause we could have just put a flat board on top.

But because we added the flat board on top we had to create new holes for all of the objects to fit into which required acquiring tinfoil and extending the current of the board. While we are still fashioning the final board, we have found that the adjustments we made require a lot more work and refashioning than we initially thought. It has been an interesting process learning to problem solve and adjust based on continual challenges being presented.

Flog #3

This week we talked about adversarial design and how we can think of reframing games to take a more critical stance on the world. Part of this involved playing a game of Werewolf as a class, where I somewhat failed at being the werewolf since I was eliminated in the very first round, but I also think this was a bit unlucky. And in the end the werewolves won, so not a complete fail!

For the second hack I started working on my idea, but I have noticed myself second guessing myself a bit on how to make the game effective and critical without going too far. I appreciated how we discussed in class the importance of punching up and not down. It reminded me of a quote I have thought about a lot since I heard it my freshman year. The founder of the Onion came to Davidson and said “humor should comfort the afflicted, and afflict the comfortable.” This is what I hope to achieve in my hack and is a principle I will keep looking back to in my adversarial designing.

On Thursday, we played the game passage and then tried ‘hacking’ into the game to make our own edits. I thought this was super cool because it is never something I thought I would be able to do. But my partner Jacob and I were ultimately not too technically skilled in getting into the game files on our computers, and maybe gave up a little too quickly.

FLOG #2

With my first hack I really tried to embrace the many failures. Initially, I had a good plan on how I would write the code in Python, but I no longer had the Python language on my computer or a reader. Instead, I tried to code using an online python reader, but quickly ran into the problem that it was not able to compute when computer keys were pressed because it was an internet browser version.

I then realized I could probably accomplish the same goal in scratch, so I coded most of the program in scratch. However, I ran into the problem that while I was able to develop a poem that combined Silverstein and Poe, the program could not effectively broadcast the poem onto the screen. I could only figure out how to display the poem line by line on the display screen. Even after watching some tutorials and consulting the internet I could not make it work.

After consulting some advanced computer science students, I learned that replit would probably compute the key clicks and also would work with an internet browser. This eventually proved to be the most successful and I was finally able to make a poetry mash-up bot that looked good and functioned as intended.

Even once I had the code functioning correctly with the assistance of the replit AI bot, I still had to build the enclosure for the physical device. I decided on using bottle caps because I thought this was a good conductor and when I first tested it it worked well. However, once I built the box to put the button inside, I noticed that the buttons became much less responsive. I also had a really hard time cutting holes for the buttons that were an appropriate size so the buttons would fit without falling through. Eventually, I felt like the buttons fit well in the enclosure, but I quickly noticed some sort of problem where the bottle caps were no longer super responsive when I touched them.

In order to fix this “fail”, I had a lot of theories on different materials that were causing problems with the conductivity. I tried to scrape off some hot glue and tried adjusting the clasps attached to the makey-makey. However, even after a lot of tries in fixing the conductivity problems, ultimately my device was super finicky with the way the electrical current functioned. If I were to redo this device in the future, I would be more thoughtful about the enclosure and how to keep conductivity. I realized it would’ve been smart to use tinfoil potentially after seeing the different class projects.

Artist Statement for Hack #1

I love poetry, but this has not always been the case. For a long time, I found it hard to relate to and felt like I was unequipped to actually understand the deep complexities of it. This served as the inspiration for my first hack, where I wanted to think about how the makey-makey could poke fun at the usual seriousness and pretentiousness  associated with poetry and make it more attainable to a wider audience.

I created a poetry generation game where the player uses a console to build a poem composed of randomly generated poetry lines coming from Shel Silverstein and Edgar Allen Poe. Poe because he is a critically acclaimed poet for his genius and artistry, yet darker themes. This contrasts  Silverstein, who is taken less seriously and known for his childlike uses of language and themes. I wanted to understand if these two poets’ words, put together, could still generate poetry that appears to have meaning or fits into the category of poetry.

From my many experiments generating poems, I find that generally the Silverstein and Poe work somewhat well together to create a sort of sensical and interesting poem. A serious student of poetry would probably be somewhat appalled by these poems, but that is part of the way in which the game pokes fun at the eliteness associated with poetry, where a poet so different from Edgar Allen Poe can still have their verse fit together with his somewhat well. 

I was thinking about Caillois’ ideas on chance games or Alea, where the player lacks control of the outcome. I thought this was interesting to incorporate into my game because the player can’t really choose what they are actually writing; they just get to choose who wrote the next line and when the poem is complete. In this way the player has some level of authorship to their poem, but the exact result is completely up to fate. In this way the game is an equalizer in creating poetry because it doesn’t matter who is the best with their words or most thoughtful, in the end the actual writing is up to chance. 

I would hope with this game that it allows the player to feel like the world of poetry is not that far out of reach. I tried to continue this message through the craft-like enclosure I made that is meant to evoke childhood and fun. In this way, I wanted to create less seriousness centered around the poems and try to make them come across as a fun output, hence making poetry generation into a game itself.

 Yet at the same time, while my game may show anything can be poetry it doesn’t necessarily mean everything should be. Even so, I think the opportunity to experiment with poetry through this game allows a user to learn it doesn’t have to be taken so seriously, which I hope would inspire future appreciation of the art form.

FLOG #1

I feel like I am failing a little this week because I am having a problem coming up with a creative idea for the first project. I am super excited about it, but even after looking at examples, I am at such a loss for an idea on what exactly I should create. I keep hoping something will come to me, but I also know that I have to get started soon, which I think is creating a sense of pressure for myself because I have less than a week. I think it may help me to reread the readings about the importance of play and games in order to spark some new ideas. I know in class Dr. Sample had discussed how it would be cool for someone to try and involve inertia in their project, which I think would be super cool, but again I need to figure out exactly how. I have also been telling my roommates about past project with the car turning left and right and it corresponding to Tinder. I want my project to be as cool and creative as this, which is again putting a lot of pressure on my idea.