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The Playful City: From the 1960s Strive for Spontaneity to Today’s Space of Entertainment - Failed Architecture
"The unscripted play advocated by the Eventstructure Research Group has over the last few decades been lost to increasingly consumption-oriented spaces, encouraging prescribed entertainment and leisure."

"Leisure and entertainment, or play?
Half a century later, the same ideas developed by the Eventstructure Research Group now provide the theme for the Dutch Pavilion at the 2018 International Venice Architecture Biennale: work, body, leisure. The exhibition addresses the spatial configurations, living conditions, and notions of the human body resulting from ongoing transformations in the ethos and the conditions of labour. How will these changes affect the relationship between work, body and leisure, and which possible scenarios could we design accordingly? The main theme and the questions raised all seem derived from Constant’s thinking, and are also in line with the philosophy of the Situationists and that of the Eventstructure Research Group. An important difference, however, is that leisure seems a less powerful term than play. In contemporary usage, leisure is a passive term, associated with holidays and relaxation–a temporary break from day-to-day working life. This is merely the opposite of work, a calculated part of economic logics, while the aim of the Situationists was actually to transform work into play, in such a way that work, play and the body eventually would become one.

The Situationists considered their contemporary city of the late 1950s to be one of boredom, and wished to change it into a city of stimulation. Today, one could now argue that our own physical city is not one of boredom: 24-hour shopping, multiplex cinemas, game consoles, texting, and whatever other myriad possibilities are available to entertain us day and night – an ongoing stream of information, impulses and encouragements for active consumption. Eat now! Drink now! Exercise now! Drive now! Play now! The present-day city is one of continuous (over)stimulation. Is this the city the Situationists had in mind? Probably not. We may also ask, are all these forms of play really that effective in eliminating our boredom? Sandi Mann, author of The Upside of Downtime: Why Boredom Is Good, argues quite the opposite: “The more entertained we are the more entertainment we need in order to feel satisfied. The more we fill our world with fast-moving, high-intensity, ever-changing stimulation, the more we get used to that and the less tolerant we become of lower levels.”

The Situationists’ idea of play is quite different from the 21st century, entertainment-driven idea of play. Their idea of play strived for true spontaneity. It aimed to be active, non-conformist, anti-capitalistic and therefore critical. Today’s non-critical ‘play’ is about passive consumption, over-stimulation and intellectually apathy.

Additionally, the Situationists aimed to restructure the modern aesthetic experience by rejecting functionalism, instead favouring and celebrating complexity. Present-day cities have become exactly that: a complex of layered physical infrastructures, roads, waterways, air-routes, tubes, electricity lines, antennas, digital highways and so on. The near future will most likely see a steady-increase of the complexity of this infrastructure, with drone-like postal services, personal air transportation and more virtual landscapes added to the city. Complex infrastructure – and entertainment – is all that surrounds us. The city the Situationists imagined is there, but more than that. It has stepped up, pushed the fast-forward button and gone into overdrive.

This complex and fast-paced modern city however did not make citizens more critical towards capitalism. Today’s modern city is a largely scripted complexity of abundance, but with little place for disorder. The excess and the abundance of stimulation in the city today would make an action like Pneutube nothing more than a side note in the daily high-speed routine. People would probably shrug their shoulders, look up from their smartphones for a few moments and then continue their day. If architecture nowadays is capable at all of stimulating critical and non-conformist thinking, it can only do that through much more radical interventions. The ambitions of the ERG could be adopted, but a different output will have to be found to make an actual difference in today’s society.

What would be considered a radical architectural intervention today? Does architecture have the power to disrupt the dominant system? If this seemed possible in the past, with buildings such as the Centre Pompidou, today’s architecture seems to have lost its revolutionary potential. Not many buildings today are capable of surprising us because of the ideas that fuelled them, and not just because they are bigger, larger, or taller than their neighbours. In order to be truly radical, an architectural intervention today should be capable of criticizing the domination of technology and the authority of the algorithm. As the capitalist society that ERG was trying to dismantle does not look so different from today’s market economy in which citizens walk, travel, and even vote according to Google, Airbnb, or Facebook. Can contemporary architecture provide critical reflection on that?"
consumerism  commercialism  jornkonijn  2018  play  openended  entertainment  leisure  situationist  architecture  markets  capitalism  society  cities  urban  urbanism  functionalism  complexity 
10 weeks ago by robertogreco
‎Dérive app on the App Store
"Dérive app is created as a simple but engaging platform that allows users to explore their urban spaces in a care-free and casual way. It takes the ideals of the Situationists and merges it with digital means in order to create a tool that allows for the exploration of urban space in a random unplanned way, as a game.

Too often in urban centers we are controlled by our day to day activities thus closing off urban experiences that exist around us. Dérive app was created to try to nudge those people who are in this repetitive cycle to allow the suggestions and subjectivities of others to enter into their urban existences."

[See also: ]
ios  dérive  applications  situationist  iphone  walking  exploration 
july 2018 by robertogreco
josephgrima en Instagram: “THE NOTION OF PLAY can only escape the linguistic and practical confusion surrounding it by being considered in its movement. After two…”
"THE NOTION OF PLAY can only escape the linguistic and practical confusion surrounding it by being considered in its movement. After two centuries of negation by the continuous idealization of production, the primitive social functions of play are presented as no more than decaying relics mixed with inferior forms that proceed directly from the necessities of the current organization of production. At the same time, the progressive tendencies of play appear in relation to the development of these very forces of production. (Internationale Situationniste #1, June 1958)"
situationist  play  1958  production  productivity  capitalism  movement  labor  work  humans  humanism 
february 2018 by robertogreco
Cities and Memory - Deezer
Cities and Memory is a sound project that records both the present reality of a place, but also its imagined, alternative counterpart – remixing the world, one sound at at time. Every faithful field recording document here is accompanied by a reworking, a processing or an interpretation that imagines that place and time as somewhere else, somewhere new. The listener can choose to explore locations through their actual sounds, or explore interpretations of what those places could be – or to flip between the two different sound worlds at leisure. The project is open to submissions from field recordists, sound artists or anyone with an interest in exploring sound worldwide.
Spatial  Urban  Situationist  Sound 
january 2018 by didgebaba
Folklore Situationism – MORNING, COMPUTER
"NORTHERN EARTH gives me joy.  The September issue has a big, rich piece on psychogeography, phenomenology, landscape writing, history and, most tellingly for me, folklore.  For me, it tied right in to the mechanic of myth in STAR SHIPS – the transmission of lore through story. I’m still thinking about this talk I have to do next month, Myth And The River Of Time.

Moving through America, I always find myself noticing and thinking that American roads and bridges are named after Americans. I live in a country where roads and bridges are named for ghost stories.  Screaming Boy Lane and Boggart’s Bridge.

Dramatising the landscape, which we’ve done since megalithic times and before.

Landscape writing seems to eventually take a turn into nationalism.  I never quite got that. Myth is a commonwealth.  And you know that, somewhere, sometime, someone drives on one of those roads or bridges in America and leans back and tells a myth of the person it’s named for, a truth grown in time, a thing they did or saw that becomes story in the telling.

They have a website where you can buy a year’s subscription for ten pounds British."
warrenellis  2017  folklore  situationist  landscape  writing  us  naming  lore  myth  psychogeography  phenomenology 
september 2017 by robertogreco

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