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Career
Moves explores the contradictory world
of women in corporate America througan interactive, computer controlled
board game.
Work is a troubling condition internationally for all women. Women
represent 50 per cent of the world adult population and one-third
of the official labour force, but they perform nearly two-thirds
of all work hours, receive one-tenth of the world income and own
less than 1 per cent of the world's property. Much women's work
is not officially recognized and does not entitle them to any remuneration,
respect or rights usually associated with work (UNESCO).
The game itself
represents several aspects of women and work under a variety of
conditions, from menial jobs to corporate spaces. Many plastic items
are embedded into the game board, representin accoutrements of "success."
Players typically take turns moving their game pieces around the
board using the die. Upon landing on a space occupied with an object,
players use tongs to retrieve the object. If the player falters
or touches the side of the board with the tongs, he or she hears
sampled voice sources taken from the career coaching and self-help
industry directed at women, groups feeding off of social change
by offering patronizing and constrictive advice to women caught
in flux. The sampled dialogue presents a tangled web of contradictory
statements about women, work, and agency.
The communal
aspect of playing the game is intended to be part of the work: because
the game appears at first look to be a commercial-style game, players
begin in the spot on the board accordingly marked. This commercial
style is intended as a critique of the historical sequence to which
the popular board game belongs: many games have traditionally supported
social "norms," including heterosexuality, consumerism,
and especially non-liberatory positions for women. However, as players
progress down the board, it becomes clear that it is they themselves
who are determining the rules of the game, and the collective and
individual goals become apparent. This not only turns the collective
experience and memory of such "family" style activities
around, but turns the game experience into a collaborative rewriting
of such conventions by calling into question the very motivation
behind such goals.
Collective creation,
to Levi-Strauss, involves forming commonly understood rule-goverened
semantic systems to make objects, especially art objects, accessible
to the community. When players begin to define and defend the game
as they play it, a dialogue opens about consumption, work, and the
political and economic machinery behind the production of a relatively
innocent-looking pasttime. Thus the work is best seen in settings,
where groups can take turns experiencing and creating their own
semantic system.
Physical
specifications:
Gameboard is 20"x 30", controlled by a pc laptop
Game kit includes: two sets of headphones, die, player pieces, corporate
objects for removal
Game sits on table, provided, or within the site
References /
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