Bang, Bang (you’re not dead?)
by Brian Wallace
Bellevue, Washington 2000
In her new project, Bang, Bang (you're not dead?), Kathleen Ruiz - an artist with longstanding
interest in investigating the line between the virtual and the real - targets one of the more controversial issues
of our digital landscape: the representation of violence in computer games. Ruiz, whose previous work mapped the
unseen spaces of cognition and offered interactive meditations on the biological and the technological in works such
as "The Body 21 Series", "The Enumerated Repositories" and "Dwelling" is now
experiencing a kind of phase shift as she directs her sights on game culture and decision theory. Exploiting her
technical facility in both traditional and digital media, she has constructed a provocative interactive installation
that reconfigures the dynamics of game culture.
Consisting of 8 by 20 foot digital prints, an interactive projection, a mix of audio sources, and a modified
gaming console, Bang, Bang (you're not dead?) catches the viewer in an imaginary crossfire of
gaming and the disturbing questions it often raises. In this installation, Ruiz offers the viewer wall-to-wall images
of young people caught in the act of operating - "playing" - violent, multiple-user games. The gamers in the
images are aimed to shoot into space, at one another, or, perhaps, at the viewer, suggesting that the entire
installation is criss-crossed with implied gunfire. Instead of a digital game, the console presents on its screen
video footage of frenzied gamers blasting virtual targets. Ruiz has created a visual displacement that functions to
critically rearrange the conventions of gaming: there is a wall-sized projection of a digital game at one end of the
installation onto which viewers’ shadows intermittently become "targets" for the gun-wielding gamers.
Ruiz created Bang, Bang (you’re not dead?) in response to her visits to gaming arcades. During the
past decade, questions have been raised about links between particular types of shooting found in the virtual games
and kinds of violence occurring in recent multiple shootings. But Ruiz's Bang, Bang (you're not dead?)
is not a simplistic anti-gun or anti-gaming project. Rather she has stated, "I am continuing my exploration of the
interrelationships between reality and fantasy by staging the question, 'does our recreation re-create us?'
In the violent game, and in Bang, Bang (you’re not dead?), point of view is all. The weapon
directed by the player, always in the foreground and around which all action is organized, is characteristic of what
is called "first person shooter." This domination of the subject is also a reminder of cinema’s complicity in the
drive to frame and contain subjective experience. The structure of the game suggests that the user’s freedom to
understand space - to define space - by shooting at it is simultaneously total and meaningless. Images of users
enmeshed, Laocoön-like, by the hardware of immersive technologies underscore the extreme vulnerability
of the gamer, a vulnerability inextricably related to the fantasies of violence and invisibility of the medium
catered to by the dominant conventions of immersive environments. Viewers moving freely through the installation
interfere with the freedom of other viewers to see, and to shoot at, objects and images. Bang, Bang
(you’re not dead?) compels the subject to come on out ("hands up!") from behind the instrument of
subjectivity - be it camera, gun, or Cartesian point of view - to be recognized.
Of all the suspensions of belief necessary to the operation of cinema and its progeny, the consensual
removal of the subject (the viewer) is the most fundamental. It is a predicate to any
understanding of mise-en-scene and narrative. But, as Bang, Bang (you’re not dead?) reminds us, in the
immersive environment of the interactive game, the subject doesn’t leave; instead, he or she is incorporated into
the panorama of the work. This incorporation is a mark of the assiduously cultivated, monolithically marketed brand
of "violent game." Stripped of agency but hooked on action, the game player is constantly compelled to
register himself or herself through the only channel available: shooting up the virtual scenery.
Bang, Bang (you’re not dead?), suffused with the legacy of cinema and shaped by the artist’s own
past work, mixes the signifiers of aesthetic discourse with those of everyday experience. In so doing, it extends
the artist’s deep interest in quotidian pleasures: the stranger observed; the sense-memory noted, the operation of
the mind acknowledged. And yet, the work also questions the radical dissolution of boundaries between observer and
the observed, between viewing and participating, and between subject and environment. Bang, Bang
(you’re not dead?) provokes important questions regarding the complicity of gamers in the eradication of
distinctions between reality and fantasy - and between responsibility and irresponsibility.
The conceit - the unexamined assumption -"game equals life" runs through contemporary
systems-oriented culture: decision theory, game theory, and their progeny buttress dominant models of finance,
information, education, scientific inquiry, and creativity. Game theory assumes rational decision-making and
propounds a system in which randomness is, within the limits of the game, predictable. Embodying a cathartic
culmination that can blur the lines between artwork and viewer, Bang Bang (you’re not dead?) reminds us
that, even in a virtual culture, the bloodlessness of fantasy and the blood-rush of reality overlap.
Brian Wallace is Curatorial Director at the Bellevue Museum, Bellevue, Washington and is a
graduate of The Bard Center for Curatorial Studies.