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The three-dimensional sound installation created by these two artists is one of the creative examples of digital art. The work takes place in a soundproof room and in the center of the room, there is a mirrored cube to make the laser beams bounce around. The installation, which focuses on the pressure of winning and the fear of losing, created by the increasing number of video games recently, gives people similar feelings to the person who enters the area of digital art. The reaction of the visitors to the video games that are mostly based on war content, combined with the constant feeling of the red light on themselves, is the aim of this artwork I believe. Because it makes the visitor question the understanding of war and violence.  Because the sounds used in the work when the person enters the area have different levels of aggressivity and aims for the person in the room to realize that they are not the shooter, rather the target and when they approach the cube interface in the center, sounds intensify. Shoot brings a critique of today’s people and their lives. I believe that this work is antiwar, and it focuses on the fact that in our lives today, the difference between the idea of violence because it is just a game and the positive perception of violence based on the experience on the videogames are subtle. In recent generations, like ours, the devotion to video games is high and the videogames are mostly about killing and war, overall, the elements that feed violence. Thus, even though just digital, mass media, and other channels are enabling and increasing the will to use violence, and gaming interfaces accelerate this and normalize it. Also, I believe that while the artwork is created, the environment and the interface of the artwork aim to mimic the emotions that videogames create on the person experiencing.

Figure: A photo of the ‘Shoot’