Kamille
Digital identity and representation within the virtual world of postmodernity, with virtual and performative play as an organising principle of a gamified society, form the curatorial core of this proposal. It approaches the gamification of contemporary society through artificial intelligence; virtual worlds in which survival is key; avatars with no real-world referent whose sole aim is to acquire our data; and a film in which anyone can become the protagonist.
These are some of the artistic components of the Kamille platform, a proposal that explores play beyond childhood as a force shaping digital identity within a postmodern society that reconstructs this ancestral social activity through new visual codes of representation.
The platform invites reflection, within a gamified society, on the values from which games are created; on who determines those sociocultural values in the digital world of postmodernity; and on the relationship between individual and city, the first social environment beyond the family in which identity develops and a field of action extending beyond the home. It investigates digital identity through the body and memory as fundamental markers of personhood, asking how these relate to the avatar-body within the virtual world.
We are witnessing the gamification of society in the knowledge that every game is socially oriented and, through it, citizens are encouraged to follow particular rules. The mechanics and representation of every game embody a way of understanding the world, and this gamification of reality now forms a new axis through which social and collective interactions are managed and developed.
Against the view that human beings are no more than aggregates of quantifiable data, the platform proposes the opposite premise. It researches, creates, shares and analyses online games, immersive 3D virtual reality, embodied interaction, alternate reality, artificial intelligence, augmented reality, non-virtual performative play and related forms, examining their effect on the user’s digital and physical identity through an interface that uses an alternate-reality game as both gateway and relational mechanism between its actants.