Concept: I based the game on ideas about people in society as consumers of images. In particular, I was interested in looking at how society appropriates signs, symbols, images for consumption, removing them from their original context and changing (or stripping them of) their respective meanings. I chose twelve images in their original context and their counterparts in contemporary culture. Examples include: the chevron symbol (on ancient Greek pottery and as the logo of the oil company), graffiti (on a street wall and also stylized paint over a Louis Vuitton monogram bag designed by Marc Jacobs to commemorate Stephen Sprouse), and the Buddha (in the form of a gold temple statue and as a cartoon on the label of True Religion jeans).
The wheel echoes the revolving nature of images within our changing cultural context. As it spins over all the images, the players see each picture flash by before them as a revolving collage of random images. The digital coding on the back acts as a uniform pattern. It is in a plain font to highlight the simplicity of the coding that underlies these complex images and create a stark contrast to the garish decoration of the top of the board. It is supposed to remind the players of digital consumption, recycling and appropriation of images.
Rules of Play: This game is intended for 2 players or 2 teams.
1. Each player/team chooses to represent Prevalence in society or Commercial Value. Make sure the wheel is in starting position, with the logo facing upright.
2. Instead of rolling dice to start playing, Player/Team 1 spins the wheel. The wheel will land on a random “original” image. The original image that the player/team lands on has no attached value because the appropriated images are the ones that dominate in consumer society.
3. The corresponding appropriated images will be “spaces” on the board. They will be organized in two ways. The first will be on the images’ prevalence within our consumer society, the second will be its commercial value. Player/Team 1 places their place marker, which can be any US coin, not provided in the game package, on the corresponding appropriated image under whichever category the player/team chose (Prevalence or Commercial value).
4. Note the assigned point value of that space on notepad or paper.
5. Player/Team 2 does the same thing.
6. In the event that the player/team representing Prevalence moves the space with the highest assigned point value and the team representing Commercial Value has fewer points combined, the player/team representing Prevalence automatically looses. This is because once society becomes super-saturated with an image, we look for something else to consume
7. The player/team representing Commercial Value can only lose if they land on the original image corresponding to the appropriated image with the highest point value, and the total value of the Prevalent player/team is less than this value.
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