Current Residencies

Hybrid Games


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Pascale Marthine Tayou
Pascale Martine Tayou aims at making a game that sends a message of love between people while challenging the digital technologies and techniques of the company.
Pascale Marthine Tayou

Born in Nkongsamba in 1966. Lives and works in Ghent, Belgium and in Yaoundé, Cameroon. Ever since the beginning of the 1990’s and his participation in Documenta 11 (2002) in Kassel and at the Venice Biennale (2005 and 2009) Pascale Marthine Tayou has been known to a broad international public. His work is characterized by its variability, since he confines himself in his artistic work neither to one medium nor to a particular set of issues. While his themes may be various, they all use the artist himself as a person as their point of departure. Already at the very outset of his career, Pascale Marthine Tayou added an “e” to his first and middle name to give them a feminine ending, thus distancing himself ironically from the importance of artistic authorship and male/female ascriptions. This holds for any reduction to a specific geographical or cultural origin as well. His works not only mediate in this sense between cultures, or set man and nature in ambivalent relations to each other, but are produced in the knowledge that they are social, cultural, or political constructions. His work is deliberately mobile, elusive of pre-established schema, heterogeneous. It is always closely linked to the idea of travel and of coming into contact with what is other to self, and is so spontaneous that it almost seems casual. The objects, sculptures, installations, drawings and videos produced by Tayou have a recurrent feature in common: they dwell upon an individual moving through the world and exploring the issue of the global village. And it is in this context that Tayou negociates his African origins and related expectations. Pascale Martine Tayou is represented by Galleria Continua

Qui Perd Gagne!

Pascale Martine Tayou aims at making a game that sends a message of love between people. A social game that references the challenges our world is facing such as climate change or migration, but that in the same time sheds light into our dark world. A serious game that is pleasing as well as questioning and that can be good and bad. A game in which one can choose to save or to corrupt the world. In any case an alternative for the Monopoly game that dominated the world of board games in the 20th century and that is distributed worldwide by Cartamundi. According to PMT “We are all propriètaires du monde.” 

The ideas for the game will challenge the digital technologies and techniques of the companyThese, and many other questions, will lead to a series of ‘prototypes’ (objects). Each reflection will lead to a different prototype and each prototype will be part of a larger (interactive) installation. This can be interactive virtual mascots, organic objects, magic, monumental or sculptural installations, … To imagine these objects we would like to refer to the work of PMT.

Hybrid Games

The development and implementation of our iCards technologies has had hurdles on different moments in time and on different levels. • At the development stage; finding the right partners to work with is critical. Electronics isn’t our core business. Through open innovation we want to combine expertise and know-how of different companies to create new technology solutions which enable new gameplay experiences. • On an industrial level; integrating electronics into our products is new to us. We do not only need to develop the product itself, but also the specific production line/machinery to build those new products. Getting those lines up & running and upscaling those so higher capacities can be produced, requires a lot of expertise. • Looking at the market; implementing hybrid games is about convincing the consumers of the added value of the product. Finding the right fit (technology) to create a new game, reinvent a game, … will be key. One technology might be a perfect solution for a specific game, were another technology would be a misfit. It is about the synergy between the two. The technology must enable a new, more in-depth experience to the customer. Hybrid games will connect standard cards as we know them, with digital devices like smartphones, tablets or even readers that are made specially for a specific application (dedicated readers). The core challenges is both conceptual and technical. Can the artistic concept contribute to the innovative use of the available iCard technologies and vice versa? Can the implementation of the conceptual framework lead to the development of new iCard technologies and vice versa?

Find more
Qui Perd Gagne!
Pascale Marthine Tayou
Pascale Martine Tayou aims at making a game that sends a message of love between people while challenging the digital technologies and techniques of the company.
The artwork

Pascale Martine Tayou aims at making a game that sends a message of love between people. A social game that references the challenges our world is facing such as climate change or migration, but that in the same time sheds light into our dark world. A serious game that is pleasing as well as questioning and that can be good and bad. A game in which one can choose to save or to corrupt the world. In any case an alternative for the Monopoly game that dominated the world of board games in the 20th century and that is distributed worldwide by Cartamundi. According to PMT “We are all propriètaires du monde.” 

The ideas for the game will challenge the digital technologies and techniques of the companyThese, and many other questions, will lead to a series of ‘prototypes’ (objects). Each reflection will lead to a different prototype and each prototype will be part of a larger (interactive) installation. This can be interactive virtual mascots, organic objects, magic, monumental or sculptural installations, … To imagine these objects we would like to refer to the work of PMT.

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About the artist
Pascale Marthine Tayou

Born in Nkongsamba in 1966. Lives and works in Ghent, Belgium and in Yaoundé, Cameroon. Ever since the beginning of the 1990’s and his participation in Documenta 11 (2002) in Kassel and at the Venice Biennale (2005 and 2009) Pascale Marthine Tayou has been known to a broad international public. His work is characterized by its variability, since he confines himself in his artistic work neither to one medium nor to a particular set of issues. While his themes may be various, they all use the artist himself as a person as their point of departure. Already at the very outset of his career, Pascale Marthine Tayou added an “e” to his first and middle name to give them a feminine ending, thus distancing himself ironically from the importance of artistic authorship and male/female ascriptions. This holds for any reduction to a specific geographical or cultural origin as well. His works not only mediate in this sense between cultures, or set man and nature in ambivalent relations to each other, but are produced in the knowledge that they are social, cultural, or political constructions. His work is deliberately mobile, elusive of pre-established schema, heterogeneous. It is always closely linked to the idea of travel and of coming into contact with what is other to self, and is so spontaneous that it almost seems casual. The objects, sculptures, installations, drawings and videos produced by Tayou have a recurrent feature in common: they dwell upon an individual moving through the world and exploring the issue of the global village. And it is in this context that Tayou negociates his African origins and related expectations. Pascale Martine Tayou is represented by Galleria Continua

The technology
Qui Perd Gagne!

Pascale Martine Tayou aims at making a game that sends a message of love between people while challenging the digital technologies and techniques of the company.

About the residency

The development and implementation of our iCards technologies has had hurdles on different moments in time and on different levels. • At the development stage; finding the right partners to work with is critical. Electronics isn’t our core business. Through open innovation we want to combine expertise and know-how of different companies to create new technology solutions which enable new gameplay experiences. • On an industrial level; integrating electronics into our products is new to us. We do not only need to develop the product itself, but also the specific production line/machinery to build those new products. Getting those lines up & running and upscaling those so higher capacities can be produced, requires a lot of expertise. • Looking at the market; implementing hybrid games is about convincing the consumers of the added value of the product. Finding the right fit (technology) to create a new game, reinvent a game, … will be key. One technology might be a perfect solution for a specific game, were another technology would be a misfit. It is about the synergy between the two. The technology must enable a new, more in-depth experience to the customer. Hybrid games will connect standard cards as we know them, with digital devices like smartphones, tablets or even readers that are made specially for a specific application (dedicated readers). The core challenges is both conceptual and technical. Can the artistic concept contribute to the innovative use of the available iCard technologies and vice versa? Can the implementation of the conceptual framework lead to the development of new iCard technologies and vice versa?