Aditi Mundra's profile

Super Mario Installation

Brief: Create an installation that engages all our 5 senses.
 
The installation focuses on addiction and the side effects of gaming. To create such an experience that engages all the senses we decided merge them, because gaming is an audiovisual experience with touch felt by a console or a touch pad and of course the slouch created because of the seating position. Taste and smell come in secondary, but are equally as important.
 
We wanted to show how harmful the effects of excessive gaming could actually be once their visuals are simplified and kept without an interesting plot or interface. We also wanted to make the viewer feel absolutely claustrophobic. To execute our idea, we constructed four different boxes. Each box had a computer screen inside it and a very small and narrow opening for the user to look into. These boxes were painted black on the outside as well as the inside to ensure no light passes through except for the light from the screen when the viewer is looking inside. All these boxes were kept at a considerably low height so that the viewer would have to stare at the screen while slouching to make this an uncomfortable experience.
This is how we classified each of the senses to make the execution of our idea an easier process:
 
Sight – Video games use extremely fast moving visuals that rapidly keep changing in terms of motion and color. Usually, the colors used are extremely vivid and bright. Most of the time the game is a highly visual experience, so therefore we kept a video as a form of a visual in every box which was merged with another sense or feeling.
 
Sound – Music that would be extremely difficult and painful to listen to if it would be continuously played. So to recreate the same effect we used 8-bit sounds for each of our boxes.
 
Touch – The slouch that the gamers sit in for hours at a stretch every day and the numb fingers as a result of the constant grip and movement on a keyboard/ touchpad or controller.
 
Smell – Gamers are so deeply involved in the game; they aren’t affected by or notice the smell that surrounds them. A lot of them don’t even shower for days and just use a deodorant as a substitute. Other smells that gamers are used to are junk food, the stench of body odor and other awful scents such as stale food. Our aim was to recreate the same repulsive sense of smell that would get monotonous. We kept the extremely repellent smell of spray paint mixed with deodorant constant on each of our boxes to make the audience experience the same feeling.
 
Taste – Gamers usually tend to munch on junk food – chips, aerated drinks (any junk). So to recreate that feeling, we mixed our sounds with the crunching of chips and we kept some cake for the viewers to eat at intervals of each box.
So we constructed four boxes and placed screens inside them, which were showing different things. Each one would lead to the next box.
 
The following visuals were paired up with annoying video game music:
Box 1: This is not straining to the eye.
White text runs across a red screen really fast and one is supposed to figure out what is says. We kept an 8-bit music in the background for this mixed with the sound of chips being munched on. This was the first box, so, we wanted our audience to warm up with the speed of the visuals and provoke them with the senses of eyestrain, the repulsive odors and the taste of junk food through memory.
Box 2: A dancing red dot on a neon screen.
A red dot kept moving really quickly from one part of the screen to another. It was placed on a neon green background and the longer you stare at the dot the more blinding it gets for the eye. This was accompanied with another 8-bit soundtrack that was playing at full volume and again merged with the constant smell of spray paint and deodorant. The aim of this box was to further irritate the viewer by an increase in the intensity of the audiovisual.
Box 3: Level 1, Level 2, Level 3 and You Win!
This box was supposed to cause the eyestrain at its peak. It had the words flashing on the screen really quickly with the color of the type changing to black and white back and forth, and simultaneously the background changing to all colors extremely quickly. It was supposed to mimic the visuals that cause epilepsy also and the 8-bit sound in the background was supposed to make the user feel even more traumatized.
Box 4: Typing test.
This box was supposed to recreate how the effect of excessive gaming strains and numbs your fingers. This box was intentionally placed right in the end after the intense audiovisual experience. The viewer was made to type on the screen using a touchpad (that he ideally wasn’t supposed to see). The construction of this box was a little tricky, as we did not have the ideal software and hardware. We mirrored our phone display on the computer screen and made our viewers type on the phone while we supervised them and made sure they did not look at the mobile display, but only stared at the screen.
Thanks for viewing!
Super Mario Installation
Published:

Super Mario Installation

The installation focuses on addiction and the side effects of gaming.

Published:

Creative Fields