What is the cultural value of pop-up “Instagram Museums”?

As you can see, this piece is about what if it rained fruit, or something.

You’ve definitely heard of, possibly been to, and almost certainly seen a shared Instagram image from one of them: Museum of Ice Cream. 29 Rooms. Candytopia.

Amanda Hess of NYT visited them all, and wonders if they are less a new wave of artistic expression and more symptoms of existential despair:

The central disappointment of these spaces is not that they are so narcissistic, but rather that they seem to have such a low view of the people who visit them. Observing a work of art or climbing a mountain actually invites us to create meaning in our lives. But in these spaces, the idea of “interacting” with the world is made so slickly transactional that our role is hugely diminished. Stalking through the colorful hallways of New York’s “experiences,” I felt like a shell of a person. It was as if I was witnessing the total erosion of meaning itself. And when I posted a selfie from the Rosé Mansion saying as much, all of my friends liked it.

I visited one such place recently and had a similarly underwhelming experience; I captured some “cool” images, found most of the “exhibits” pretty shallow or only gesturing at depth, but found at least 10% of the experience thought-provoking. But then I thought, “Look at all these people enjoying this place and interacting with art, even if it’s mostly bad art. Isn’t that better than a bunch of people not interacting with no art at all?” Hence the question.

What’s the real cultural or experiential value of these pop-up museums? Or are they pure fluff?

If these places cater to a type of person who might rarely go to a ‘real’ museum or art exhibition, is there value in luring them in through photo-ops to experience at least some version of visual art, even if it’s less imbued with meaning and substance, as a form of art appreciation training wheels… maybe?

Who are we to judge?

How should we treat morally challenging art?

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In The New York Times, Wesley Morris asks the difficult question, in a long but well-reasoned essay: are we too concerned with the moral correctness of art (and creator) to fully engage with its quality or worth as art?

The real-world and social-media combat we’ve been in for the past two years over what kind of country this is — who gets to live in it and bemoan (or endorse!) how it’s being run — have now shown up in our beefs over culture, not so much over the actual works themselves but over the laws governing that culture and the discussion around it, which artists can make what art, who can speak. We’re talking less about whether a work is good art but simply whether it’s good — good for us, good for the culture, good for the world.

I tend to come down about two thirds toward correctness, personally. There is so much art out there, it’s totally fine to go through life ignoring the works of people who’ve done terrible things, or art that fails in its attempt to condemn the terrible things it depicts. I doubt I’ll watch another Woody Allen movie in this life. I am the rare person who thinks Wolf of Wall Street and Goodfellas are not that great, because despite being expertly made, they spend too much time glamorizing terrible people to be effective condemnations of the monsters whose eventual downfall they depict (as evidence, look at how their worst, biggest fans react to and hold up those works as aspirational).

What acclaimed works of art do you object to morally?

Do we owe these works attention despite, or because of, the moral reactions they provoke?

Or is a better world of art on the other side of engaging with fewer “problematic” works?

Review: Inside – Is it fair to judge the best art in terms of quality per minute?

Definitely unfair: judging beauty per square inch.

Definitely unfair: judging images based on beauty per square inch.

 

Over the weekend, I played through a video game called Inside, which I am comfortable calling a masterpiece. Its moody visuals drew me in. Its haunting environments kept me constantly on edge. Its unsettling themes left a mark I won’t soon forget. Games of this high caliber give me hope for the artistic potential of the medium. It’s that good.

It’s especially easy to recommend because I played through the game in two sittings of a few hours each, making it convenient to absorb in its entirety.

This in contrast to another recent game I also loved, The Witcher 3: The Wild Hunt, a giant role-playing adventure that I spent roughly 80 hours to complete. As I joked on Twitter: “In the time it’s taking me to finish #Witcher3, I could have listened to the entire audiobooks of both Infinite Jest and A Game of Thrones. This is not an exaggeration. I checked.”

Which is not to say that a game becomes immediately less worthy by being longer, deeper, or more epic in scope. Merely that very very long works in any medium, whether a three-and-a-half hour film or a thousand page novel, come with certain baggage. And in the case of Inside, or the original The Office, or the short story collections of George Saunders, there is a sense that every minute, moment, or page were agonized over to distill a work down to their very essence.

The obvious counterargument is that different works have different aims, and a George RR Martin book or Godfather film would not be what they are or achieve what they set out to by slimming down. But if you were to invent a metric that measures Quality Per Minute of artistic works, those shorter works would rate extremely highly, where the longer ones by their very nature would rate lower.

With Inside, that rating would be off the charts. Every minute brings some new surprise, some newly disturbing tableau, some beautiful choice of artistic direction or thought-provoking inversion of expectations. By this measure, this may be one of the best games I’ve ever played.

The question is:

Should quality-per-minute factor in to judging any work of art?

 

Is that metric an unfair way to consider more ambitious works that aim for a bigger, deeper explorations of ideas?

 

Or, are those works being unfair to their audiences when a shorter work could achieve a similar resonance without requiring so much time?

 

**Do not be a coward and dismiss the question. Care enough about the limited time you have on this earth to value every minute and demand more of art.

Review: The Beginner’s Guide – What do creators owe their audience?

Some messages are subtler than others.

Some messages are subtler than others.

 

You can play The Beginner’s Guide in a couple hours, tops. Playing it feels unlike playing any game you’ve played, because there aren’t really objectives to complete or decisions to make and there’s definitely no way to win or lose. The most accurate description of TBG I could come up with is calling it the world’s first interactive critical essay on video games; a game built to explore what games mean to their creators and the people who play them.

The conceit is that the narrator (the maker of the “actual” game you’re playing) is taking you on a guided tour of a bunch of half-finished game ideas created by a fellow game designer he admires. The thrust of the conversation focuses on how games reflect the ideas and personalities of their creators. The biggest point of contention is this: creating for the sake of creating is a pure act — personal, private expression — and then once anything is shared with an audience, the work inherently changes. There are expectations the audience brings to the work, there are interpretations and assumptions made about the work, and ultimately a whole new set of demands made on the creator of the work.

The interactive mode of exploring this idea makes for a very novel, very engaging exploration of the creative process. I loved going on this journey. But I liked it most for being one big exercise in examining my relationship with any of the creative works I enjoy.

 

Does creativity inherently lose something when it’s shared? Does it require an audience, or change as soon as an audience gets involved?

 

For things you’ve made, how do you factor in the audience while making those things?

 

For things you’ve enjoyed as an audience member, what, if anything, do you feel the creator owes you as a creator? Is that a fair exchange?

Is product integration a necessary evil, or a slow defeat?

Not every show can make the ad the story and still be so profoundly meaningful.

Not every show can make the ad the story and still be so profoundly meaningful.

 

Emily Nussbaum is one of the best people writing about television, and in a recent New Yorker piece on the relationship between shows and advertisers, she examines the faustian deal between creators and the brands that want into their shows.

There’s a common notion that there’s good and bad integration. The “bad” stuff is bumptious—unfunny and in your face. “Good” integration is either invisible or ironic, and it’s done by people we trust, like Stephen Colbert or Tina Fey. But it brings out my inner George Trow. To my mind, the cleverer the integration, the more harmful it is. It’s a sedative designed to make viewers feel that there’s nothing to be angry about, to admire the ad inside the story, to train us to shrug off every compromise as necessary and normal.

She acknowledges the need to pay for art somehow (“Perhaps this makes me sound like a drunken twenty-two-year-old waving a battered copy of Naomi Klein’s “No Logo.””), but on a deeper level, asks if we’ve given up too much of the art’s integrity in the process.

 

Do you perceive product placement as it happens? Does you perceive it as a violation? A distraction? Or an easily ignorable part of watching television?

 

Understanding that the creation of entertainment, and TV in particular, has to be paid for somehow, is this an acceptable trade-off?

 

If so, what do you think the effects are on you as a viewer?

 

If not, what other arrangement would you prefer between you as a viewer and the makers of television (and potentially, willing sponsors) to finance the production of the shows you enjoy?