In this interview, British artist Bob-Bicknell-Knight discusses the effects of simulation on everyday life and the illusion of control of digital media.
Bob Bicknell-Knight is a London-based artist working in moving image, installation, sculpture and other digital mediums. Surveillance, the internet and the consumer capitalist culture within today’s society are the main issues surrounding his work alongside an intense fascination in the various cultures associated with video games and online communities. He explores these themes using tools and technologies, which are relatable but not restricted to art.
His 2016 artwork Simulated Ignorance is included in TRAVELOGUE.
Matteo Bittanti: Can you briefly describe your education and upbringing?
Bob Bicknell-Knight: Until a few years ago I had lived solely in the English countryside, only recently moving to London to undertake a degree in Fine Art at Chelsea. I now find myself focusing on ideas surrounding internet surveillance and video game aesthetics/ideas. A lot of my formative years were spent going on walks and exploring virtual worlds, occasionally going to museums and art galleries when I had the chance.
Bob Bicknell-Knight, Consumerist Dissonance, 2016
"This piece considers the utopian relationships and spaces that we encounter within video game worlds and the escapism that is sought out within computer games as well as the futility associated with the accumulation of consumerist products." (Bob Bicknell-Knight)
Matteo Bittanti: Why did you begin to incorporate video games in your practice? What do you find especially fascinating about this medium? Its interactivity? Agency? Aesthetics? Theatricality? Or are you more interested about the online communities that blossom around games?
Bob Bicknell-Knight: I’ve always played and enjoyed video games and have only recently begun to create work about them, due mostly to Jon Rafman and his extensive use of video games and their aesthetics within his own practice. When I saw his work, it was the first time that I realised one could actually make something that was valued, interesting and cohesive with the aesthetic and medium of video games. A lot of the aspects of video games that you’ve mentioned I’m interested in, especially the idea of interactivity and the communities that are formed around certain games. In terms of interactivity, with other forms of media, one rarely has any choice over what happens or any control over the flow of the experience; these are the two unique qualities of video games that sets them apart from standard tv shows or films. Rejecting the passive experience of simply viewing something through a screen is incredibly important to me. This interest in interactivity is hinted at within the installation, Simulated Ignorance, with the presence of a game controller, suggesting a sense of control to the viewer.
The extensive relationships that are formed through various online games are also intriguing to me, just listening to the passion in people talking about a raid in World of Warcraft or talking about a friend they met through Guild Wars definitely hints at the future of how we will interact with one another on a daily basis. A game that combines both interactivity and an online community incredibly well is Cloud Chamber, with the main body of the experience being simply posting on a message board, hoping that your particular ‘theory’ gets up-voted by the community in order to progress to the next level of the game. That progress is dependent on the friends that you make within this online experience is slightly disturbing to me, yet again hinting at possibilities to come.
Bob Bicknell-Knight, An Undignified Failure, 2016
Matteo Bittanti: Digital games often create parallel, alternative experiences for their users. How do you relate to the complex relation between reality and simulation? How do you address this tension through your work and especially Simulated Ignorance?
Bob Bicknell-Knight: At this point the differences between reality and simulation are becoming increasingly blurred in offline and online cultures. Like Jim Carrey in The Truman Show, we find ourselves replicating an idea of what life should be like on a daily basis, often this is subliminally enforced by various medias to cater to the consumer. On the other hand, however, people are becoming more and more detached from their online self, creating multiple personas to embody when browsing ‘Web 2.0’, not fully realising the implications of such acts of apparent transgression. In my installation work, Simulated Ignorance, I’m seeking to highlight the multiple choices one has by providing the illusion of choice that the viewer is presented with, both challenging and confusing their preconceptions of violence and free will in video games.
Bob Bicknell-Knight, Fabricated Loss, 2016
"A work exploring the tedium of daily life, the relationship between humans and technology as well as the idea of community." (Bob Bicknell-Knight)