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Staging
a Walkout - Shahram Entekhabi
By Sara Raza
It can be said that in the not so distant future one will
be able to learn more about 21st century global history through video
games than history books, news streams or any other archived material/medium
for that matter. Take for example, the plentiful range of video games
available in today’s current market from Call of Duty, Full
Spectrum Warrior to the Prince of Persia. These games although created
by adults for recreational purposes and advertised primarily to an adolescent
male consumer cohort, nonetheless, do provide an ironic and in some cases
accurate interpretation on recent political, social and cultural history.
Branded as being of purely entertainment value, video games are supposedly
based on a democratic system of play, whereby “fictional”
and simulated scenarios are simultaneously made for and by the players
who control and participate in the games themselves. Interestingly, the
strategy of manipulation is an active force employed both on and off video
games reminiscent of the loves and labours of another type of “game”
– the reality game.
From the realm of video games to the video art of contemporary
Berlin based artist Shahram Entekhabi, whose highly performative,
sophisticated works suggest that he is also a key player in re-staging
the practices of everyday life, albeit his motives are aligned with that
of a cultural critic’s rather than an entertainer. As an artist,
Entekhabi mainly takes his inspiration from the daily experiences of male
migrant Middle Eastern characters, who he then frames within a German
(European) context to create exaggerated prototypes. Samples range from
a comical, nomadic and wandering migrant figure to more aggressive fundamentalist,
militant and deviant figures that are situated and videoed in various
incongruous neighbourhoods in and around the city of Berlin. The characters
Entekhabi creates are both witty and ironic and serve as real and problematic
reflections of xenophobic rubrics that are rooted and dispelled within
contemporary German society. Similar to the construction of video games,
which are assembled and controlled by their players, Entekhabi creates
his protagonists and their scenarios as the ultimate readymade pre-planned
game, a game that is always already played by his audiences before it
even proceeds, imitating the ideals of a culture that Entekhabi chooses
to toy with and simultaneously critique.
A recurring character that continues to appear in Entekhabi’s
work is that of a lone migrant figure, as mentioned above, who is attired
in an ill-fitting black 1970s suit carrying two worn out suitcases. The
character is highly simulated and puppet like and his actions often appear
absurd and non-complete as his aim and destination are never disclosed
or fully achieved. Nonetheless, since 2004, Entekhabi has repeatedly cast
this figure in a variety of urban settings, in photographic and video
performances, such as Road Movie (2) (2005), Alcazar 2450
(2) (2005), Caution (2001-05) and Walkout (2004) among
others, creating epic sequel after sequel. Ironically, the success and
repetitive demand of this character is largely based on the grounds that
the image of a lost and wandering migrant is so heavily embedded within
the fabric of society, where he exists as some sort of hybrid between
a migrant champion and a complete outcast. Subsequently, Entekhabi’s
frequent use of this particular figure can be understood as simply a reaction
in a supply and demand situation, whereby he provides those hungry for
ignorance with their necessary provisions, while those who are able to
read between the lines perceive the migrant hero as a much awaited sign
for cultural awakening.
A sense of social protest is perhaps best achieved by Entekhabi
within Walkout, a video projection on a painting, which features the image
of the lone migrant projected onto an acrylic painting of a disused factory,
until he completely vanishes from within the frame of the canvas and the
screen. Ironically, the piece depicts the paradox of the migrant against
the backdrop of the external architecture of a factory, which is both
the site of production and labour. The use of the factory also provides
an analysis into the historical relationship between migrants and the
German workforce as the factory functioned as an entry of employment for
many immigrants in Germany, who were invited by the government in the
late 1940s as “guest workers” to help re-create a post war
Germany. Many migrants whose linguistic, cultural and sometimes educational
barriers denied them access to employment within the professional sector,
fast took up unskilled professions, such as factory work, and reinforced
the popular Western capitalist work ethic that implies that immigrants
are only welcome in the West as long as they are productive. However,
many Germans and migrants alike assumed that once they had served in the
rebuilding of the country they would return to their country of origin,
but many remained, and existed in a state of limbo between the host and
homeland, much like the lingering figure of Entekhabi’s migrant.
As an artist, Entekhabi has successfully utilised his democratic
position to refer to the freedoms and drawbacks of championing or eliminating
characters and events in popular and historical discourse via the manipulation
of the moving image(s), fusing both reality and fiction to create a sense
of mythical hyper reality.
London based independent writer and curator
and an editor for Art AsiaPacific Magazine for the regions of West and
Central Asia.
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