A Bigger Splash: Painting After Performance - review

The Tate Modern’s new exhibition asks how painting and performance art met – and parted.

Only ten minutes long, Hans Namuth’s film of Jackson Pollock painting caused a major crisis of confidence for the American artist. He felt that in explaining his "action painting" methods, Pollock Painting stripped the mystique from his work: Namuth’s step-by-step direction of things he usually did spontaneously led him to believe that the film was “phony”.

The Tate Modern’s exhibition Painting After Performance, which runs until April 2013, takes Namuth’s film as its starting point, placing it and Pollock’s Summertime: Number 9A (1948) in its first room alongside David Hockney’s A Bigger Splash (1967) and Jack Hazan’s documentary on Hockney of the same title. The crucial point here is that the "splash" in Hockney’s acrylic painting of a fantasy Californian residence looks unplanned, but wasn’t – he had tried numerous ways to represent moving water, rejecting the possibility of throwing paint at his canvas as some assumed Pollock did to create his works and instead meticulously thinking through every brushstroke that created the striking ‘splash’.

Hazan’s exposure of Hockney’s processes did not cause Hockney any of the existential crises that befell Pollock, and many of Hockney’s contemporaries began to put their performative methods on a par with their finished paintings, if not making them more important. Room 2 offers artists who recorded for public consumption the ‘actions’ they used, with films or photographs and paintings placed alongside each other – Niki de Saint-Phalle shooting paint at a strip of material, Yves Klein using naked female models covered in blue paint and dragged across a canvas (documented in Anthropometry of the Blue Era), Japan’s Gutai artists who used other parts of their bodies besides their hands to paint, and Situationist International member Pinot-Gallizio, whose Manifesto of Industrial Painting led him to produce huge rolls of painted canvas, simultaneously unique and mass produced, sold by the metre or turned into dresses and modelled at Italian galleries.

The room given to the Vienna Actionists, chosen above several other Sixties organisations who devoted themselves to "action art" (the US Fluxus group, for one, are not mentioned here), emphasises both the contrast between the façade of spontaneity and the detailed structuring, and the stakes of certain performances. Günter Brus was arrested immediately after filming his Vienna Walk in 1965 for presenting his ‘potentially disturbing’ spectacle to the public, and the Austrian police frequently apprehended other Actionists. Besides Kurt Kren’s short films in which Kren refused to make "straight" documents and instead played with the time sequences of actions, the most intriguing object here is Brus’s Run-Through of an Action, a blueprint for every movement in an unperformed 56-minute piece in which he intended to move around a room, unsettling the audience with his reactions to recorded sounds.

Striving to weave together major and minor post-war narratives whilst using as much of its own collection as possible (over a third of these works belong to the Tate), A Bigger Splash shows how feminist and queer artists grew tired of being used as props by Klein, the Vienna Actionists and others, leading them to find new directions for autonomous body art. Rooms 4 and 5 incorporate a far larger number of artists, opening with VALIE EXPORT’s Identity Transfer 1, in which she experimented with symbols of masculinity and femininity, claiming control over her female body rather than having it directed by a male artist.

Over half of the artists in A Bigger Splash are women, and the range of responses shown to the objectification of women and exclusion of gender variant and queer perspectives by the Fifties and Sixties performance painters is the exhibition’s most captivating feature. If Cindy Sherman’s photographed self-portraits may be familiar to many observers, Sanja Iveković’s investigations into make-up and the images of beauty promoted by Yugoslav women’s magazines or Helena Almeida’s pictures of herself inhabiting her paintings may offer something new to those aware of those who have traditionally been more prominent in the narrative that this exhibition unpacks.

Such spectators, however, would then have to go away and explore by themselves any of the artists or stories here, offered in great number but without great coherence. The line between artists who continued to paint, on canvas or on their bodies, and those who abandoned painting in favour of video or installation constantly moves, and neither the first five rooms, which explore the overarching story of painting and performance from the Fifties to the Seventies (or Eighties in China, due to the effects of Mao’s Cultural Revolution), nor the rooms given to individual artists using paint to create social or theatrical spaces during the last thirty years, provide a satisfactorily in-depth investigation into those artists’ practices.

For example, we are told that Lynn Hershman created an alternative ‘self’, named Roberta Breitmore, which raised the fascinating question of how far a second persona must be lived before it becomes equally valid as the first (or more), with her "performance" lasting from 1974 to 1978 and being documented by private detectives who followed ‘Breitmore’ and took pictures. All we see, however, is one image – Roberta Construction Chart #1 which colourfully deconstructs the character that Hershman created. But without any other context, how can the viewer meaningfully engage with it?

The individual rooms set aside for Edward Krasiński, Marc Camille Chaimowicz, Karen Kilimnik, Lucy McKenzie, Jutta Koether, Ei Arakawa and Slovenia’s IRWIN/NSK groups cannot delve much further into the totality of their outputs, and ultimately the impression is left of an exhibition that attempts to introduce the newcomer to the idea that painting and performance interacted with each other, and provide something new to those already familiar with it. The structure chosen to straddle these seemingly contradictory aims may overwhelm the beginner and underwhelm the connoisseur, ultimately feeling like a way of minimising the risk of presenting avant-garde ideas to an audience: A Bigger Splash signposts art and certain artists effectively but too often fails to dive beneath the surface in the way that exhibitions devoted to any one of them could do.

Painting After Performance runs at Tate Modern until April 2013.

Juliet Jacques is a freelance journalist and writer who covers gender, sexuality, literature, film, art and football. Her writing can be found on her blog at and she can be contacted on Twitter @julietjacques.

GRAHAM TURNER/GUARDIAN NEWS & MEDIA
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How board games became a billion-dollar business

A new generation of tabletop games escaped the family table – and fuelled a global industry.

In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart. It all felt disturbingly familiar – except that these politicians were brightly coloured cartoon drawings, their policies were drawn from a fat deck of cards and the people pulling the strings of government were a young family and a bunch of cheerful twentysomething men in T-shirts.

This was Statecraft, one of hundreds of board and card games on display at the UK Games Expo (UKGE) in Birmingham last summer. Now in its tenth year, UKGE is Britain’s biggest event in the increasingly crowded and profitable world of tabletop gaming and, with its milling crowds, loud music, packed stalls and extraordinary costumes (I spotted Judge Dredd, Deadpool, innumerable Doctors Who and more sorcerers than you could shake a staff at), it felt like a mixture of a trade show, a fan convention and a free-for-all party.

For anyone whose last experience of board games was rainy-day Monopoly and Cluedo, or who has doubts about the place of cardboard in an entertainment landscape dominated by screens, there was no better place to come for a Damascene conversion.

Statecraft’s creator, Peter Blenkharn, a gangly and eloquent 23-year-old with an impressive froth of beard, was in his element. “Our game also has one-party state scenarios,” he explained, brandishing a colourful deck of terrifying political events. “Sectarian violence. Hereditary establishments. An egalitarian society. Each one tweaks the mechanics and the mathematics of the game. There might be a housing crisis, a global pandemic, extremist rallies, a downturn in the economy, and with each you get a choice of how to react.”

Blenkharn is one of many new designers making careers out of the current boom in tabletop gaming. He founded his company, Inside the Box Board Games, with Matthew Usher, a friend from school and Oxford University, and raised £18,000 on the crowd-funding platform Kickstarter to make their chemistry-themed puzzle game, Molecular. It was manufactured in China and shipped to Blenkharn’s mother’s house, where his family helped to send copies to the game’s backers. Last year, a second Kickstarter campaign for Statecraft made more than twice as much money, prompting Blenkharn to go into the business full-time.

“Publishing your own games is definitely profitable,” Blenkharn told me. “The profit margins are enormous on medium runs, and there’s a huge amount of room for more indie publishers . . . People collect 20, 30 or 40 board games at £20 or £30 a time. You can play with a range of different people. And while video games have a fairly niche age range, as you can see . . .” – he gestured around at the milling crowds – “. . . these games appeal to everyone. The market is exploding.”

The figures appear to support this optimistic prognosis. Last August, the trade analysis magazine ICv2 estimated that the “hobby games” business in 2015 – that is, board and card games produced and sold for a dedicated “gamer” market, rather than toys – was worth $1.2bn in the US and Canada alone. On Kickstarter, where independent designers can gauge interest and take pledges to fund production, tabletop games made six times more money than video games in the first half of 2016.

One of the most startling of these Kickstarter success stories was Exploding Kittens, a simple, Uno-like game illustrated by the creator of a web comic called The Oatmeal. This unassuming deck of cards, crammed with daft cartoons and surreal humour, earned nearly $9m in the month of its crowd-funding campaign, making it the seventh most successful project in Kickstarter’s eight-year history; so far, the only products on the platform to raise more money have been four iterations of the Pebble smart watch, a travel jacket with a built-in neck pillow, a drinks cooler that ices and blends your drinks – and a reprint of another board game, the fantastical (and fantastically expensive) Kingdom Death Monster, which costs $200 for a basic copy and is taking pledges of up to $2,500. It has already raised more than $12m. The figures for other games are scarcely less impressive: a game based on the Dark Souls series of video games, for example, raised £4m in crowd-funding pledges last April.

Touring the aisles of the UKGE, I started to wonder if there was any subject about which someone hadn’t developed a board game. A family was deep in a new edition of Agricola, a German game that involves scratching a living from unforgiving 17th-century farmland. “I’m going to have trouble feeding my child this harvest,” I heard one of the players say. Nearby, two people were settling into Twilight Struggle, a tussle for ideological control set in the Cold War, in which the cards bear forbidding legends such as “Nuclear Subs”, “Kitchen Debates” and “We Will Bury You”.

I spotted three games about managing fast-food chains, one about preparing sushi, one about eating sushi, one about growing chillies and one about foraging mushrooms; I watched sessions of Snowdonia, about building railways in the Welsh mountains, and Mysterium, a Ukrainian game in which a ghost provides dream clues to a team of “psychic investigators” using abstract artwork. A game called Journalist (“‘Where is that promised article?’ roars your boss”) seemed a little close to home.

Spurred by the opportunities of crowd-funding and the market’s enthusiasm for new ideas, a legion of small and part-time designers are turning their hands to tabletop games. I met the Rev Michael Salmon, an Anglican vicar whose football-themed card game Kix, a tense battle between two players with hands of cards representing their teams, has echoes of the Eighties classic Top Trumps. Nearby was Gavin Birnbaum, a London-based driving instructor who designs a game every year and carves them individually from wood in his workshop; 2015’s limited edition from his company, Cubiko, was Fog of War, in which perfect little tanks crept around a board of wooden hexagons, zapping each other.

Perhaps the most impressive prior CV belonged to Commander Andrew Benford, who developed his hidden-movement game called They Come Unseen beneath the waves in the Seventies while serving on Royal Navy subs. Sold at UKGE in a snazzy cardboard version by the war games company Osprey, it had come a long way from the “heavily engineered board covered with thick Perspex and secured to an aluminium board” that the nuclear engineers prepared for the original. Benford, now retired, was already thinking about an expansion.

This surge in innovation has also made these interesting times for established creators. Reiner Knizia, one of the best-known names in board games, told me, “There are enormous changes in our times, in our world, and this is reflected in the games. It’s wonderful for a creative mind.” Knizia is a German mathematician who quit a career in finance to become a full-time designer in 1997. His interest in games began in his childhood, when he repurposed money from Monopoly sets to devise new trading games, and he now has more than 600 original games to his credit.

Knizia’s games are frequently remarkable for a single innovative twist. In Tigris and Euphrates, a competitive tile-laying game set in the Mesopotamian fertile crescent, players compete to win points in several different colours, but their final score is calculated not on their biggest pile but their smallest. His licensed game for the Lord of the Rings series developed a method for co-operative adventure – players collaborate to win the game, rather than playing against each other – that has become a separate genre in the 17 years since its release.

But Knizia is no doctrinaire purist. The design experiments he conducts from his studio in Richmond, London (“I have 80 drawers, and in each drawer I have a game, but no sane person can work on 80 products at the same time”), embrace new methods and unusual technologies – smartphones, ultraviolet lamps – in their pursuit of what he calls “a simple game that is not simplistic”. When I mentioned the assumption common in the Nineties that board games would be dead by the millennium, he raised an eyebrow. “That clearly wasn’t going to happen,” he said. “Just as if you said travelling would die out because you could see everything live on television. There are basic needs of human beings: to socialise with other people, to explore things, to be curious, to have fun. These categories will stay. It doesn’t mean that we have to have printed cardboard and figures to move around: we might lay out a screen and download the board on to the screen. The act of playing, and of what we do in the game, will stay,
because it is in our nature.”

This question of the appropriate shape for board games – and how they are to utilise or shun the glowing screens that follow us everywhere – is one that many game designers are asking. Later in the summer, I had the chance to play the second edition of a game called Mansions of Madness, a reworking of an infamously complex board game based on the work of the horror writer H P Lovecraft. In its original incarnation, players navigated a series of terrifying colonial mansions, encountering monsters and events that needed to be drawn from piles of pieces and decks of cards by a human opponent. Like many games that involve huge numbers of interacting decisions, the first edition was a horror of its own to manage: the set-up took an eternity and one false move or misapplied card could ruin an entire game. For the second edition, its publishers, Fantasy Flight Games, streamlined the process – by handing over responsibility for running the game to an app for smartphones and tablets.

“To some, I’m the great Satan for doing that,” Christian T Petersen, the CEO of Fantasy Flight, told me when we discussed the integration of apps and games. “There was a portion of the gaming community that resisted it for various reasons: some on the basis that they didn’t want a screen in their lives, some on the basis of interesting thought-experiments that if they were to bring their game out 50 years from now, would the software be relevant or even possible to play? Maybe it won’t. I don’t even know if some of these inks that we have will last 50 years.”

Also a designer, Petersen was vigorous in his defence of the possibilities of mixed-media board gaming. “We’re trying to use technology to make the interface of games more fun,” he said. “Too much integration and you’ll say, ‘Why am I playing a board game? I might as well be playing a computer game.’ Too little and you’ll say, ‘Why is it even here?’ But I believe there’s a place in the middle where you’re using software to enhance the relevance of what this can be as a board game. We’re still experimenting.”

Other experiments have gone in different directions. The program Tabletop Simulator, released in 2015, is a video game platform that represents tabletop games in a multiplayer 3D space. Players can create their own modules (there are hundreds available, many of them no doubt infringing the copyright of popular board games) and play them online together. A recent update even added support for VR headsets.

While designers debate the future of the medium, tabletop gaming has been creeping out of enthusiasts’ territory and into wider cultural life. In Bristol, one evening last summer, I stopped by the marvellously named Chance & Counters, which had recently opened on the shopping street of Christmas Steps. It is a board game café – like Draughts in east London, Thirsty Meeples in Oxford and Ludorati in Nottingham – where customers pay a cover charge (£4 per head, or £50 for a year’s “premium membership”) to play while eating or drinking. The tables have special rings to hold your pint away from the board; the staff read the rule books and teach you the games.

“When I was growing up,” explained Steve Cownie, one of the three owners of Chance & Counters, “board games were associated with family time: playing Monopoly at Christmas and shouting at each other. Now, it’s been repositioned as a way for young professionals, students, just about anyone, to spend time with each other. It’s a guided social interaction, where there’s a collective task or a collective competition.”

There is barely a smartphone in the place. “People aren’t sitting around checking Face­book,” agrees Cownie. “They’re looking each other in the eye, competing or co-operating. It’s amazing to see, really.”

A board games café is an odd social experience but a compelling one. Before taking our seats at Chance & Counters, my companion and I were ushered by a waiter towards a wall of games that ran down the side of the building, past tables of other people bent in rapt concentration or howling in riotous disagreement over rules. “Would you like something light?” he asked. “Something heavy? Something silly? Something strategic?” The rows of gleaming boxes stretched out before us. Somewhere in there, I knew, was exactly the game we wanted to play. 

This article first appeared in the 19 January 2017 issue of the New Statesman, The Trump era