Power to the crafts

What happens when craftivism meets spirituality?

Browsing and navigating my way through the colourful and diverse independent zines stalls showcased at the annual "Publish and Be Damned" event, I find myself drawn to a stall draped in handmade patchwork bunting. The stall is being manned by three women - one is wearing a huge knitted blue jumper with a grinning cat on it, one is in a studded denim jacket, and one is wearing a floral print hijab – and they are selling a small handcrafted zine called OOMK – One of My Kind. In tough economic circumstances, it’s inspirational enough that people are setting up very niche creative publications that they care about passionately, but these women are the only visibly ones from an ethnic minority in the hall - and happen to be muslim illustrators too.

Sofia Niazi, who is of Pakistani origin, tells me that she feels strongly about visual communication and that she founded the zine, alongside Rose Nordin and Sabba Khan, as she felt there was a noticeable gap in the market. “Articulating yourself visually is something that has been lacking in the muslim community,” she explains, “sometimes the arts isn’t encouraged, even though it influences us so much in the way we understand things and join the dots, and there aren't many muslims going to art schools. It’s frustrating when your voice isn’t heard, so we thought we’d do something about it, and create a friendly space where alternative talent can be appreciated and showcased.”

The zine has a folksy feel and is a highly eclectic visual feast, reflecting their mixed and interweaving heritage, with the aim to celebrate “the imaginations, creativity and spirituality of women.” I’m struck by the fact that it is inclusive, with 25 women contributors – writers and artists – all from different backgrounds, dipping into both ethereal and political realms in the issues they tackle. The theme of this issue is fabric, and explores the appreciation and struggle women have with material. Instead of finding glamorous Hollywood actresses that you’ll find in glossy magazines, there is a striking illustrated tribute to Malala Yousafzai, who was shot in the head by Taliban gunmen as she walked to school. Artist Ceri May writes about expression using wool and felt, there is a sketch of human rights lawyer Gareth Peirce, and a cut out poster of harem pants with the caption: “Elastic revolution. Escape the fat race. One size fits all.”

Underpinning this publication is the ethos of “craftivism”. I had never heard of this before, but it is a concept coined in 2003 by Betsy Greer, and she explains that it is a term that defines the intersection of “craft” and “activism”. It’s a movement that defies second-wave feminists by reclaiming traditionally feminised and domestic activities – sewing and knitting - that have historically been marginalised and undervalued, which is turned on its head and used instead as a means to make a stand and raise awareness of a cause. The juxtaposition of the comfort of craft with a bold political image is powerful, and far more accessible, and arguably, more effective than any political pamphlet could be. The artist Hannah Habibi writes in her essay in the magazine how she uses “stictching as a weapon of resistance” against gender constraints.

Of course, this isn’t something new. You can always spot a highly creative handmade banner at a demonstration, which guarantees a smile. Barbara Kruger in the 70s and 80s crocheted, sewed, painted and most famously juxtaposed photograph montages with bold text to criticise sexism and challenge concepts of power. Yet sometimes, there is the perception that art is exclusive and ethnocentric. The perception that that there is a monopoly over creative expression, or the negative notion that channeling your voice through art is worthless, need to be broken. Which is why I find publications like OOMK and projects by young women like Sofia, Rose and Sabba particularly exciting, and hopefully small efforts like this will inspire and make art more accessible and open to new audiences.  

Rose Nordin sells copies of the inaugural issue of OOMK (Photo: Aisha Gani)
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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.