

Can You See Me Now? is a game that happens simultaneously online and on the streets. Players from anywhere in the world can play online in a virtual city against members of Blast Theory. Tracked by satellites, Blast Theory's runners appear online next to your player on a map of the city. On the streets, handheld computers showing the positions of online players guide the runners in tracking you down.
With up to 20 people playing online at a time, players can exchange tactics and send messages to Blast Theory. An audio stream from Blast Theory's walkie talkies allowed you to eavesdrop on your pursuers: getting lost, cold and out of breath on the streets of the city.
The work was premiered in Sheffield at the b.tv festival. Other venues include the Dutch Electronic Arts Festival in Rotterdam; the Edith Russ Site for Media Art in Oldenburg; the International Festival for Dance, Media and Performance in Köln; Gardner Arts Centre in Brighton; ArtFutura in Barcelona; the InterCommunication Center (ICC), Tokyo; Interactive Screen at the Banff Center, Canada; Museum of Contemporary Art in Chicago; We Are Here 2.0 in Dublin; Donau Festival in Austria and as part of In Certain Places in Preston.
Can You See Me Now? draws upon the near ubiquity of handheld electronic devices in many developed countries. Blast Theory are fascinated by the penetration of the mobile phone into the hands of poorer users, rural users, teenagers and other demographics usually excluded from new technologies.
Some research has suggested that there is a higher usage of mobile phones among the homeless than among the general population. The advent of 3G (third generation mobile telephony) brings constant internet access, location based services and massive bandwidth into this equation. Can You See Me Now? is a part of a sequence of works (Uncle Roy All Around You and I Like Frank have followed) that attempt to establish a cultural space on these devices. While the telecoms industry remains focused on revenue streams in order to repay the huge debts incurred by buying 3G licenses and rolling out the networks, Blast Theory in collaboration with the Mixed Reality Lab are looking to identify the wider repercussions of this communication infrastructure. When games, the internet and mobile phones converge what new possibilities arise?
These social forces have dramatic repercussions for the city. As the previously discrete zones of private and public space (the home, the office etc.) have become blurred, it has become commonplace to hear intimate conversations on the bus, in the park, in the workplace. And these conversations are altered by the audience that accompanies them: we are conscious of being overheard and our private conversations become three way: the speaker, the listener and the inadvertent audience.
Can You See Me Now? takes the fabric of the city and makes our location within it central to the game play. The piece uses the overlay of a real city and a virtual city to explore ideas of absence and presence. By sharing the same 'space', the players online and runners on the street enter into a relationship that is adversarial, playful and, ultimately, filled with pathos.
As soon as a player registers they must answer the question: "Is there someone you haven't seen for a long time that you still think of?". From that moment issues of presence and absence run through Can You See Me Now?. This person - absent in place and time - seems irrelevant to the subsequent game play; only at the point that the player is caught or 'seen' by a runner do they hear the name mentioned again as part of the live audio feed from the streets. The last words they hear are "Runner 1 has seen ______ _______".
Proximity and distance exist at five levels within Can You See Me Now? Firstly, any game of chase is predicated on staying distant from your pursuer. Secondly, the virtual city (which correlates closely to the real city) has an elastic relationship to the real city. At times the two cities seem identical; the virtual pavement and the real pavement match exactly and behave in the same way. At other times the two cities diverge and appear very remote from one another. For example, traffic is always absent from the virtual city. Thirdly, the internet itself brings geographically distant players into the same virtual space. It also enables those players to run alongside the runners as it streams their walkie talkie chat. Fourthly, the name of someone you haven't seen for a long time but you still think of brings someone from the player's past into the present: their name is spoken aloud by a runner on the distant streets of the city and exists for a seconds before fading into the ether. Finally, the photos taken by runners of the empty terrain where each player is seen are uploaded to the site and persist as a record of the events of each game. Each player is forever linked to this anonymous square of the cityscape.
With the advent of virtual spaces and, more recently, hybrid spaces in which virtual and real worlds are overlapping, the emotional tenor of these worlds has become an important question. In what ways can we talk about intimacy in the electronic realm? In Britain the internet is regularly characterised in the media as a space in which paedophiles 'groom' unsuspecting children and teenagers. Against this back drop can we establish a more subtle understanding of the nuances of online relationships. When two players who know one another place their avatars together and wait for the camera view to zoom down to head height so that the two players regard one another, what is going on? Is this mute tenderness manifest to anyone else and should it be?
And alongside these small moments, there is a louder and more forceful set of interactions between runners and players based on insults, teasing, goading and humour. These public declarations seem to happily coexist with the private moments that appear marginal to the casual observer. Yet, this demotic discourse also can surprise: the online players understanding that the runners are tired, cold, struggling with the environment on the street can become a powerful emotion.
A player from Seattle wrote: "I had a definite heart stopping moment when my concerns suddenly switched from desperately trying to escape, to desperately hoping that the runner chasing me had not been run over by a reversing truck (that's what it sounded like had happened)."
"A crucial feature of Blast Theory projects is the ability to extend user and audience affect outside the game - rather than delimiting our consciousness to the sterotypical and virtual, the gameplay pushes us to understand aspects of ourselves, our communities and social responsibility. This is partially achieved by the very visceral gameplay - in CYSMN? the players and gameplay self-generate affects of pursuers and pursued. ... It was encouraging to see Blast Theory awarded the Prix Ars Electronica Golden Nica, which has in the past lauded some commercial, apolitical projects." RealTime magazine, Dec03/Jan04
Can You See Me Now? is a collaboration between Blast Theory and the Mixed Reality Lab, University of Nottingham. It was commissioned for Shooting Live Artists - a strategic initiative by Arts Council England, BBC Online and b.tv/The Culture Company - in 2001 and was first shown at the b.tv festival in Sheffield on 30 November and 1 December that year. Subsequent presentations in Europe have been supported by The British Council and UK presentations in 2004 and 2005 are supported through Arts Council England's Grants for the Arts programme.
Size - 13.7mb | Duration 8m 48sec
Winner of the Golden Nica for Interactive Art at Prix Ars Electronica, Linz, Austria, 2003
Nominated for an Interactive Arts BAFTA Award, UK, 2002
Networked performance article by Maria X on sklunk.net
Feature on BBC North West Tonight about CYSMN? in Preston, 2007
How Stuff Works - Urban Gaming
Golden Nica from Ars Electronica
Article in Liberation (04.03.2003)
Article on Blast Theory - ArtFutura
Interview with Blast Theory - Wired.com
Interview with Blast Theory - SWR