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Eerie occurrences in a hugely popular computer game have been traced to rogue computer code accidentally spread between players like an infectious illness.


The Sims 2, released in September 2004, lets players assume godlike powers in a virtual community populated by characters they have created. They can influence the behaviour and fortunes of their characters in a huge variety of ways and sit back to witness the outcome.


The second edition of the game has already proven extremely popular and adds an extra dimension by enabling players to trade items, characters, even whole buildings through an online swap shop called The Sims 2 Exchange.


But in November 2004 several players began complaining that the characters and even some inanimate objects in their lovingly built worlds had begun behaving oddly. Some noticed that characters no longer aged while others found magical items - like an espresso maker that gives its user unlimited happiness - inexplicably installed in their character's homes.

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banned in the usa


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"My dad had an acoustic guitar when I was a kid and it was an endless source of mirth in our household to start singing Hard Day's Night immediately after anyone dropped the guitar or otherwise accidentally strummed the open strings."


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 It was at Nagy's storefront gallery that Bleckner held his pivotal 1984 show, in which he displayed just one large painting, which combined text and abstraction. "There was a whole discourse about the process of making art the Halley and Ashley Bickerton and Sherrie Levine had reopened," remembers dealer Pat Hearn. "For Ross to use that painting was really clever." When Sonnabend Gallery brought together four East Village artist-Halley, Vaisman, Jeff Koons, and Bickerton-for its infamous 1986 "Neo-Geo" show, Bleckner's coterie was suddenly on top, and Bleckner, whose work was always more sensual than intellectual, more incidental than theoretical, ended up riding on the coattails of Neo-Geo, an aridly ideological movement rooted in half-understood ideas of structuralism.



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JK: Neo-geo felt like every five years the art world wants a new art world, a new emergence, new artists. Was there really a neo-geo? I don't think so.



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CS: I didn't think of it as appropriation, that idea hadn't crystallized at the time. All those ideas that came down, and continue to come down--I never really gave a thought to them until I read them. In the later '80s, when it seemed like everywhere you looked people were talking about appropriation--then it seemed like a thing, a real presence. But I wasn't really aware of any group feeling. It was a pretty competitive time. It wasn't just photographers or appropriation artists versus painters; there were so many different factions--the Mary Boone artists versus the Metro Pictures, the neo-geo...


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my dad used to occasionally say "Dirty Rackafratz!" instead of cussing in front of us kids. there were only two google hits with "Dirty" included in the search and two pages for "Rackafratz" alone. no real leads on the origin. i have no idea where he got that from. he was a big Walt Kelly fan so it might of come from Pogo. I first came accross variations on &*?#@ in comics, probably Mad. could have started in krazy kat or prior.


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affordable housing reader



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RP: The "Joke" paintings are abstract. Especially in Europe, if you can't speak English.


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S: That great White Columns show. It happened with the devotion and commitment of Eugene Schwartz, as curator, and the churning openness of Bill Arning, the director. Together we produced a show of high intensity and polemics that jolted and bounced in all directions. Fortunately the appropriationists were hanging out at the time, which gave me a whole new space for potent dialogue. This was very crucial, as it allowed entry into the work by negative definition--a valid, powerful position. Then again, the appropriationists made me a precursor, although refusing to be jammed into that category immediately put me back in hot water. The dynamic difference was that Sherrie Levine, leading the pack, brilliantly used the copy as a political strategy, whereas the force of my work lies in the premise that thought is power. What is currently compelling is our pervasive cybernetic mode, which plunks copyright into mythology, makes origins a romantic notion, and pushes creativity outside the self. Remake, reuse, reassem ble, recombine-that's the way to go.


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JA: The big difference is that we had worn down one of the great experiences of that century, which was modernism. Maybe the label "postmodern" is overrated and doesn't mean much anymore, but nevertheless modernism was available to be consumed. You could extract its side effects and replay them however you wanted. In the '80s you would do that consciously. You were dealing with the fact that things had been made before. The '60s in a festive way-and the '70s in a more moralistic way--were a time when everyone was trying to make signature pieces, perfect inventions. That was gone in the '80s. You were just doing your thing and using what was available, but you were still quoting the sources. The difference today, when suddenly the '80s seem so "period," is that although younger people are still lifting and recycling, they just don't care about the sources. They don't even know about the sources. So they have another kind of freedom. But suddenly, for the those who try and twist it-and that's few of them, I wou ld say--the '80s are as distant as the '60s and '70s.




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