MONIKER: TOUCH FOR LUCK
Touch for luck is an interactive digital artwork displayed daily on M+ the Hong Kong based Mega Museum. The museum commissioned the design studio Moniker, co-founded by Luna Maurer, and Roel Wouters to create an artwork that people could interact with present on the face of the building. It is 65m tall, and 110m wide, making it one of the largest digital art pieces in the world. The piece in itself is a screen with koi fish, in which the fish are the users interacting with the installation. In order to participate you go on your phone and search Touch For Luck. You then become one of the fish present on the board for anyone in a kilometer radius to see. In order to stay on, you must continuously hold your finger on your phone. The concept itself sounds innocent enough, playful with little tokens of good luck you can win from your continuous participation, but it is this very incentive that highlights a larger theme. The concept of this art installation is rather a commentary on how our current use of technology impacts our lives. The longer you stay on the game, continuously pressing on your screen the more rewards you get. Your popularity grows, you’re on display. In some cases you can even gain influence over other players, or earn breaks depending on how long you've touched the screen. All of these incentives are designed to mimic the touch based habits built throughout our technologically integrated lives. Nowadays it's fairly easy to witness that the majority of people are attached to their smart devices, if not addicted. Social media and certain gamings have similar reward systems and characteristics that keep us hooked staying online whether we really want to or not. This game succeeds at replicating this system because the more you gain the more you wish to stay, and you gain simply by starting. It's like when you open instagram and find yourself two hours later in the same position whether you really meant to or not. There are all these tactics that can work regardless of your awareness, and the game is an example of it.
I found it to be interesting that a museum wanted to take the opportunity of displaying the largest display of a digital art piece, as a commentary on social behaviors. Using the very technology that it is evoking, to create an appeal to its users is the kind of stark ironic call that actually works to make people realize the bigger picture. Then again, of course we are all aware of the slippery slope of our technological devices. What I think the game highlights effectively then, is the awareness of incentives. Why would we want to stay on? The task is so simple anyone can do it, is it really an accomplishment? But if it's so simple then why not you? Who wouldn't want tokens of good luck, who wouldn't want to participate in a city wide scene interactive display? Packaged as an innocent game accessible to all around makes it an everlasting social experiment. It’s an excellent use of art and technology to comment on its applications to our everyday lives.
Multiplayer art game















