A utopian gesture to adopt and experiment with blockchain technology, the CryptoRave is a gateway into an experimental online community and autonomous dance scene subculture. Playfully organising sub-raves via the blockchain, CryptoRave uses mining as an entry point via friend2friend networks. Harvesting collective computing power to mine cryptocurrencies, the CryptoRave community generates value to fund the machine and enable an autonomous and multi-layered dance party featuring Live Action Role Play (LARPing) and Real Game Play (RGP) event.
To receive an entry pass, CryptoRrave attendees mine cryptocurrency through RaveEnabler, a website with an embedded Monero (XMR) miner, supported by a DAO (Decentralised Autonomous Organisation). The RaveEnabler Website gives anyone easy access to the CryptoRave mining pool, without detailed technical knowledge. All proceeds are kept in a community Cryptowallet, while the miners are awarded entry tickets to the CryptoRave.
Through the RaveEnabler, the CryptoRave community not only experiments with the use of crypto mining as a sustainable method to fund CryptoRave events, but also uses a layer of Real Game Play (RGP) to provide unique roles to the participants. The roles allow the players to anonymise their identities by adopting a character from the crypto scene. The adopted identities create a fiction within which participants can collectively reflect on alternative futures for decentralized networks, anonymous hidden networks and how we can build trust and resilience into these.
RaveEnabler’s development team are: !Mediengruppe Bitnik, Omsk Social Club, Knoth & Renner and Sakrowski:
OMSK SOCIAL CLUB
Omsk Social Club is a “futuristically political”, [i.e. unrealistic] immersive action group.
Omsk proposes contents and makings as a form of post-political entertainment in an attempt to shadow-play politics until the game ruptures the surface we now know as Life. In the field this is called “Bleed”. Omsk uses traditional methods of Live Action Role Play (Larp) and Real Game Play (rgp) to induce states that could potentially be fiction or a yet unlived reality for the players. Omsk works closely with networks of players, everything is unique and unrehearsed. Omsk’s game designs examine virtual egos and popular experiences allowing the works to become a dematerialized hybrids of modern day culture alongside unique personal experiences. In the past Omsk has designed games that have introduced landscapes and topics such as rave culture, survivalism, future societies, catfishing, desire & sacrifice, positive trolling, algorithmic strategies and decentralised crypto-strategies.
!Mediengruppe Bitnik are contemporary artists working on, and with, the Internet. Their practice expands from the digital to physical spaces, often intentionally applying loss of control to challenge established structures and mechanisms. In the past they have been known to subvert surveillance cameras, bug an opera house to broadcast its performances outside, send a parcel containing a camera to Julian Assange at the Ecuadorian embassy in London and physically glitch a building. In 2014, they sent a bot called «Random Darknet Shopper» on a three-month shopping spree in the Darknets where it randomly bought items like keys, cigarettes, trainers and Ecstasy and had them sent directly to the gallery space.