To them, work is gliding over the surface of the world – over water on a surfboard; through powder on a snowboard; above concrete on a skateboard. They always make sure to take enough of every drug, to avoid getting trapped between worlds. But skating takes them somewhere you can’t go synthetically. They call themselves TOPHEADZ, and they are traceable only by their bespoke hearts.
KATE BELLM photographs the skate collective’s amphibious protagonists.
An interview with artist LUCAS SAMARAS on his influence and influences spanning many New York decades.More
“With the decline of industry from 1970 to 1980, young people who came from the bourgeoisie and whose parents were engineers or doctors, began to work within this new domain – in museums, fashion or the luxury sector. This became the core of a new economy. Today, we exist in this model of ‘creativity’ and everyone, whether they are a hairdresser or a chef, wants to be a ‘creative’.”
– French sociologists LUC BOLTANSKI and ARNAUD ESQUERRE, featured in 032c Issue #35, in an interview with Pablo Larios for the September “food” themed issue of FRIEZE
“Violent games don’t appear to predict anything useful about violent thoughts or acts—not physical aggression, social aggression, or even cyberbullying.” So why are games still blamed for massacres like El Paso? Game designer and theorist IAN BOGOST in The Atlantic:
What happens when a Supreme logo is stuck to an axe? Is the object still an axe, or is it something else? LA-based industrial designer and author Jonathan Olivares sat down with philosopher Graham Harman to find out whether his object-oriented ontology can help explain what a branded object actually is.More
“We don’t believe the system is broken, so we don’t want it fixed. We want it abolished.”