Neurocontrollers of games are new consumer interfaces to the inner self, if we consider that they unfold as factual neuro-interfaces that evaluate our personal data and general human condition. Biometric data is gained in everyday life by mobile phones or health wristbands. The ethical dimension of the use of neuro interfaces is hardly questioned.(more…)
In the following article we will meander. This is precisely the narrative mechanism that is used to outwit complex content. It happens mainly in public space online, in the agora of politics, and physically in the arena of the urban games in our daily lives, which has changed drastically in the times of the pandemic of both playgrounds have political effects. The one that affects the personal is from now on hegemonically decreed, by means of rules of whom you can meet and when, whether elderly relatives may be visited or not; when we meet friends or have corona parties, punishments are executed. New magic circles of distance are imposed by the state, borders are raised, rituals of contactless greeting are established, the game of controlling the body has become realpolitik.
Apps for the purpose of self-optimization and health care were already popular, now they are being considered whether to become legally binding or at least a condition of freedom of travel. Once the use of the body has been gamified in biometric apps, the new contact apps will not only make a possible chain of social contacts as source of infection traceable for a benevolent purpose, but also express acceptance of state social control. Probably because they appear in the guise of a mobile snowball game, for example.
Reacting to changing social conditions is a basic mechanic of art. It uses
emotio-political effects for the purpose of enlightenment. Here, it is helpful to refer to a conceptual comparison of the theory of game mechanics in narrative text as a model. Art has always applied game mechanics, fed by artistic strategy and the primal logic of art as an emotionally touching experience. Understanding political contexts then becomes part of the reward and motivation system in art.
This paper is published in the ZHdK Book: DDE Publikation – Franke Björn (ed.) 2020: Not at Your Service: Manifestos for Design, Zurich.
The Art of Play and Societal Impact is introduced in this manifesto as a tool for commenting on and intervening in social and political questions and the challenges of climate change. The design of play objects has an impact on everyday life in society, simply through the presence and daily use of play in relation to our social life and behaviour, has an impact on our daily lives. The impact factor of ludic objects is not measured, but present in discursive reflections in the field of artistic research.
The ludic as a method for rule-driven design elucidates states of play, combines free play, games and rules of play. Conceptual ludic art explores rules of play, systems of investigation and knowledge acquisition through game mechanics, as well as the fundamentals of perception, experience and cognition. The theory and practice of artistic research are concerned with ludic methods of approaching art and science, and epistemic things as insights achieved through arts objects as research vehicles.(more…)