Expanded Animation Symposium

Expanded Animation: Games & Art

Michael Lankes (AT), Margarete Jahrmann (AT), Isabelle Arvers (FR)

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Sat Sep 10, 2022, 2:00 pm - 3:30 pm
All times are given in Central European Summer Time (CEST / UTC +2).
Ars Electronica Center, Sky Loft (Floor 3)
EN
+ via the livestream of the Ars Electronica Channel

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Hybrid Ludic Assemblages

Margarete Jahrmann (AT)

SAT 10.9. 14:00 – 14:45

The concept of assemblage allows the connection of art, scientific approaches, and socially relevant action. In hybrid game assemblages, in prototypes of Experimental Game Cultures, we focus on the conscious change of established dynamics (of world) of the game – in ludic arrangements between human and non-human actants. The goal in Ludic Art is a critical reflection on the social impact of games and at the same time the prototypical development of innovative game concepts and approaches. And the Expanded narrtion in “anim/ation” – belebte Materie und Spiel – artistic play is the experimental testing and subjective experience of possibilities of the world. The Ludic as a participatory process can show us new forms of future society, politics, and empathy. By transforming systems of rules, ambiguity as a quality in play, a new understanding of the global challenges of our time can emerge. In the Neuromatic Game Art Research lab we exemplarily develop experimental hybrid (not expanded – but deep!) animations with neurointerfaces as source and constant feedbacktool tool/toy. Neuromatic Brainwave Broadcast channel. We aim to introduce Game Changer Games!


Re-occupy the Digital Space

Isabelle Arvers (FR)

SAT 10.9. 14:45 – 15:30

We are currently experiencing a counter-attack of minorities that is paving the way to a reappropriation of the image, of representation and of identities. It can be seen as a counter to the “screen” globalization of the globalized imaginary. This decolonization of the imaginary invites a new generation of game designers and digital creators to play with multiple realities and to question other cosmologies and cosmogonies, resulting in a mixture of the supernatural and everyday life; a fantasy, a science fiction that is different from the one linked to a notion of utilitarian progression, efficiency, cleanliness, and artificial materials. This decolonized imaginary can be expressed through counter gaming by using games as a tool to criticize games themselves and to raise awareness on post-colonial, political and social issues. Thus, awareness can be raised on environmental issues along with the green gaming movement, with the development of technologies that are no longer based solely on power and energy consumption. Video games can also be used as a tool for disalienation, for the rehabilitation of history – not the history of the winner – but the stories of those who experienced the events and lived to tell them.