Re: [-empyre-] benefits of practice to conventional research / could gamification save academia?

2012-02-24 Thread Lasse Scherffig

Am 23.02.2012 10:59, schrieb Gabriel Menotti:


How efficient is this sort of symbolic camouflage to disentangle a
discipline (structures of thought, conceptual frameworks, methods)
from the hype (of the past)?


From another perspective: should the changing of names/labels (from

KYB to INF?) be taken as a “superficially” administrative or as a
“deeply” philosophical operation? Or is it one of these cases in which
such separation makes no sense whatsoever?


This game seems to complex to me for a simple answer. The shift from 
Cybernetics to computer science (and AI/cognitive science) was 
philosophical (cf. Dupuy: The Mechanization of the Mind) administrative, 
driven by methods (calculus/algebra/engineering vs. 
logics/language/calculation), material (digital computers) and due to a 
hype cycle. Symbolic camouflage indeed is a strategy to carry 
frameworks, methods (Kuhn's paradigms or Fleck's Denkstil) from one 
field to the other, but I would also assume that many scientists using 
camouflage are not aware of it -- but take up paradigms that have been 
there, albeit invisible (the same holds for Wiener, who with Cybernetics 
quite successfully rephrased what happened in 1930s control theory, 
without saying so).


Menotti:

Reaching out to the other thread: should we take this rule-bending as
a form of institutional critique? Can it have long-term effects, or is
it restricted to opening space for a singular intervention?


and Birringer:

One might see the humor also in the old high academy positions (Lasse, did you 
not say that Karlsruhe has no room for practice based Phds and prefers you to 
write a theoretical/analytical one?)


With the KHM in Köln and the DARC people (and efforts such as News of 
the World) we the two possible strategies of fighting the gamification 
(or neo-liberal makeover/takeover) of academia that make up the subject 
of this thread: The KHM simply rejects Bologna (not issuing any Bachelor 
or Master's degrees) and sticks to the traditional (and theory based) 
Dr. phil. instead of issuing (practice based or not) PhDs. This 
conservative solution paradoxically is quite successful in opening 
possibilities and maintaining freedom. It enables me to write a 
science/humanities crossover dissertation that would not be possible at 
most (German) science or humanities departments, for instance. DARC, on 
the other hand, tries to bend the rules. I honestly hope that the latter 
strategy proofs valid in the long run, but maybe that's only my inner 
meta-gamer.


Heckman:

I think we need another word for the opposite of gamification [...]


Just kidding, but actually that's why we are Paidia Institute, referring 
to Caillois' separation of ludus and paidia:
Caillois also places forms of play on a continuum from ludus, 
structured activities with explicit rules (games), to paidia, 
unstructured and spontaneous activities (playfulness)

http://en.wikipedia.org/wiki/Man,_Play_and_Games
http://paidia-institute.org/about

Menotti:
 I’m curious whether this information remains as a form of silent
 inspiration to the thesis, or if it is actually written down in some
 way. Do you refer to the artworks even in passing?

Haven't decided yet, if I should include it and if so: how?

Lots of things to think about. Thanks.
Lasse.
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Re: [-empyre-] benefits of practice to conventional research / could gamification save academia?

2012-02-23 Thread Gabriel Menotti
Interestingly though, until very recently these
developments have only been Cybernetic by
structure, not by name (mainly because it carried
the smell of a hype from the past). [LASSE SCHERFFIG]

How efficient is this sort of symbolic camouflage to disentangle a
discipline (structures of thought, conceptual frameworks, methods)
from the hype (of the past)?

From another perspective: should the changing of names/labels (from
KYB to INF?) be taken as a “superficially” administrative or as a
“deeply” philosophical operation? Or is it one of these cases in which
such separation makes no sense whatsoever?

Is there any advantage in sticking to the old, overused/abused
concepts, and forcing them to perform new operations?


I generally feel uneasy with talking about benefits
of artistic research, […] But of course both inform
each other to some extend. [LS]

I’m curious whether this information remains as a form of silent
inspiration to the thesis, or if it is actually written down in some
way. Do you refer to the artworks even in passing? If so, do you
conceptually reframe them as experiments? How personal is (would be?)
your account of them in any academic form (such as an essay)?


the objects on a game's screen do not exist in the
loops we created, although they exist (a) in code
and (b) for us, i.e. as sign and signal. The game,
however, functions without them. [LS]

The game “functions”, but can it be /played/? And if it can’t, is it
still a game?

Considering the amount of material resources spent on these “objects”
(memory, processing cycles, etc - which is critical in older console
systems), how redundant they should be considered to the overall
feedback structure entailed by the gaming system?

(And: is this relation between “functionality” and “playability” in
any form analog to the one between “conceptual structure” and “names”
above?)


News of the World is a nice example of circular
causality because it bends the very rules that
produced it (the demand for peer reviewed
publishing). [LS]

Reaching out to the other thread: should we take this rule-bending as
a form of institutional critique? Can it have long-term effects, or is
it restricted to opening space for a singular intervention?


But exams and degrees are already gamification
of education. And badge-based accreditation of
achievement outside the academy is a way of
reproducing this. [ROB MYERS]

Ha, indeed. All the comments about “gamification” made me realise how
it might be a most appropriate way to describe the particular economy
of academic research we are already in.

It brought to my mind a text on The Last Psychiatrist about a
particular research project that went completely wrong, but
nevertheless had a “quite positive publication output”. From its
(self-congratulatory?) conclusion:

“In general, the results could not be combined in an overarching
model, and were thus disappointing with regard to scientific progress.
In contrast, the end result in terms of publication output was quite
positive: the majority of papers were presented at international
conferences and published in highly cited journals and several
students earned PhD degrees based on their work on the subject.”

(The whole text: tinyurl.com/7fhsv9h)

Best!
Menotti
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Re: [-empyre-] benefits of practice to conventional research / could gamification save academia?

2012-02-23 Thread davin heckman
I think we need another word for the opposite of gamification, maybe there
already is one, and a pedagogy and ethos that can contribute to the
formation of solidarity, critical awareness, and life-sustaining activity.

Gamification tries to turn play into a productive activity  what about
turning productive activity into occasions for play?  On a cultural level,
we are in the habit of thinking these are the same things, but one is about
capturing energy and turning into money  the other is about taking wage
labor and setting it free.  In an academic setting, this involves turning
students away from the narrow conception of education as certification for
employment, held into place by debt.  The alternative is an education which
recognizes these formal disciplinary structures, but teaches students how
to understand disciplinary structure, how to subvert it, and how to create
spaces of social dialogue, exploration of common interests, and the
collective pursuit of the good.

A second thought is that many of our concepts of gaming are heavily
influenced by the impact of electronic gaming.  While much of it is
increasingly social, and this is good, electronic gaming also has shifted
broad cultural practices of gaming in an individual direction (single
player mode).  While games have always contained the potential for
competition, the contractual nature of gaming has counterbalanced the
competing need for individual subjectivity.  An individual can only engage
others in the contest insofar as he or she can convince them to participate
in the social activity of gaming.  As any Monopoly player discovers,
however, once the game begins to privilege a certain player and the
possibilities for meaningful participation diminish, the game gets boring
and the game ends before you or your friends are made totally penniless.
This dynamic is not as strong in electronic games, participation falls very
heavily on the solo player who chooses to play or not to play, and almost
every game has a solo mode.  Even the multiplayer games are not as easily
held into place by the social negotiation between players agreeing to play
for a time (though this does happen).  You leave when you get bored.
Gamification erodes the aspect of social agreement that is present in
traditional gaming (and the playfulness, even, of electronic gaming), and
in its place, erects a solo-player, merit driven economics to social
behavior.  It wraps activity in a fairly transparent currency with no
value beyond our decision to buy into this new form of compensation in
exchange for more direct forms of compensation (shorter workdays, better
wages, reliable healthcare and shelter, ergonomics, collective bargaining,
etc.).  The old marxist critiques of religion are probably better applied
to gamification.

The opposite of this tendency is what is needed.  People have done this to
a degree.  It is an art, poesis.  DeCerteau describes it in the Practice of
Everyday Life (an argument which has been appropriated by a culture
industry anxious to merge governmentality with participation).

Davin

On Thu, Feb 23, 2012 at 4:59 AM, Gabriel Menotti
gabriel.meno...@gmail.comwrote:

 Interestingly though, until very recently these
 developments have only been Cybernetic by
 structure, not by name (mainly because it carried
 the smell of a hype from the past). [LASSE SCHERFFIG]

 How efficient is this sort of symbolic camouflage to disentangle a
 discipline (structures of thought, conceptual frameworks, methods)
 from the hype (of the past)?

 From another perspective: should the changing of names/labels (from
 KYB to INF?) be taken as a “superficially” administrative or as a
 “deeply” philosophical operation? Or is it one of these cases in which
 such separation makes no sense whatsoever?

 Is there any advantage in sticking to the old, overused/abused
 concepts, and forcing them to perform new operations?


 I generally feel uneasy with talking about benefits
 of artistic research, […] But of course both inform
 each other to some extend. [LS]

 I’m curious whether this information remains as a form of silent
 inspiration to the thesis, or if it is actually written down in some
 way. Do you refer to the artworks even in passing? If so, do you
 conceptually reframe them as experiments? How personal is (would be?)
 your account of them in any academic form (such as an essay)?


 the objects on a game's screen do not exist in the
 loops we created, although they exist (a) in code
 and (b) for us, i.e. as sign and signal. The game,
 however, functions without them. [LS]

 The game “functions”, but can it be /played/? And if it can’t, is it
 still a game?

 Considering the amount of material resources spent on these “objects”
 (memory, processing cycles, etc - which is critical in older console
 systems), how redundant they should be considered to the overall
 feedback structure entailed by the gaming system?

 (And: is this relation between “functionality” and 

Re: [-empyre-] benefits of practice to conventional research / could gamification save academia?

2012-02-22 Thread Lasse Scherffig

Oh! Lot's of interesting points. Let me start with gamification.

Gabriel Menotti wrote:


I wonder if there is any lesson about the relation between media
art/theory and “the sciences” that we could take from this delay. Is
one domain fated to lag behind the other’s insights, adopting them as
late models? Or is the “longer time” media art/theory is “spending”
with cybernetics able to bring out new things from it?


I guess it's not that simple. In cognitive science itself there has been 
a small tradition of sustaining Cybernetic heritage, personified by 
Francisco Varela. And since the 1990s, embodiment, the question of 
sensorimotor-loops (which was, btw, raised by Noë who was mentioned here 
by Gordana) and today enactivism can be seen as revivals of Cybernetics 
in the sciences. Interestingly though, until very recently these 
developments have only been Cybernetic by structure, not by name (mainly 
because it carried the smell of a hype from the past).



I’ve seen the exhibition and enjoyed it quite a lot. Didn’t know it
was a recent undertaking. What benefits do you think this practical
work is bringing to your research process?


I generally feel uneasy with talking about benefits of artistic 
research, much in line with Sollfranks conceptualization of it as a 
field different from scientific research. But of course both inform 
each other to some extend. In this particular case I understood from the 
experiments that the objects on a game's screen do not exist in the 
loops we created, although they exist (a) in code and (b) for us, i.e. 
as sign and signal. The game, however, functions without them.



Is there any connection that might be established between this
criticism of pedagogy and the learning process that is entailed by a
PhD investigation?

(Or rather: could gamification be a solution for academia?)


Wait: Isn't the economization of academia through impact points and 
evaluations exactly what gamification is about? But fortunately, News of 
the World is a nice example of circular causality because it bends the 
very rules that produced it (the demand for peer reviewed publishing). 
If gamification is to save academia, I think it should be through 
playing against it (think of speedruns and meta-gaming).


Best!
Lasse.
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Re: [-empyre-] benefits of practice to conventional research / could gamification save academia?

2012-02-22 Thread Rob Myers

On Wed, 22 Feb 2012 11:14:43 +0100, Lasse Scherffig wrote:

If gamification is to save academia, I think it should
be through playing against it (think of speedruns and meta-gaming).


Online gamification is usually a way of getting people to do work 
without monetary reward.


And gamification has conceptual problems:

http://www.kmjn.org/notes/soviet_gamification.html

http://www.selfawaregames.com/2011/11/15/the-failures-of-gamification/

http://blog.learnboost.com/blog/3-reasons-not-to-gamify-education/

But exams and degrees are already gamification of education. And 
badge-based accreditation of achievement outside the academy is a way of 
reproducing this. So I think copying the aesthetic of gamification 
inside the academy would be less of a shift than people might think.


- Rob.

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Re: [-empyre-] benefits of practice to conventional research / could gamification save academia?

2012-02-22 Thread Adam Parker

 Online gamification is usually a way of getting people to do work without
 monetary reward.

 And gamification has conceptual problems:


Agreed. From my perspective based inside the games discipline, gamification
is more interesting as a social phenomenon, as yet again a body of
knowledge is being viewed by management consultants as a silver bullet,
rather than as as an opportunity in motion.

Much of what it supposedly covers, games were already doing. Games in the
enterprise go back into the 1960s, in the military much further.

Furthermore, the interesting interdisciplinary linkages that could provide
real opportunities for renewal (e.g. challenging the rhetoric of efficiency
in interaction design) are things that gamification does not presently
explore.

Cheers,
Adam

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Campus Academic Coordinator
Qantm Melbourne

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[-empyre-] benefits of practice to conventional research / could gamification save academia?

2012-02-21 Thread Gabriel Menotti
Of course, this science in the meantime had its own hype
in media art and theory (in which it never was as forgotten
as it is(?) in the sciences). [LASSE SCHERFFIG]

I wonder if there is any lesson about the relation between media
art/theory and “the sciences” that we could take from this delay. Is
one domain fated to lag behind the other’s insights, adopting them as
late models? Or is the “longer time” media art/theory is “spending”
with cybernetics able to bring out new things from it?

(Does the influence also go in the opposite direction? Are scientists
still anachronically bewildered by something the artworld no longer
takes seriously?)


With Paidia Laboratory: feedback (that has been part of
transmediale) and my friends of Paidia Institute, we recently
have taken this research into art practice; [LS]

I’ve seen the exhibition and enjoyed it quite a lot. Didn’t know it
was a recent undertaking. What benefits do you think this practical
work is bringing to your research process?

Is there any connection that might be established between this
criticism of pedagogy and the learning process that is entailed by a
PhD investigation?

(Or rather: could gamification be a solution for academia?)

Best!
Menotti
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