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Panel: Interface Play: Media Environments for Ludic Cyborgs

Ludic strategies in public
environments

Dates:                                         Presented by:
Thursday, 15 September, 2011 - 13:00 - 14:30   Moises Mañas (UPV)

                                               Authors:
                                               Moisés Mañas & M. José Martínez de Pisón
                                               (Laboratorio de luz -UPV)




                                                                                      2
DESCRIPTION OF THE ELEMENTS OF THE GAME



We understand “environment” not only as the atmosphere that
surrounds us, but also on one hand as characteristics that come
from the social and we consider this social environment mainly as
a “scenery of communication”


Characteristics from the information technology field, defining the
environment as a set of intrinsic conditions that are needed to
make the system work, like the type of program, process or the
characteristics of the devises that it consists of.


Rules are related to a political-social aspect and the
coexistence that the scenery of communication


CONDITIONS, EXTRINSIC, FUNCTIONALITY, SCENERY
AND COMMUNICATION.

                                                                      3
DESCRIPTION OF THE ELEMENTS OF THE GAME




            Visual model of the environment


                                              4
THE ROLE OF THE MASS MEDIA WITHIN THE
ENVIRONMENT




“These lines of the mechanisms don’t include or surround the system;
each of them will be homogeneous on their own, (object, subject and
language) but it will go in different directions forming unbalanced
systems”
Gilles, Deleuze, “¿Qué es un dispositivo?” in VV.AA., Michel Foucault Filósofo, (Barcelona: Gedisa,
1990)




                                                                                                      5
THE ROLE OF THE MASS MEDIA WITHIN THE
 ENVIRONMENT



The impact of the media on the social fabric


• to create an emancipation and to raise the awareness of the
individual (Benjamin)

• the perspectives of dehumanization, for the advancement of
technological resources and the development of cultural industry.
(Adorno & Horkheimer)




 They have drawn our present, hopeful but deceptive at
 the same time




                                                                    6
NEW LUDIC STRATEGIES ON DIFFERENT LEVELS


The first level of strategies include among others:

                  •The need to share the game: multi players. With the idea of not only



1
                  sharing but creating collectively.[6]

                  • Take back some of the rules that are established by the system: Social
                  networks. Using them as a witness to the actions that happen in the
                  game.

                  • Generate new rules for the game. Build new media, with the intention of
                  developing tactical strategies.

                  • Play with the rules. Take the position of the joker to develop an in/out
                  strategy in the actual system.

                  • Create low cost devises towards the democratization of the actual
                  system.



       [6] David Casacuberta, Creación Colectiva. En Internet el creador es el público (Sevilla: Gedisa, 2002)

                                                                                                                 7
NEW LUDIC STRATEGIES ON DIFFERENT LEVELS


The second level of ludic strategies placed:

                 •A new use of festivities and celebrations as a strategic switch. Profanity



2
                 of sacred public spaces [8], public shows [9].

                 •A rebalancing of the auditory and the visual. Suggesting the resonance
                 as a relevant leader in the performative activity.

                 •Reusing the protocols and systems of symbols as a strategy to learn the
                 game quickly.

                 •The re conquest of public transit spaces (squares and gardens) as play
                 areas. Political game, economic and social.




       [8] Giorgio Agamben, Profanaciones, (Buenos Aires: Adriana Hidalgo, 2005), 101.
       [9] Mary Flanagan, Critical play. Radical game Design, (Massachusetts: MIT Press, 2009), 25.



                                                                                                      8
NEW LUDIC STRATEGIES ON DIFFERENT LEVELS


And these strategies can give way to:




>
              • Renovation of the significant potential of symbolic forms

              • Use of the route (path) as a graphic adventure.

              • Reconversion of transit spaces in areas of consensus and public
              debate.

              • Democratization of media.

              • Search for Ludocracy.

              • Reconstruction of the game from the consensus and little by little from
              all the players.




                                                                                          9
ART AS A FUNDAMENTAL STRATEGY




Art has the ability to bring together the rational and
irrational containing a field as wide as the game. Paidia
and ludus find space in art. The strategy, the calculation,
intuition or experience build practise that make us aware
that we are playing and not just see and also interact in
the “first person”




                                                              10
N55 rocket system
By N55




   http://www.n55.dk/manuals/n55rocketsystem/n55rocketsystem.html


                                                                    11
Cellphone Disco
By Amsterdam's Informationlab




                   http://www.cellphonedisco.org


                                                   12
Remain in light
By Haruki Nishijima




              http://www.kontejner.org/remain-in-light-english




                                                                 13
Body Movies
By Rafael Lozano-Hemmer




                          14
Lummo Blocks
By Carles Guitiérrez, Mar Canet and Jordi Puig




                                                 15
News Map
By Marcos Weskamp and Dan Albritton




                                      16
Men in Grey
By Julian Olivier and Danja Vasiliev




                                       17
Urban Codemakers
By Troy Innocent




                   http://urbancodemakers.net/blog/

                                                      18
Hybrid Playground
By Diego Díaz and Clara Boj




                              19
Skate & Parkour




                  20
CONCLUSIONS



   • we can sense this scenery of communication like a porous
   sphere that takes on the themes and contributions of all the
   players

   • space in which we can make a new turn to recuperate the
   public debate culture, lost through its transformation in the
   culture of public consumption.


And resuming the idea of ludic strategy of profanity through the
game Agamben, the citizen is freed from the rules of the
institutional sphere, of what is sacred as he states, and he
grants a new dimension of use: “to restore the game to its
purely profane vocation is a political task”
Giorgio Agamben, Profanaciones, (Buenos Aires: Adriana Hidalgo, 2005), 101.




                                                                              21
CONCLUSIONS


 This environment that we propose is the correct place where :

        • we can generate communities of media producers through
        creative and ludic aspects.

        • we have been collecting elements that shape this possible post-
        medial, redefining the role and extensiveness of the devises
        toward independent low cost systems

        • adopt as a tactical strategy the decision to act from the
        microphone without losing effective communication and producing a
        change of collective attitude by experiencing the game




Its construction is feasible for the public distribution of free and open
knowledge, growing outside of academic contexts under a more flexible
and dynamic structure, and also by the diffusion of artistic practices




                                                                            22
CONCLUSIONS




Have we already seen this present
in the public sphere?




                                    23
Protest March 19th - 15M Valencia movement Spanish revolution.




                                                                 24
CONCLUSIONS



“imagine the development of the independent devices that
given their agility and presumed strategic effectiveness, will
soon be able to rearrange the landscape of artistic mediations
of experience”
José Luís Brea, “Transformaciones contemporáneas de la imagen-movimiento: postfotografía, post-cinema,
post-media,” Acción paralela 5 (2006), 49




                                                                                                         25
CONCLUSIONS



“imagine the development of the independent devices that
given their agility and presumed strategic effectiveness, will
soon be able to rearrange the landscape of artistic mediations
of experience”
José Luís Brea, “Transformaciones contemporáneas de la imagen-movimiento: postfotografía, post-cinema,
post-media,” Acción paralela 5 (2006), 49




In these ludic devices, of action and communication is where we see
the prints of ludocracy. Citizens’ re adapting of the rules of the game
step by step and under its consensus.
                                     LUDOCRACY




                                                                                                         26
Presentation by:


Moisés Mañas
 Laboratorio de Luz. BBAA
 Universidad Politécnica de Valencia
 SPAIN

 moimacar@esc.upv.es




                               27

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Moises Mañas-isea2011

  • 1. 1
  • 2. Panel: Interface Play: Media Environments for Ludic Cyborgs Ludic strategies in public environments Dates: Presented by: Thursday, 15 September, 2011 - 13:00 - 14:30 Moises Mañas (UPV) Authors: Moisés Mañas & M. José Martínez de Pisón (Laboratorio de luz -UPV) 2
  • 3. DESCRIPTION OF THE ELEMENTS OF THE GAME We understand “environment” not only as the atmosphere that surrounds us, but also on one hand as characteristics that come from the social and we consider this social environment mainly as a “scenery of communication” Characteristics from the information technology field, defining the environment as a set of intrinsic conditions that are needed to make the system work, like the type of program, process or the characteristics of the devises that it consists of. Rules are related to a political-social aspect and the coexistence that the scenery of communication CONDITIONS, EXTRINSIC, FUNCTIONALITY, SCENERY AND COMMUNICATION. 3
  • 4. DESCRIPTION OF THE ELEMENTS OF THE GAME Visual model of the environment 4
  • 5. THE ROLE OF THE MASS MEDIA WITHIN THE ENVIRONMENT “These lines of the mechanisms don’t include or surround the system; each of them will be homogeneous on their own, (object, subject and language) but it will go in different directions forming unbalanced systems” Gilles, Deleuze, “¿Qué es un dispositivo?” in VV.AA., Michel Foucault Filósofo, (Barcelona: Gedisa, 1990) 5
  • 6. THE ROLE OF THE MASS MEDIA WITHIN THE ENVIRONMENT The impact of the media on the social fabric • to create an emancipation and to raise the awareness of the individual (Benjamin) • the perspectives of dehumanization, for the advancement of technological resources and the development of cultural industry. (Adorno & Horkheimer) They have drawn our present, hopeful but deceptive at the same time 6
  • 7. NEW LUDIC STRATEGIES ON DIFFERENT LEVELS The first level of strategies include among others: •The need to share the game: multi players. With the idea of not only 1 sharing but creating collectively.[6] • Take back some of the rules that are established by the system: Social networks. Using them as a witness to the actions that happen in the game. • Generate new rules for the game. Build new media, with the intention of developing tactical strategies. • Play with the rules. Take the position of the joker to develop an in/out strategy in the actual system. • Create low cost devises towards the democratization of the actual system. [6] David Casacuberta, Creación Colectiva. En Internet el creador es el público (Sevilla: Gedisa, 2002) 7
  • 8. NEW LUDIC STRATEGIES ON DIFFERENT LEVELS The second level of ludic strategies placed: •A new use of festivities and celebrations as a strategic switch. Profanity 2 of sacred public spaces [8], public shows [9]. •A rebalancing of the auditory and the visual. Suggesting the resonance as a relevant leader in the performative activity. •Reusing the protocols and systems of symbols as a strategy to learn the game quickly. •The re conquest of public transit spaces (squares and gardens) as play areas. Political game, economic and social. [8] Giorgio Agamben, Profanaciones, (Buenos Aires: Adriana Hidalgo, 2005), 101. [9] Mary Flanagan, Critical play. Radical game Design, (Massachusetts: MIT Press, 2009), 25. 8
  • 9. NEW LUDIC STRATEGIES ON DIFFERENT LEVELS And these strategies can give way to: > • Renovation of the significant potential of symbolic forms • Use of the route (path) as a graphic adventure. • Reconversion of transit spaces in areas of consensus and public debate. • Democratization of media. • Search for Ludocracy. • Reconstruction of the game from the consensus and little by little from all the players. 9
  • 10. ART AS A FUNDAMENTAL STRATEGY Art has the ability to bring together the rational and irrational containing a field as wide as the game. Paidia and ludus find space in art. The strategy, the calculation, intuition or experience build practise that make us aware that we are playing and not just see and also interact in the “first person” 10
  • 11. N55 rocket system By N55 http://www.n55.dk/manuals/n55rocketsystem/n55rocketsystem.html 11
  • 12. Cellphone Disco By Amsterdam's Informationlab http://www.cellphonedisco.org 12
  • 13. Remain in light By Haruki Nishijima http://www.kontejner.org/remain-in-light-english 13
  • 14. Body Movies By Rafael Lozano-Hemmer 14
  • 15. Lummo Blocks By Carles Guitiérrez, Mar Canet and Jordi Puig 15
  • 16. News Map By Marcos Weskamp and Dan Albritton 16
  • 17. Men in Grey By Julian Olivier and Danja Vasiliev 17
  • 18. Urban Codemakers By Troy Innocent http://urbancodemakers.net/blog/ 18
  • 19. Hybrid Playground By Diego Díaz and Clara Boj 19
  • 21. CONCLUSIONS • we can sense this scenery of communication like a porous sphere that takes on the themes and contributions of all the players • space in which we can make a new turn to recuperate the public debate culture, lost through its transformation in the culture of public consumption. And resuming the idea of ludic strategy of profanity through the game Agamben, the citizen is freed from the rules of the institutional sphere, of what is sacred as he states, and he grants a new dimension of use: “to restore the game to its purely profane vocation is a political task” Giorgio Agamben, Profanaciones, (Buenos Aires: Adriana Hidalgo, 2005), 101. 21
  • 22. CONCLUSIONS This environment that we propose is the correct place where : • we can generate communities of media producers through creative and ludic aspects. • we have been collecting elements that shape this possible post- medial, redefining the role and extensiveness of the devises toward independent low cost systems • adopt as a tactical strategy the decision to act from the microphone without losing effective communication and producing a change of collective attitude by experiencing the game Its construction is feasible for the public distribution of free and open knowledge, growing outside of academic contexts under a more flexible and dynamic structure, and also by the diffusion of artistic practices 22
  • 23. CONCLUSIONS Have we already seen this present in the public sphere? 23
  • 24. Protest March 19th - 15M Valencia movement Spanish revolution. 24
  • 25. CONCLUSIONS “imagine the development of the independent devices that given their agility and presumed strategic effectiveness, will soon be able to rearrange the landscape of artistic mediations of experience” José Luís Brea, “Transformaciones contemporáneas de la imagen-movimiento: postfotografía, post-cinema, post-media,” Acción paralela 5 (2006), 49 25
  • 26. CONCLUSIONS “imagine the development of the independent devices that given their agility and presumed strategic effectiveness, will soon be able to rearrange the landscape of artistic mediations of experience” José Luís Brea, “Transformaciones contemporáneas de la imagen-movimiento: postfotografía, post-cinema, post-media,” Acción paralela 5 (2006), 49 In these ludic devices, of action and communication is where we see the prints of ludocracy. Citizens’ re adapting of the rules of the game step by step and under its consensus. LUDOCRACY 26
  • 27. Presentation by: Moisés Mañas Laboratorio de Luz. BBAA Universidad Politécnica de Valencia SPAIN moimacar@esc.upv.es 27