Not at Your Service

Not at Your Service PDF Author: Björn Franke
Publisher: Birkhäuser
ISBN: 3035622752
Category : Design
Languages : en
Pages : 528

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Book Description
Multiple answers to the question of what design can be and achieve today. Not at Your Service: Manifestos for Design brings together the broad spectrum of beliefs, subjects and practices of designers at Zurich University of the Arts. It offers different approaches and insights on the present-day role and impact of design. It is not conceived as a finished project, but as a fluid document of its time. Collaborative design, interaction within complex systems, attention economics, the ecological shift, visual literacy, gender-neutral design, "quick and dirty" design ethnography, social responsibility, the value of ugliness, death futures, immersive technologies, identity and crises, design as a transformative discipline – all of these topics are presented for debate with passion, conviction and professional expertise. A compact collection of discursive texts on the many roles and functions of design. Contributions to the current debate on the social role of design. Statements by experts from one of the leading universities of design. All texts are in German and English.

Not at Your Service

Not at Your Service PDF Author: Björn Franke
Publisher: Birkhäuser
ISBN: 3035622752
Category : Design
Languages : en
Pages : 528

Get Book Here

Book Description
Multiple answers to the question of what design can be and achieve today. Not at Your Service: Manifestos for Design brings together the broad spectrum of beliefs, subjects and practices of designers at Zurich University of the Arts. It offers different approaches and insights on the present-day role and impact of design. It is not conceived as a finished project, but as a fluid document of its time. Collaborative design, interaction within complex systems, attention economics, the ecological shift, visual literacy, gender-neutral design, "quick and dirty" design ethnography, social responsibility, the value of ugliness, death futures, immersive technologies, identity and crises, design as a transformative discipline – all of these topics are presented for debate with passion, conviction and professional expertise. A compact collection of discursive texts on the many roles and functions of design. Contributions to the current debate on the social role of design. Statements by experts from one of the leading universities of design. All texts are in German and English.

Constant's New Babylon

Constant's New Babylon PDF Author: Mark Wigley
Publisher: 010 Publishers
ISBN: 9064503435
Category : Architects
Languages : en
Pages : 264

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Book Description


Teaching Artistic Research

Teaching Artistic Research PDF Author: Ruth Mateus-Berr
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110665212
Category : Art
Languages : de
Pages : 224

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Book Description
With artistic research becoming an established paradigm in art education, several questions arise. How do we train young artists and designers to actively engage in the production of knowledge and aesthetic experiences in an expanded field? How do we best prepare students for their own artistic research? What comprises a curriculum that accommodates a changed learning, making, and research landscape? And what is the difference between teaching art and teaching artistic research? What are the specific skills and competences a teacher should have? Inspired by a symposium at the University of Applied Arts Vienna in 2018, this book presents a diversity of well-reasoned answers to these questions.

A LUDIC SOCIETY

A LUDIC SOCIETY PDF Author: Natalie Denk
Publisher: Edition Donau-Universität Krems
ISBN: 3903150738
Category : Psychology
Languages : en
Pages : 443

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Book Description
Contemporary game scholarship offers a broad palette of theories and methods inherited from such fields as sociology and communication studies, experimental sciences, literary analysis, educational sciences and cultural critique. At large, this inherently interdisciplinary research aims for a holistic perspective on the 'LUDIC SOCIETY'. With that in mind, this book is organized into four sections that present related and often intertwined ideas and observations about the ways we manifest ourselves in games and play, how games represent us in the present and in the past, how games and play change us, and what it all may mean for contemporary society. This book invites readers to engage with the key challenges of a ludic society, explore new perspectives and initiate fruitful discussions. It is aimed at both passionate game scholars and all those who want to get a first taste of the multifaceted research field of game studies.

Live Performance and Video Games

Live Performance and Video Games PDF Author: Réjane Dreifuss
Publisher: transcript Verlag
ISBN: 3839471737
Category : Performing Arts
Languages : en
Pages : 269

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Book Description
Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, this collection brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or Game-Theatre.

The Role-Playing Society

The Role-Playing Society PDF Author: Andrew Byers
Publisher: McFarland
ISBN: 1476623481
Category : Games & Activities
Languages : en
Pages : 321

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Book Description
Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

The Ludic City

The Ludic City PDF Author: Quentin Stevens
Publisher: Routledge
ISBN: 1134143958
Category : Architecture
Languages : en
Pages : 390

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Book Description
This international and illustrated work challenges current writings focussing on the problems of urban public space to present a more nuanced and dialectical conception of urban life. Detailed and extensive international urban case studies show how urban open spaces are used for play, which is defined and discussed using Caillois' four-part definition – competition, chance, simulation and vertigo. Stevens explores and analyzes these case studies according to locations where play has been observed: paths, intersections, thresholds, boundaries and props. Applicable to a wide-range of countries and city forms, The Ludic City is a fascinating and stimulating read for all who are involved or interested in the design of urban spaces.

The Gameful World

The Gameful World PDF Author: Steffen P. Walz
Publisher: MIT Press
ISBN: 026202800X
Category : Computers
Languages : en
Pages : 687

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Book Description
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Performing the Digital

Performing the Digital PDF Author: Martina Leeker
Publisher: transcript Verlag
ISBN: 383943355X
Category : Social Science
Languages : en
Pages : 302

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Book Description
How is performativity shaped by digital technologies - and how do performative practices reflect and alter techno-social formations? "Performing the Digital" explores, maps and theorizes the conditions and effects of performativity in digital cultures. Bringing together scholars from performance studies, media theory, sociology and organization studies as well as practitioners of performance, the contributions engage with the implications of digital media and its networked infrastructures for modulations of affect and the body, for performing cities, protest, organization and markets, and for the performativity of critique. With contributions by Marie-Luise Angerer, Timon Beyes, Scott deLahunta and Florian Jenett, Margarete Jahrmann, Susan Kozel, Ann-Christina Lange, Oliver Leistert, Martina Leeker, Jon McKenzie, Sigrid Merx, Melanie Mohren and Bernhard Herbordt, Imanuel Schipper and Jens Schröter.

The Disneyization of Society

The Disneyization of Society PDF Author: Alan Bryman
Publisher: SAGE
ISBN: 1446223930
Category : Social Science
Languages : en
Pages : 209

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Book Description
`Alan Bryman has expanded on his internationally well-known work on Disney theme parks and Disneyization to create a fascinating and highly readable book. It should prove of interest to beginning students in a number of different courses and fields, as well as to scholars interested in culture and consumption. There is no question that the model created by Disney, and emulated in whole or in part by many organizations and in many settings, will continue to influence social structure and culture well into the future. This is an important book about a significant social process. And, it manages to be a fun read, as well!′ - George Ritzer, author of McDonaldization and Professor of Sociology, University of Maryland `Bryman′s analysis of contemporay consumption is full of detail and provides a host of examples ranging from restaurants and hotels, to theme parks, zoos and sports stadia. Without doubt students will find it an accessible text, one that should allow them to think about consumption, familiar consumer products, settings and activities, sociologically′ - Barry Smart, Professor of Sociology, University of Portsmouth `Bryman′s dissection of Disneyization is a timely and significant contribution to the growing literature on Disney. In fact, his excellent analysis of the extension of Disneyization throughout society explains why we should care about the Disney phenomenon at all. This is not only an important book for Disney scholars, but for any one interested in the future of modern society′ - Janet Wasko Professor of Communication Studies, University of Oregon This is an agenda-setting new work in the sociology of culture and modern society. It argues that the contemporary world is increasingly converging towards the characteristics of the Disney theme parks. This process of convergence is revealed in: the growing influence of themed environments in settings like restaurants, shops, hotels, tourism and zoos; the growing trend towards social environments that are driven by combinations of forms of consumption: shopping, eating out, gambling, visiting the cinema, watching sports; the growth in cachet awarded to brands based on licensed merchandise; and the increased prominence of work that is a performance in which the employees have to display certain emotions and generally convey impressions as though working in a theatrical event. This insightful book demonstrates the importance of control and surveillance in consumer culture. Of interest to a wide variety of students studying in business, sociology, cultural studies, media studies and leisure studies courses this will also be of interest to anybody interested in understanding the intricacies of modern society.