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

Gabriel Menotti gabriel.menotti at gmail.com
Wed Feb 22 09:05:16 EST 2012

>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?)


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