[-empyre-] benefits of practice to conventional research / could gamification save academia?
Lasse Scherffig
lscherff at khm.de
Wed Feb 22 21:14:43 EST 2012
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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