Digitale Kulturen

Ramón Reichert
Art Sciences and Art Education, Cultural Studies
2020W, scientific seminar (SEW), 4.0 ECTS, 2.0 semester hours, course number S03240

Description

In our seminar we deal with the cultural-theoretical, genealogical and media-reflective requirements of digital cultures. The course "Digital Cultures" has been switched to distance learning since March 16, 2020. Please see further informations below.

One focus of our course in the summer semester is related to the aesthetics, theory and cultural history of digital games.

We are investigating influential theories: methologies of game/play: Kant, Schiller, Spencer, Nietzsche, Freud, Gadamer, etc., anthropologies of games (Huizinga, Callois, Bateson, Goffman, etc.), game enviroments (Murray, Juul, Manovich, Ryan, Aarseth, Bogost and others). Subsequently, we deal with the current status of playing in contemporary society (keyword "gamification"). 

The Dutch media theorist Joost Raessens gives this new protagonist of contemporary society the status of "Homo Ludens 2.0" and draws attention to the fact that large areas of our everyday culture are enriched with playful elements. In this context, critics of gamification, such as Ian Bogost, refer to the authoritarian structures of playful environments and persuasive interaction and make the strategic connections between technical infrastructure, data accumulation and economic usability visible.

The vision of an informatized society, in which smart everyday objects are equipped with sensors and network as learning machines in the “Internet of Things”, is not only of concern to international research and development; The public discussion is also increasingly concerned with the ludic of the digital contemporary society. Based on this finding, we analyze the gamification of digital usage cultures (often designed as a functionalist) along with selected basic texts.

 

Examination Modalities

Various teaching and learning materials are implemented on learning platforms for the preparation and follow-up of the course. The teaching materials can then be further developed and include the following formats: computer laboratory, wikis, blogs, social networks, podcasts, open source.

By dealing with different perspectives on a topic, a dynamic depth of understanding of the subject of research can be opened up on the content level. Here, students can learn the ability to justify their own point of view with arguments.

The provision and availability of digitally networked teaching and learning materials that can be developed collaboratively not only promotes collective knowledge processes, but can also improve knowledge communication between teachers and learners.

Comments

The aim of the course is to improve structural knowledge that can be developed independently and creatively by the students in application-oriented exploration fields of game cultures. The course focuses on the comprehensive qualification of students who want to deal with the culture, aesthetics and technology of digital game worlds both scientifically and in terms of media design and art/cultural history.

Bibliography: Johan Huizinga: Homo ludens. Vom Ursprung der Kultur im Spiel, Hamburg 1994; Joost Raessens: Homo Ludens 2.0. The Ludic Turn in Media Theory, Utrecht 2012; Ian BogostPersuasive Games. The Expressive Power of Videogames, Cambridge, Mass. 2007; Janet H. Murray: Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Cambridge, Mass. 2000; Deborah Lupton: Self-Tracking Modes: Reflexive Self-Monitoring and Data Practices, Canberra 2014; Jennifer R. Whitson: Gaming the Quantified Self, in: Surveillance and Society Nr. 11, 2013, 163–176; Sebastian Deterding u.a.: From game design elements to gamefulness. Defining ‹gamification›, in: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, New York 2011, 9–15; Ramón Reichert: Digitale Selbstvermessung. Verdatung und soziale Kontrolle, in: ZfM – Zeitschrift für Medienwissenschaft 2/2015, S. 66-78; Ramón Reichert/Annika Richterich: Introduction ‘Digital Materialism’“, in: „Digital Culture & Society“, 1/2015, S. 7-22; Whitson, Jennifer R.: „Gaming the Quantified Self”, in: Surveillance and Society 11/2013, S. 163-176; Gabriele Klein: BilderWelten – Körperformen. Körperpraktiken in Mediengesellschaften, in: Tanja Thomas (Hg.): Medienkultur und soziales Handeln, Wiesbaden 2008, 209–217; Matthias Bauer/ Christoph Ernst: Diagrammatik. Einführung in ein kultur- und medienwissenschaftliches Forschungsfeld. Bielefeld 2010; Horst Bredekamp/ Gabriele Werner/ Birgit Schneider (Hg.): Diagramme und bildtextile Ordnungen. Berlin: Akademie-Verlag 2005. (Bildwelten des Wissens. Kunsthistorisches Jahrbuch für Bildkritik Bd. 3,1); Deleuze, Gilles: Foucault. Frankfurt/M. 1992; Gehring, Petra: Paradigma einer Methode. Der Begriff des Diagramms im Strukturdenken von M. Foucault und M. Serres. In: Petra Gehring et al. (Hg.): Diagrammatik und Philosophie. Akten des 1. Interdisziplinären Kolloquiums der Forschungsgruppe Philosophische Diagrammatik. Amsterdam 1992, 89-105; Leeb, Susanne (Hg.): Materialität der Diagramme. Kunst und Theorie. Berlin 2012; Rustemeyer, Dirk: Diagramme. Dissonante Resonanzen: Kunstsemiotik als Kulturtheorie. Weilerswist 2009; Schmidt-Burkhardt, Astrit: Die Kunst der Diagrammatik. Perspektiven eines neuen bildwissenschaftlichen Paradigmas. Bielefeld 2012.

 

Key Words

lecture, software, digital imaging, media art, electronic media, associated Concepts

Dates

12 October 2020, 14:00–16:00 Seminar Room 25
19 October 2020, 14:00–16:00 Seminar Room 25
09 November 2020, 14:00–16:00 Seminar Room 25
16 November 2020, 14:00–16:00 Seminar Room 25
23 November 2020, 14:00–16:00 Seminar Room 25
30 November 2020, 14:00–16:00 Seminar Room 25
07 December 2020, 14:00–16:00 Seminar Room 25
14 December 2020, 14:00–16:00 Seminar Room 25
11 January 2021, 14:00–16:00 Seminar Room 25
18 January 2021, 14:00–16:00 Seminar Room 25
25 January 2021, 14:00–16:00 Seminar Room 25

Course Enrolment

From 11 September 2020, 00:31
Via online registration

co-registration: possible

Art Education: subject kkp (Bachelor): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

Art Education: subject kkp (Master): Lehrveranstaltung nach Wahl aus wissenschaftlicher Praxis, SE

Art Education: subject kkp (Enhancements study): FOR: Seminar aus dem Bereich Kunst- und Kulturwissenschaften

Art Education: subject kkp (Enhancements study): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

Art Education: subject tex (Bachelor): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

Art Education: subject tex (Master): Lehrveranstaltung nach Wahl aus wissenschaftlicher Praxis, SE

Art Education: subject tex (Enhancements study): FOR: Seminar aus dem Bereich Kunst- und Kulturwissenschaften

Art Education: subject tex (Enhancements study): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

Art Education: subject dae (Bachelor): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

Art Education: subject dae (Master): Lehrveranstaltung nach Wahl aus wissenschaftlicher Praxis, SE

Art Education: subject dae (Enhancements study): FOR: Seminar aus dem Bereich Kunst- und Kulturwissenschaften

Art Education: subject dae (Enhancements study): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

Art Education: subject dex (Bachelor): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

Art Education: subject dex (Master): Lehrveranstaltung nach Wahl aus wissenschaftlicher Praxis, SE

Art Education: subject dex (Enhancements study): FOR: Seminar aus dem Bereich Kunst- und Kulturwissenschaften

Art Education: subject dex (Enhancements study): FOR: Lehrveranstaltungen nach Wahl aus Wissenschaftliche Praxis

TransArts - Transdisciplinary Arts (Bachelor): Theoretical foundations

Stage Design (2. Section): Kulturwissenschaften

Media Arts: Specialisation in Transmedia Arts (2. Section): Kulturwissenschaften

Media Arts: Specialisation in Digital Arts (1. Section): Kulturwissenschaften

Media Arts: Specialisation in Digital Arts (2. Section): Kulturwissenschaften

Kunst- und Kulturwissenschaften (Master): Electives Area 1

Kunst- und Kulturwissenschaften (Master): Electives Area 2

Design: Specialisation in Graphic Design (2. Section): Humanities

Design: Specialisation in Graphics and Advertising (2. Section): Humanities

Fine Arts: Specialisation in Photography (2. Section): Kultur- und Geistesgeschichte (2.0 ECTS)

subject Fine Arts / Art and Communication Practices (1. Section): Aus Kunst- und Kulturwissenschaften (2.5 ECTS)

subject Fine Arts / Art and Communication Practices (2. Section): Aus Kunst und Kulturwissenschaften, (davon min. 4 SSt SE) (2.5 ECTS)

subject Handicrafts / Design, Architecture and Environment (1. Section): Aus Kunst- und Kulturwissenschaften (2.0 ECTS)

subject Handicrafts / Design, Architecture and Environment (2. Section): Aus Kunst- und Kulturwissenschaften, (min. 4 SSt SE) (2.5 ECTS)

subject Textile Design / Textiles - Art, Design, Styles (1. Section): Aus Kunst- und Kulturwissenschaften (2.0 ECTS)

subject Textile Design / Textiles - Art, Design, Styles (2. Section): Aus Kunst- und Kulturwissenschaften (mind. 4 SSt SE) (2.5 ECTS)

Fine Arts (2. Section): Art Theory, Cultural Studies, Art History, Philosophy

Fine Arts (2. Section): Free Electives out of Scientific and Research Practice

Design: Specialisation in Applied Photography and Time-based Media (2. Section): Humanities

Fine Arts: Specialisation in Painting (2. Section): Kultur- und Geistesgeschichte (2.0 ECTS)

Fine Arts: Specialisation in Painting (2. Section): Geisteswissenschaftliche LV nach Wahl (2.0 ECTS)

Fine Arts: Specialisation in Graphics (2. Section): Kultur- und Geistesgeschichte (2.0 ECTS)

Fine Arts: Specialisation in Graphics (2. Section): Geisteswissenschaftliche LV nach Wahl (2.0 ECTS)

Attending individual courses: not possible