Art and Civic Media
At the Art and Civic Media Lab, we research the implications of artistic, non-institutionalised and activist media practices within digital culture. We focus on three interrelated perspectives:
- Experimental political practices and artistic interventions, which challenge conventional notions and institutionalized forms of communication and social interaction.
- Communicative practices of actors within civil society, who try to influence factual politics.
- Articulatory and expressive media practices of marginalized social groups that can be understood as empowering or emancipatory.
Fields of Research
One focal point of our research is the phenomenon of “gamification” or “ludification”: The permeation of economical, political and social contexts by game-elements. Game technology, rule structures and interfaces are used by corporations to manage brand communities and to create value. The very same elements, however, are also used by artists, activists and non-governmental organizations to question existing structures. But does the form of games contain a hidden agenda by itself?
Another strand of research takes up feminist and postcolonial discussions on precarity and vulnerability. The concept of vulnerabilities is theoretically and empirically elaborated for digital societies. It is understood as an analytical tool to critically assess inequalities as much as it might provide a utopian reference for new forms of sociality.
We are surrounded by practices of measurement. Every day, we read and hear about astronomically big numbers, or unimaginable small figures through which the financial crisis as well as environmentally hazardous catastrophes are explained. How can we understand tiny existences represented in very large numbers? Would it be sufficient to adopt the same rule in understanding whatever the number is, even such different scales of numbers? What kind of images and imaginary propositions do these numbers evoke, or even produce?
Edkimo at CeBIT 2015
The Incubator founding Edkimo will present their educational software that will implement findings from the gamification Lab, from 16 to 20 March 2015 on the Lower Saxony joint stand at CeBIT. Edkimo is the first science-based app for real-time feedback in the classroom. Students give teachers anonymous feedback via smartphone. The app provides immediate answers and prepared recommendations and materials for further work.