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]]>The sustainable use and the organisation of common resources is highly complex. With the focus on alternative, utopia-inspired urban neighbourhood initiatives in Switzerland this research project proposes experimental design and inquiry into media-based thinking tools which will help to better illustrate, demonstrate and negotiate the complexity of these sharing processes.
Commons are sustainably and collectively managed resources, such as food, or communication infrastructures, such as Wi-Fi. Commoning, then, is the activity of sharing these resources. The aspiration formulated throughout numerous alternative, utopia-inspired projects that seeks to design infrastructural aspects of urban everyday life in an alternative and autonomous way, through commoning, raises several questions. Since, based on the high level of complexity that (occasionally) comes with the shared use of resources, for the individual community member it is often difficult to estimate his or her own action and consequences to the very last detail. Especially when it comes to unpredictable, complex adaptive processes, he or she can no longer completely grasp them intuitively nor follow them without the help of media-based thinking tools — such as computer-based models or scenarios — which make those processes not only visible but also comprehensible.
For this reason, a mobile software application will be developed and tested in close collaboration with the members of three Swiss urban neighborhood projects: NeNa1 in Zurich, LeNa in Basel and Warmbächli in Bern. We will create playful simulations and design new thought-spaces for commoning. Our aim is to enable alternative and engaging ways for future social participation and transformation processes.
The four-year project, which combines methods from humanities, social science and design inquires the following central question: How could an experimental and community-based approach to design and development of a digital game system stimulate reflection on the intuitively incomprehensible complexity of commoning, make it more understandable and negotiable through playing and gaming?
Image: CC BY-SA 3.0 by P.M. Remix and effects by Kayla Bolsinger
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]]>Would you like to monetise your social relations? Learn from hostile designs? Take part in (unwitting) data extractions in exchange for public services?
Examining the way that the boundaries between ‘play’ and ‘labour’ have become increasingly blurred, this summer, Playbour: Work, Pleasure, Survival, will transform Furtherfield Gallery into an immersive environment comprising a series of games. Offering glimpses into the gamification of all forms of life, visitors are asked to test the operations of the real-world, and, in the process, experience how forms of play and labour feed mechanisms of work, pleasure, and survival.
What it means to be a worker is expanding and, over the last decade, widening strategies of surveillance and new sites of spectatorship online have forced another evolution in what can be called ‘leisure spaces’. From the self-made celebrity of the Instafamous to the live-streaming of online gamers, many of us shop, share and produce online, 24/7. In certain sectors, the seeming convergence of play and labour means work is sold as an extension of our personalities and, as work continues to evolve and adapt to online cultures, where labour occurs, what is viewed as a product, and even, our sense of self, begins to change.
Debt: Bad Spelling, an Adult Problem, Cassie Thornton
Today, workers are asked to expand their own skills and build self-made networks to develop new avenues of work, pleasure and survival. As they do, emerging forms of industry combine the techniques and tools of game theory, psychology and data science to bring marketing, economics and interaction design to bear on the most personal of our technologies – our smartphones and our social media networks. Profiling personalities through social media use, using metrics to quantify behaviour and conditioning actions to provide rewards, have become new norms online. As a result, much of public life can be seen as part of a process of ‘capturing play in pursuit of work’.
Although these realities affect many, very little time is currently given over to thinking about the many questions that arise from the blurring between work and play in an age of increasingly data-driven technologies: How are forms of ‘playbour’ impacting our health and well-being? What forms of resistance could and should communities do in response?
To gain a deeper understanding of the answers to these questions, we worked with artists, designers, activists, sociologists and researchers in a three-day co-creation research lab in May 2018. The group engaged in artist-led experiments and playful scenarios, conducting research with fellow participants acting as ‘workers’ to generate new areas of knowledge. This exhibition in Furtherfield Gallery is the result of this collective labour and each game simulates an experience of how techniques of gamification, automation and surveillance are applied to the everyday in the (not yet complete) capture of all forms of existence into wider systems of work.
In addition to a performance by Steven Ounanian during the Private View, the ‘games’ that comprise this exhibition are:
Lab session leads and participants: Dani Admiss, Kevin Biderman, Marija Bozinovska Jones, Ruth Catlow, Maria Dada, Robert Gallager, Beryl Graham, Miranda Hall, Arjun Harrison Mann, Maz Hemming, Sanela Jahic, Annelise Keestra, Steven Levon Ounanian, Manu Luksch, Itai Palti, Andrej Primozic, Michael Straeubig, Cassie Thornton, Cecilia Wee, Jamie Woodcock.
Curated by Dani Admiss.
For more information visit the Furtherfield site
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