PlayStorming

Discussions about games on 4 levels
With 16 artists, designers, experts and gamers from 8 countries
16.5.2014 | 9 am – 6 pm | Goethe-Institut Krakow | Rynek 20 | Krakow / Poland
Languages: German, English, Polish (simultaneous interpreting)
Playing games is a cultural practice that has
been with people for millennia, shaping their
ideas, stimulating their imaginations and motiv-
ating them to great achievements. But never
before has the day-to-day existence of so
many people been packed full of game-related
elements and characterised by them as is the
case today. PlayStorming takes a look at the
game phenomenon and its various manifestations
from different perspectives: from the historical
and psychological principles, gamifcation of
economies and education systems, to art and
culture forms inspired by games. A series of
unusual games will run alongside the conference.
www.goethe.de/spieltrieb
Registration deadline 11.5.2014: playstorming@krakau.goethe.org
Programme
www.goethe.de/spieltrieb
Welcome Daniel Göpfert, Director of the Goethe-Institut Krakow
Key Note Eric Zimmerman (US), New York University
Level 1: Why and how we play
Peter Dürsch (DE), University of Heidelberg
Tomasz Majkowski (PL), Jagiellonen University, Krakow
Matthias Fuchs (DE), Leuphana University, Lüneburg
Moderated by: Magdalena Cielecka (Artifex Mundi)
Coffee & games
Level 2: The future of gamifcation
Paweł Tkaczyk (PL), Author
Simone Soubusta (DE), Heinrich-Heine University, Düsseldorf
Paolo Pedercini (IT), Molleindustria
Moderated by: Wojciech Orliński (Gazeta Wyborcza)
Buffet & games
Level 3: Art or entertainment
Eurídice Cabañes (ES), Arsgames
Eric Zimmerman (US), New York University
Andreas Lange (DE), Computerspielemuseum Berlin
Moderated by: Rafał Stanowski (Dziennik Polski)
Coffee & games
Level 4: The City as a Playground
Sebastian Quack (DE), Invisible Playground
Michał Grelewski (RU), Stowarzyszenie Topografe
Markus Montola (FI), Housemarque
Moderated by: Artur Wabik (Wojewódzka Biblioteka Publiczna w Krakowie)
Wine & games
9:00
9:05 – 9:30
9:30 – 11:00
11:00 - 11:30
11:30 - 13:00
13:00 - 14:30
14:30 – 16:00
16:00 - 16:30
16:30 – 18:00
18:00
Participants
www.goethe.de/spieltrieb
Eurídice Cabañes (ES), Arsgames
Euridice Cabanes is the president of Arsgames, a group of international
scientists, gaming specialists and artists that conducts research into the
various aspects of computer gaming. The philosopher of technology
is one of the developers of Audiogames – an interactive sound
installation.
Peter Dürsch (DE), University of Heidelberg
As an economist at the University of Heidelberg, Peter Dürsch focuses
on the way game theory is applied to social confict situations. Another
of Dürsch’s research felds is Behavioural Economics, which unlike
game theory also allows for irrational behaviour.
Matthias Fuchs (DE), Leuphana University, Lüneburg
Mathias Fuchs is a leading theorist in the feld of Game Art and Game
Studies. The artist, musician and media critic wrote his doctoral thesis
in 2010 on Sense and Sound at the Humboldt University in Berlin. He
has been Professor of Art & Civic Media at the Leuphana University
in Lüneburg since October 2012.
Michał Grelewski (PL/RU), Stowarzyszenie Topografe
Grelewski is the co-founder of the art group Topografe, which was
founded in 2007 in Lodz. Inspired by history and local peculiarities, the
group develops games specifc to the location. Grelewski now lives in
St. Petersburg.
www.goethe.de/spieltrieb
Andreas Lange (DE), Computerspielemuseum Berlin
Andreas Lange is the Director of the Computerspielemuseum in Berlin.
As well as that, Lange – a graduate in theology and theatre studies
– works as an author and lecturer focusing on the theme of digital
entertainment culture. His achievements include membership of the
Foundation of Digital Gaming Culture, as well as the jury of the
German Games Award.
Tomasz Majkowski (PL), Jagiellonen University Krakow
Tomasz Majkowski is a researcher at the Department of Games
Technology at the Jagiellonen University in Krakow. As a literary
scholar he is particularly interested in the cultural aspects of computer
gaming.
Markus Montola (FI), Housemarque
Montola works as a researcher and Game Designer in Helsinki. Until
2010 he worked at the Nokia Research Center, and at the Gamelab at
the University of Tampere. His dissertation On the Edge of the Magic
Circle (2012) analyses role-play and reality-based Pervasive Games.
Paolo Pedercini (IT), Molleindustria
Computer games by Molleindustria tackle social and political themes
in a provocative way: from paedophilia to drone war, exploitation
to genetic manipulation – there is barely a theme left unaddressed.
Pedercini lectures in Game Design at the Carnegie Mellon University.
He is a passionate bee-keeper and owns more than 20 000 bees.
www.goethe.de/spieltrieb
Simone Soubusta (DE), Heinrich-Heine University Düsseldorf
Simone Soubusta works at the Institute for Language and Information
at the University of Düsseldorf, where she is in charge of the Legend
of Zyren project: students acquire knowledge for their degree in
a virtual world. The enthusiastic gamer and language-lover translates
Japanese comics in her spare time.
Paweł Tkaczyk (PL), author and trainer
Paweł Tkaczyk is the author of several books on the theme of
gamifcation and marketing, operates a website, gives lectures, holds
seminars and provides corporate consultancy services. He loves
computer games and old horror flms, and is a fan of state-of-the-art
technology.
Sebastian Quack (DE), Invisible Playground
Sebastian Quack is co-founder of the Berlin-based game developer
collective, Invisible Playground. As a media artist, game designer and
programmer, Quack was involved in a series of gaming and theatre
productions, including the Come Out & Play Festival New York, the
Hebbel am Ufer Theatre in Berlin, the Victoria & Albert Museum and
the Vienna Festival.
Eric Zimmerman (US), New York University
Developer, author and designer Eric Zimmerman has been active in
the feld of game design for the past 20 years. The Gamelab founder
produces works that are experimental and expressive, and use
innovative gaming techniques. The author of the standard work
Rules of Play presents its games worldwide at festivals, galleries
and museums.
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