algorithm
make case studies!
act now with a reality mod!
develop your own game character!
be your own case!
research emphasis
To evolve research methodologies.
The contributors actual research emphasis and work approach lies on game arts and anticipative research. To demonstrate the developed research methodologies and case studies we provide a listing of current and completed projects and proposals in game research, research methods, and interdisciplinary research.

The topic of
deconstruction
is linked to the etymological coincidence of the term
ludus, game, and luddism, Maschinensturm
. When looking at ludic practices for art purposes luddisme, the iconoclash and iconoclast implications of the intentional destruction of machines, becomes important for the definition of the artists as agent of change. The run on the weaving machines at the beginning of the industrial revolution in the 19th century was led by an individual called <>. With the introduction of the term <>, understood as the playful run on the machines of contemporary network technologies societies, I want to suggest a conceptual derivation of the term luddism, as a definition for anyone who opposes the advance of technology due to the cultural changes that are associated with it, towards a definition for anyone who culturally changes techniques and technologies in a playful attitude due to the economic and political implications of computer games that are associated with it.
Rene Bauer/Max Moswitzer: Real Players/Systemic gaming
Margarete Jahrmann: Luddisme
Max Moswitzer: goApe, an open source engine
Maia Engeli: Alice behind the Mirrors
Mathias Fuchs: Learning to Play - Serious games Program
Mirjam Weder: Arts discourse and rewriting Games