The conception of the ludic-society offers a connective link between art, research and game cultures. Artistic research is the used methodology of the society. Games can be interpreted as an
experimental situation
, as aesthetic and epistemic practice. A glossary of ludic terminology is one of the main deployment projects of the society.
The research focuses of this group can contribute to games studies as discipline an
elaboration of experience based research
by a variety of self developed experimental games, first person methodologies, and various differing concepts of ergodic search (ergon and hodos, work and path, Aarseth 1997), so to speak dataplays.
The goal is to show an
empathy with experimental anticipative research on computer games
in a bidirectional way, both as source and target. Its topics are modification and development of social practices, technological networks, interaction principals and experimental hardware in real space and extended gaming zones. It addresses the conceptual disjunction of game and play and its transgression in newly developed playful structures for real life.
The research methodologies proposed are anticipative, all members are active in game design, theory and arts. They are defining their art works as game investigation requests. The used methodologies consist of series of art games and installations in real world sites, performative formats of live play with game engines and modifications developed by the individual members of the group as well as papers. mis en scene and modular lectures are keywords in this trajectory.
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This is constitutes an amendment to the actual term "serious play". The significance of this game terminology is transferred into contexts of "real gaming" by game artworks. "Real players" are incorporating a crucial role in the reconstruction of the rules of play of nowadays synthetic "Umwelt". The real player terminology is coined by active contributors of the group.