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Ludic Society Magazine #1
Editors: Jahrmann/ Moswitzer.
sitemapping.ch/ Neue Galerie Graz.
Vienna Zurich 2005. ISBN 3-902389-01-X
issue #1 Radical Ludicity - GoApe
Chindōgu is the Japanese art of inventing ingenious everyday gadgets that, on the face of it, seem like an ideal solution to a particular problem... wikipedia
Text? the ludic society magazine issue#1, 2005, is devoted to the phenomenon of new bachelor machines, nouvelles machines célibataires.

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The quicksilver character of the ludic re/search goes beyond mercurial thievishness in the fields of arts and game. It enters pata-science fiction for adults! As a project it is fickle between art, games, search and play. As an ouvroir(garage) for contingency and imaginative solutions, it´s methods are what the French would call ludique, which is to say playful, amusing and, by extension, really rather puzzling. In-game parlance it adds new pivotal points of interest to the societé ludique, as the concept of real players in real games.

Current research projects by society affiliates: nouvelles machines célibataires for the GoApe-project.org. GoApe-Chindogu series B, circuit board 001-031005-b to 006-041005-b. ´Pataphysical circuit board designs are the basis for GoApe chindogus, useless but working interfaces to a game engine. In the form of a spiral and a hidden ape they are also worn fashion-like as ludo club badge.
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The Ten Tenets of Chindogu
1. A Chindogu cannot be for real use
2. A Chindogu must exist
3. Chindogu can never be patented
4. Chindogu are tools for everyday life
5. Chindogu are not for sale
6. Chindogu is not propaganda
7. Chindogu are never taboo
8. Inherent to every Chindogu is the spirit of anarchy
9. Humour must not be the sole reason for creating a Chindogu
10. Chindogu are without prejudice
after Kenji Kawakami. 1995. 101 Unuseless Japanese Inventions.

Text? The hereby proposed exemplary conception of physically present new bachlor machines nouvelles machines célibataires, transgresses theory machines, suggests to take advantage of the historically introduced logics of art, when entering RealGame engines!
In ludics, artists and practitioners directly participate in the development of this distinctive strain of ludic theory by presenting and theorising digital or physical artefacts.

The ludic conception is doubly rooted in a theory society, forming itself between the actual ludology and narratology strains of theorizing computergames and a broader interest in a milieu and society becoming more and more "en-played" toward a revolutionary theoretical assessment of a real players society: Le voil se lève (=unveil)! Due to the altered acceptance of a life in play, games are increasingly released into "RealGames" and eluded into "RealPlayer" game engines. Albeit both terms are betimes in use, it needs a specific discipline to elaborate their relevance, which ludics, again a neologism based on the term ludus (=game) and practice, can offer. The new reality constituting games need objects and things, to facilitate an epistemic moment beyond the seduction of playing tricks and gaming.

The Ludic Society Chapters represent an international association of artists, game practitioners and theorists active in this new artistic re/search discipline.

Ludic Society affilliates november 2005: P.M. Ong, Cynthia Haynes, Marina Grzinic, Wolfgang Fiel, Beat Suter, Francesco Monico, Margarete Jahrmann, Max Moswitzer, Gordan Savicic.

Ludic Society affiliates february 2006: Mr. Ministeck, Ernst Strouhal, DJ Glow, Mathias Fuchs, Maia Engeli, Eward Castronova, Doris Carmen Rusch, Julia Tabakhova, maxOh_, F.E. Rakuschan, René Bauer, Mike Phillips.

The re/search focuses of the different Ludic Society chapters do not contribute directly to games studies, but elaborate experience based research by a variety of experimental games, first person methodologies, and various differing concepts of ergodic search, consisting of ergon and hodos, work and path (Aarseth 1997), so to speak real epistemic plays.