Carnegie Mellon University School of Art & LaMolleIndustria
Radical videogames against the tyranny of entertainment
About the author. Paolo teaches foundational media production courses and an experimental game design class. His artistic practice deals with the relationship between electronic entertainment and ideology. He often works under the project name “molleindustria” producing video games addressing various social issues such as environmentalism, food politics, labor and gender.
His work is enjoyed by millions of non-art oriented people over the net and has been exhibited in proper art contexts from over seventeen countries around the world. He lectured in several universities in Europe and the USA in venues ranging from the oldest squat in Italy to the Centre Pompidou in Paris.
Paolo’s work has been received wide international coverage by major media including The Guardian, El Pais, BBC, Liberation, Der Standard, New York Times, Washington Post, Business Week, Playboy Brazil, ARTE’ TV, The Times among the others.
Being an advocate of artists’ financial autonomy he doesn’t generally apply to grants and prizes.
MORE AT paolo.molleindustria.org
Rochester Institute of Technology,NY, USA
Eudaimonic Design: Rethinking Persuasive Technology (by Way of Gamification)
“Gamification” – the use of game design in non-game contexts – has joined nudging and the quantified self movement as the latest trends in persuasive technology. Its rapid ascendance raises the obvious question: Does game design hold anything new and relevant for persuasive technology? For current gamification industry practice appears to be mostly old wine in new wineskins – behaviorist and behavioral economics paradigms with a presumed-“fun” veneer. This talk suggests that gamification as practiced today indeed treads along well-beaten paths, but that game design, taken seriously, offers a valuable lens to evaluate and rethink persuasive technology: its scope, its modus operandi, its conceptions of experience and intervention, its ethics, and its societal purpose. Learning from game design, this talk argues, invites us to develop a positive vision of persuasive technology as a critical, transformative, socio-technical systems design practice for motivational affordances – in a word, eudaimonic design.
About the author. Sebastian Deterding is a designer and researcher working on playful, persuasive, and gameful design (or »gamification«). He is a Visiting Assistant Professor at the RIT Center for Media, Arts, Games, Interaction and Creativity (MAGIC) and the School of Interactive Games & Media at the Rochester Institute of Technology, Rochester, NY, and an affiliated researcher at the Hans Bredow Institute for Media Research in Hamburg, Germany. As an independent designer, he is working for clients such as the BBC, BMW, Greenpeace, Otto Group, Xing, or Tribal DDB, as well as several startups. He is co-editor with Steffen P. Walz of »The Gameful World«, a book about the wider consequences of the ludification of culture, to appear with MIT Press in 2014..
MORE AT http://codingconduct.cc/