ARTISTIC RESEARCH REPORT GAMPSISS
(2024)
author(s): Micha Hamel
published in: Codarts
GAMPSISS was a comprehensive, 4-year collaborative, transdisciplinary project executed by Erasmus University (EUR), University for Techonolgy Delft (TUD), Willem de Kooning Art Academy Rotterdam, and the conservatoire of Rotterdam: Codarts.
In Year 1 we each conducted research in our own discipline, namely: on listening (Codarts), on persuasive games (TUD) and aligned these with the cultural sociological perspective (EUR) on concert audiences and concert experience. In Year 2, based on the knowledge gained, we jointly built a prototype of a game called 'Listening Space'. A game for the smartphone, to be played prior to a (classical music) concert to train listening skills, through awareness and playful practice of different listening modes. In Year 3, again with the entire team, we designed an interdisciplinary gamified performance called “Listening Mutant 2021” during which the audience worked through a wide range of listening games and training. This time the games were not only about music listening but also about social listening (listening to other people). The performance was played for a specially recruited diverse audience, and included orchestral music, theatrical scenes, audience participation, a quiz, a debate, a (new) smartphone game, an audio (headphones) story, all integrated into a total experience with a festival atmosphere. Due to COVID-19, it was not produced (in a modified version) until Year 4, and for a smaller audience than we originally envisioned. Year 4 we then finished analyzing, writing and reflecting. 'Listening Space' produced modest positive effects, and 'Listening Mutant' a major positive effect.
At the Willem de Kooning Academy in Years 2 and 3, we set up a GAMPSISS course in which all researchers taught. Students were asked to design listening games. Some of these served as inspiration for the games in “Listening Mutant 2021.
Two sub-studies were also conducted under the accolade of GAMPSISS, namely a study on what happens when people listen to a piece of music repeatedly (listening diaries, EUR, yet to be published) and a combination of empirical research and extensive desk research (Codarts) on listening from a predominantly philosophical perspective, resulting in a paper titled 'A concise theory of listening' that can be used in conservatories and music practices. The PHD candidate also conducted several more studies on other persuasive games (yet to be published).
DIGITAL RITES and EMBODIED MEMORIES
(2022)
author(s): Elena Giulia Rossi
connected to: EU4ART_differences
published in: Research Catalogue
Creativity at the crossroads of Neuroscience, Artificial Intelligence, Gaming, Alternative Economies, and Humanism, will be discussed by leading voices from the international scene at DIGITAL RITES and EMBODIED MEMORIES, EU4ART_differences Doctoral Summer School.
A group of researchers from different European capitals will meet in the Monastery of Casa San Silvestro in Monte Compatri (Rome Province) for an intensive program that will take them, and their research, to the limit between physical and digital space.
Since the talks and workshops organized by The Fine Arts Academy of Rome mean to contribute on the currently relevant debate on art practice and new technologies, the series of webinars will be free and open to the public through a registration link.