Ludic mutation, ce teze de doctorat se scriu prin alte locuri

Ludic Mutation: The Player’s Power to Change the Game este teza de doctorat a Annei-Marie Schleinner, sub îndrumarea profesorului Mireille D. Rodello de la Amsterdam School for Cultural Analysis at the University. Lucrarea poate fi consultată, parțial, aici, conținând analize asupra sferei ludologice și transformările care au loc în aceasta, numite mutații. Centrarea în cercul magic huizingian este ajustată prin referiri la jocuri actuale, bazate pe tehnologii curente, iar ceea ce este relevant este aplecarea autoarei asupra unor mini-analize de caz (pe jocuri în parte). Mutațiile din interiorul spațiului ludic au ca efect o repoziționarea a jucătorului și a jocului, acestea fiind abordate prin două tactici: una pozitivă asupra ludologiei, în general, ca evadare într-un spațiu al posibilităților, și o alta negativă, prin care imersiunea în joc provoacă alterări, rezistențe sau acțiuni de hackerism.

Un extras interesant din lucrare: If we can at least agree that we observe a closer relation between games and activism, between games and war, between games and the city, in other words, an infiltration of games into certain regions of the world, we would do well to analyse the power of the game.  Rather than a revolutionary, freeing act of resistance as imagined by the Parisian Situationists, often the game imposes a kind of subjectification.

Am citat-o pe Anne-Marie Schleinner într-o lucrare pe tema jocurilor video, tot din zona gamification.

Schleiner, Anne-Marie (1999), “Parasitic Interventions: Game Patches and Hacker Art”, disponibil la;
Schleiner, Anne-Marie (2010), Free movement in Gamespace, Visual Essay for Artists Rethinking Games, edited by Furtherafield, disponibil la;
Schleiner, Anne-Marie, (2010), Dissolving the Magic Circle of Play: Lessons from Situationist Gaming, disponibil la;
Schleiner, Anne-Marie, (2002), Velvet-Strike: War Times and Reality Games, disponibil la;
A.-M. Schleiner (1999), “Game Plug-ins and Patches as Hacker Art”, în Cracking the Maze, curator’s note, 16 iulie 1999, disponibil online la www.

Să vedem cuprinsul tezei:

Table of Contents

Introduction: The Player’s Power to Change the Game

  1. The Game vs. the Player
  2. Chapters

Chapter One:  Lightness of Digital Doll Play

  1. The Changing Clothes Doll
  2. Unfolding Games
  3. Doll Avatars
  4. Theorizing Liberating Play
  5. Ludic Mutation vs. Ludic Stasis
  6. The Contagion of the Domestic
  7. Backwards to the Aesthetic  Space of Appearance
  8. Gender, Identity Play, and the Active Disclosure of the Who
  9. Collaboration and Plurality in an Online Space of Appearance
  10. The Sensual Pleasure of the Divide
  11. Beyond the Dollhouse

Chapter Two:  Modding: Cross-Over Mutation and Unwelcome Gifts

  1. The First Person Shooter and Game Modding
  2. Customization, Interface Mods, and Creative Cheats
  3. Artistic Noise in the System
  4. Cross-Over Mutation
  5. Transmission of Play Material
  6. Thieving Parasites
  7. A Common Sphere of Gifted Games
  8. Rejected Gifts

Chapter Three: Clockwork Worlds: Activist Games, Harrowing Missions, and Broken Toys

  1. Overseers of Toy World Operations
  2. The Enchanting Ordinariness of Toy World Equipment
  3. Player vs. Game
  4. Harrowing Missions
  5. Broken Toys and the No Play Imperative

Chapter Four:  City as Military Playground: Contested Urban Terrain

  1. Military Playgrounds
  2. Military Theories of Civilian Occupation
  3. The Ludaform of Urban Terrain
  4. From Deadly Play to Administrators of Life
  5. The Artist’s Intervention as Situationist Game
  6. Hacking the City
  7. Contesting the Terrain
  8. Funny Resistance
  9. Points of Detournment

Chapter Five:  Toys of Biopolis

  1. Biopolitics, Apparatus, Gadget
  2. The Biocontrol Society
  3. Mixed Reality Urban Reality and PaidiaicToys
  4. A Children’s Biopolis


  1. Two Tactics of Ludic Mutation
  2. Methodology: From Object to Theory

O trimitere la Gadamer:

As phenomenologist philosopher Hans George Gadamer writes of the player’s aesthetic union with a game: “Play fulfills its purpose only if the player loses himself in play”.


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