Seminars and Experiment
- Virality and Memeification: Affective Networks in the Dataverse (Penelope Papailias & Mitsos Bilalis)
Our entry point into examining the data/power nexus embodied in contemporary modes of governmentality of network, database and platform is through ‘following’ the viral circulation and memeification of shocking and controversial images in social media, the attendant affective intensities and acts of performative embodiments and contagious replication. We will be particularly interested in the galvanizing role of the image and the place of the dead (or the semi-alive) in these assemblages. This seminar will critique phobic, pathological and classist reactions to the ‘viral’ and the ‘meme’ -- which often characterize not only public discourse but also humanities/ social science readings – as we seek to critically analyze these processes and understand their significant cultural, political and economic impact, as well as examine proposals for strategic acts of antipathy and disconnection.
Some of the topics to be covered include: the shift from archive to database, mesmerized subjectivity and somnabulatory capitalism, spectropolitics and image-events.
- Platform Capitalism (Athina Karatzogianni & Petros Petridis)
- Algorithmic Sociality (Sandra Robinson & Robert Seyfert)
Production and staging of a Serious Game (Petros Petridis, George Mantzios, Penelope Papailias, Manolis Patiniotis)
Over the course of the lab, participants will participate in a methodologically-focused, experimental workshop dedicated to the making and multi-sited staging of a serious game related to this year's theme. This workshop will culminate in the staging of the experiment in a public event on the final day of the lab (August 30, 2019). Drawing inspiration from the open source movement, user listservs, music and video file sharing, social networking, and especially gaming subcultures, the workshop aims to be user-driven and in part user-designed. Considered as an experiment in problem-based research, the workshop aspires to involve participants as gamers whose embodied interactions within a gamespace generate real-time feedback that actively shapes the parameters of that space as a domain of collaborative knowledge production. Thus conceived through the idioms, interfaces, and pedagogical genres of online and offline gaming, this workshop will explore the implications of moving from content orientation to problem orientation in research design and knowledge production. Along these lines the working hypothesis of this prospective workshop is that collaborative laboratory-oriented research, centered around an open-ended, unpredictable and re-enactable public experiment, can interface theory and practice in and as the elaboration of an interactive gamespace.