Mathias Fuchs

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Mathias Fuchs in Berlin, 2020

Mathias Fuchs (born October 20, 1956 in Erlangen , Federal Republic of Germany ) is an Austrian artist, art and media theorist .

Live and act

Mathias Fuchs on Digital Cultures

Mathias Fuchs studied computer science in Erlangen and Vienna, as well as electroacoustic music in Vienna and Stockholm . In 2010 he received his doctorate with a thesis on “Sense and Sound” at the Humboldt University in Berlin . Mathias Fuchs was a lecturer at the University of Applied Arts in Vienna, the University of Art and Industrial Design in Linz, the University of Music and Performing Arts Vienna , the Sibelius Academy in Helsinki and the University of Salford in Greater Manchester. After the commissioned production for the games exhibition "Synreal: The Unreal Modification" (organized by the Institute for New Culture Technologies, curated by Konrad Becker), Mathias Fuchs began to deal more and more with the topic of game art. He has pioneered the artistic use of games and is a leading theorist on game art and games studies. He is an artist, musician, media critic, and directed and developed three Masters programs at Salford University. In 2011 and 2012 he held a substitute professorship for "Visual Thinking and Perception" at the University of Potsdam . Since 2012 he has headed the research project "Art & Civic Media" in the innovation incubator at Leuphana University Lüneburg , where he founded the Gamification Lab in the Center for Digital Cultures. In 2015 he worked as a Senior Research Fellow at the Institute of Advanced Study on Media Cultures of Computer Simulation. Since 2016 he has been professor at the Institute for Culture and Aesthetics of the Media in Lüneburg. For the years 2018 to 2021, Fuchs is working as Principal Investigator for the DFG-funded research project “Gamification. Shifting boundaries between the playful and the non-playful ”(FU 942 / 4-1).

Research and Teaching

Playful interface in the game art performance "postvinyl" by Mathias Fuchs
Playful interface, study by students of the Ludic Interfaces research group
The photo shows a work by the student Jess Kilby with her work “Center of the Universe”, a thesis of the master’s course under the direction of Mathias Fuchs.

Mathias Fuchs taught at the University of Salford in Great Britain and on the "European Media Studies" course at the University of Potsdam, including "Media and Cultural Theory", "Digital Avant-gardes", "History of the Technically Mediated Arts", "Games for Museums and Exhibitions", “Sound Architecture” and “Media Convergence”.

From 2009 to 2011 he was the project manager of the European Masters program "Ludic Interfaces". "Ludic Interfaces" is a master's program developed on a European level. It is the title of a European collaboration to create a network of academic institutions and world-leading media centers to study, develop and test public domain content. The program development is a joint project of the University of Potsdam , Universidad Politécnica de Valencia , University of Art and Industrial Design Linz and the University of Salford in Manchester.

Currently, Fuchs is primarily concerned with a critical reflection on digital cultures and gamification . He is editor of the open access publication “Diversity of Play” and co-editor and author of the manual “Rethinking Gamification”, published by meson press, Lüneburg.

Publications in book form

  • Phantasmal Spaces. Bloomsbury, London, New York 2019, ISBN 978-1-5013-3292-0 (English, online [accessed August 1, 2019]).
  • Subversive gamification. In: Daniel Cermak-Sassenrath (Ed.): Playful Disruption of Digital Media . Springer, Singapore 2018, ISBN 978-981-10-1889-3 (English, online [accessed April 16, 2018]).
  • Intelligence comptoirs. In: Imanuel Schipper (Ed.): State 1-4 phenomena of post-democracy . Theater der Zeit, Berlin 2018, ISBN 978-3-95749-133-6 .
  • Between Drudgery and "Promesse du bonheur": Games and Gamification. In: Rachel Kowert, Thorsten Quandt (Eds.): New Aspects on the Social Aspects of Gaming . Routledge, London 2017, ISBN 978-1-138-64363-5 (English, online [accessed April 16, 2018]).
  • Interpassive gaming . In: Judith Ackermann (ed.): Phenomenon Let´s Play-Video. Origin, aesthetics, appropriation and fascination of recorded computer game action . Springer, Wiesbaden 2015, ISBN 978-3-658-12935-4 , pp. 31 - 41 .
  • “Sposi, Amici, al ballo, al gioco!” Brevi cenni di ludicizzazione… del diciottesimo secolo . In: Matteo Bittanti, Emanuela Zilio (ed.): Oltre il gioco. Critica della ludicizzazione urbana . Edizioni Unicopli, Milan 2016, ISBN 978-3-8376-3210-1 (Italian, online [accessed April 13, 2016]).
  • Weltentzug und Weltzerfall (world-withdrawal and world-decay): Heidegger's notions of withdrawal from the world and the decays of worlds in the times of computer games . In: Malcolm MacLean, Wendy Russell, Emily Ryal (Eds.): Philosophical Perspectives on Play . Routledge, London 2015, ISBN 978-1-138-84143-7 (English, online [accessed January 24, 2016]).
  • Diversity of Play . meson press, Lüneburg 2015, ISBN 978-3-95796-075-7 (English).
  • Game Art / Art Games. Game Art killed the Video Star . In: Daniel Göpfert (Ed.): Play instinct! Goethe-Institut, Kraków 2014, ISBN 978-83-925003-6-0 .
  • Predigital Precursors of Gamification . In: Mathias Fuchs, Sonia Fizek, Paolo Ruffino, Niklas Schrape (eds.): Rethinking Gamification . meson press, Lüneburg 2014, ISBN 978-3-95796-000-9 (English).
  • Social games. Privacy and Security . In: Magda David Hercheui, Diane Whitehouse, William McIver et al. (Ed.): ICT Critical Infrastructures and Society . Springer, Heidelberg / Dordrecht / London 2012, ISBN 978-3-642-33331-6 , pp. 330 - 337 (English).
  • Interfaces Ludiques . In: Gaspard Bébié Valérian (ed.): Jusqu'Ici, tout va bien. Rencontres des arts numériques, électroniques et médiatiques . oudeis, Le Vigan 2011, ISBN 978-2-918317-00-5 .
  • Mouseology - Ludic Interfaces - Zero Interfaces . In: Georg Russegger, Matthias Tarasiewicz, Michal Wlodkowski (eds.): Coded Cultures. Creative Practices out of Diversity . Jumper. Edition Angewandte, Vienna / New York 2011, ISBN 978-3-7091-0457-6 , pp. 242-261 , doi : 10.1007 / 978-3-7091-0458-3_10 (English).
  • Ordsall Hall in Manchester. A Creative Game for Heritage Studies . In: Minhua Ma, Manuel Fradinho Oliveira, João Madeiras Pereira (Eds.): Serious Games Development and Applications: Second International Conference, SGDA 2011 . Jumper. Lecture Notes in Computer Science, Lisbon 2011, ISBN 978-3-642-23833-8 , pp. 139-145 , doi : 10.1007 / 978-3-642-23834-5_13 (English).
  • kendinize bir hayat edinin! In: Ekmel Ertan (ed.): Interpasif persona . BIS Body-Process Arts Association, Istanbul 2010, ISBN 978-6-05888071-9 (Turkish).
  • Sense and sound . Wissenschaftlicher Verlag Berlin, Berlin 2010, ISBN 978-3-86573-570-6 .
  • Fair enough! About spoilers and cardsharps . In: Ernst Strouhal, Mathias Fuchs (ed.): Passages of the game II. The game and its limits . Springer Verlag, Vienna / New York 2010, ISBN 978-3-7091-0084-4 .
  • Ludic interfaces . In: Ruth Catlow, Marc Garrett, Corrado Morgana (Eds.): Artists Re: thinking Games . FACT, Liverpool 2010, ISBN 978-1-84631-247-2 .
  • Games. Art and Politics of Games . Ed .: Ernst Strouhal. Sonderzahl Verlag, Vienna 2008, ISBN 978-3-85449-301-3 .
  • Art and Play II . Ed .: Dieter Buchhart (=  Kunstforum international. Vol. 178 ). Cologne 2005.
  • Art and play I . Ed .: Dieter Buchhart (=  Kunstforum international, Vol. 176 ). Cologne 2005.
  • Life without a mirror. Visibilities and posthuman images of man . Ed .: Manfred Faßler. Fink Verlag, Munich 2000, ISBN 3-7705-3414-X , Transforming mirrors, autonomous mirrors, trick mirrors, veiled mirrors.
  • Interpassivity. Studies on Delegated Enjoyment . Ed .: Robert Pfaller. Springer Verlag, Vienna / New York 2000, ISBN 3-211-83303-X , Disembodied Online.
  • Desire machine world invention . Ed .: Brigitte Felderer. Springer Verlag, Vienna / New York 1996, ISBN 3-211-82872-9 , ParaReal.
  • Sampling . Ed .: Hans Ulrich Reck. Verlag der Hochschule für Angewandte Kunst, Vienna 1995, ISBN 3-85211-044-0 .
  • Music, labyrinth, context . Ed .: Christian Utz. Offenes Kulturhaus, Linz 1995, ISBN 3-85307-003-5 , Hot or Cool.
  • House music . Ed .: Thomas Feuerstein, Claus Strickner, Mia Zabelka. Triton Verlag, Vienna 1993, ISBN 3-901310-08-8 .
  • Cards. Térképek . Publishing house of the University of Applied Arts, Vienna / Budapest 1989 (Hungarian).

Publications in scientific journals, conference papers and essays

  • Retirada do mundo e dissolução do mundo: noções de Heidegger na era dos jogos digitais. In: Eduardo Luersen (Ed.): Logos 52 Vol. 26, Dossiê Comunicação, Mídia, Videogames. Logos: Comunicação e Universidade, 2020, ISSN  0104-9933 (Portuguese, online [accessed June 11, 2020]).
  • Rethinking AI. Neural Networks, Biometrics and the New Artificial Intelligence . In: Pablo Abend, Mathias Fuchs, Ramón Reichert, Annika Richterich, Karin Wenz (Eds.): Digital Culture and Society, Vol. 4, Issue 1 . transcript, Bielefeld 2018, ISBN 978-3-8376-4266-7 (English, online [accessed September 26, 2018]).
  • “Ruinensehnsucht” - Longing for Decay in Computer Games . In: Ashley Brown, Rafael Bidarra (eds.): ToDiGRA, Transactions of the Digital Games Research Association, Vol. 3, Issue 2 . ETC Press Carnegie Mellon, 2017, ISSN  2328-9414 (English, online [PDF; accessed September 11, 2017]).
  • Gamification. Wonder weapon or bullshit? In: form Design Magazine . Verlag form GmbH, 2017, ISSN  0015-7678 ( form.de [accessed on January 19, 2017]).
  • On Game Structures . In: Natasha Lushetevich, Mathias Fuchs (Ed.): Performance Research. A Journal of the Performing Arts, Vol. 24, Issue 1 . Routledge, 2016, ISSN  1469-9990 (English, online [accessed July 19, 2016]).
  • Century of Play: 18th Century Precursors of Gamification . In: Exploring the Frontiers of Digital Gaming: Traditional Games, Expressive Games, Pervasive Games . Kinephano's special issue April, 2016, ISSN  1916-985X ( online [accessed June 13, 2016]).
  • 33 Revolutions . In: Cultural R> Evolution . Catalog. Hong Kong 2016, ISBN 978-962-442-396-9, ( online [accessed June 13, 2016]).
  • Quantified Selves and Statistical Bodies . In: Pablo Abend, Mathias Fuchs, Ramón Reichert, Annika Richterich, Karin Wenz (Eds.): Digital Culture and Society, Vol. 2, Issue 1 . transcript, Bielefeld 2016, ISBN 978-3-8376-3210-1 (English, online [accessed April 13, 2016]).
  • Gamification as 21st Century Ideology . In: Journal of Gaming & Virtual Worlds . Volume 6, No. 2 . intellect, London June 1, 2014, pp. 153–157 , doi : 10.1386 / jgvw.6.2.143_1 .
  • Ludoarchaeology . In: Games and Culture . Volume 9, No. 6 . SAGE, London November 2014, pp. 528-538 , doi : 10.1177 / 1555412014547128 .
  • Nordic game subcultures: between LARPers and avant-garde . In: GAME - Games Subcultures . vol. 3. The Italian Journal of Game Studies, Ass.ne Culturale Ludica, Bologna, Via Veneto, 2014, ISSN  2280-7705 .
  • Gamification. The expansion of the game zone . In: The Visionaries of Silicon Valley . Du - Das Kunstmagazin, Zurich 2013, ISBN 978-3-905931-34-1 .
  • Ludic interfaces. Driver and product of gamification . In: GAME - ALL OF US, PLAYERS . vol. 1. The Italian Journal of Game Studies, Ass.ne Culturale Ludica, Bologna, Via Veneto, 2012, ISSN  2280-7705 ( online [accessed January 24, 2016]).
  • Mole . In: Stephan Günzel (Ed.): Lexicon of the philosophy of space . Scientific Book Society, Darmstadt 2012, ISBN 978-3-534-21931-5 .
  • Cyberprovincialism . In: Coded Cultures. Exploring Creative Emergences . 5uper.net, Vienna / Yokohama 2009, ISBN 978-3-200-01532-6 ( org.uk [PPT; 5.0 MB ; accessed on January 24, 2016]).
  • postvinyl . In: Re: live. Media Art Histories 2009 . University of Melbourne & Victorian College of the Arts and Music, Melbourne 2009.
  • Digital Tudor . In: Electronic Visualization and the Arts . EVA2009, London 2009.
  • Spoilsports and Cardsharps . In: Proceedings of the Playful Experiences Seminar . University of Tampere, Tampere 2009.
  • Pervasive DJing . In: Proceedings of the 4th International Symposium on Pervasive Gaming Applications . Shaker Verlag , Aachen 2007, ISBN 978-3-8322-6288-4 .
  • Mirror. Mirrors . In: Selfware.file02 . MiDiHY and MVD, Graz 2003, ISBN 3-9501666-7-X (English).
  • Total recall - remembering and forgetting in music . In: Hans Ulrich Reck (Hrsg.): Constructions of remembering: transitory turbulences . Kunstforum Köln Volume 127, Cologne 1997.
  • Are you sure you want to do this? In: Mediamatic Vol.8 # 1 The Storage Mania Issue. Mediamatic, Amsterdam 1994, ISBN 90-74728-25-1 (Dutch).

Individual evidence

  1. An interview from Digital Arts and Architecture Lab with Mathias Fuchs can be found on Unplugged heads 2.0 from March 9, 2010. Accessed on September 12, 2010 .
  2. An idea of ​​the positions and the context of Ludic Interfaces can be found on the Coded Culture Festival website , in an interview during 5uper.net's event in Yokohama / Japan. Retrieved September 20, 2016 .
  3. An idea of ​​the term and the assessment of digital cultures can be found on the website of the Center for Digital Cultures, Leuphana University 2013. Accessed on July 8, 2014 .
  4. Panel discussion on "Homo Ludens Digitalis" at the Berlin Academy of the Arts as part of the Schwindel derreality event , 4 June 2014. Retrieved July 8, 2014 .

Web links