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GAPP - gamified audiovisual performance and performance practice

GAPP - gamified audiovisual performance and performance practice

Marko Ciciliani (ORCID: 0000-0002-2226-7617)
  • Grant DOI 10.55776/AR364
  • Funding program Arts-Based Research
  • Status ended
  • Start February 1, 2016
  • End January 31, 2021
  • Funding amount € 310,091
  • Project website

Disciplines

Arts (100%)

Keywords

    Computer Music, Computer Games, Performance Practice

Abstract Final report

Introduction Computer Games have become a fashionable area of research, which has been covered by many different fields of research in the humanities and in the arts. However, only to a comparatively small extent have computer game elements been explored in the realm of audiovisual composition and performance. This artistic research project starts out with the assumption that player interactions and game strategies offer yet unexplored models that can be applied in live audiovisual works. Game-interaction and the doubling of the player in the game in a virtual space offer a large potential to create a liveness quality of a novel kind. This does not only concern the performer who is interacting with a responsive audiovisual system but can also engage an audience as backseat-players. This artistic research project therefore sets out to explore the combination of game strategies and performer interactions for its artistic potential beyond the mere imitation of computer games. Goals The goal of the research is to develop a thorough understanding of the potential of game based elements in audiovisual works. This affect the work on several technical levels e.g. regarding the implementation of algorithms and the design of the interface but also raises questions regarding the perception: how do we create a balanced perception of events taking place on a stage area and simultaneously on a virtual screen? How can the performer act as a mediator and involve the audience in the performance as backseat-players? These questions have not, yet, been researched and they ask for an investigation from the point of view of artistic practice. Methodology The research will be carried out from two perspectives: 1) audiovisual composition and 2) performance studies. A large number of questions have been identified that will serve as a methodological framework and points of reflection and evaluation during the process. Altogether seven teams of artists will address the questions in their artistic research. The process will be cyclical and will include periodic evaluations and reflections. Having seven teams working at the same pools of questions will yield different artistic solutions which can then be compared with each other for better insights.

The aim of the research project "GAPPP - Gamified Audiovisual Performance and Performance Practice" was to gain a comprehensive understanding of the artistic potential of elements from computer games in the context of experimental audiovisual composition and performance practice. The starting point was the observation that in many artistic disciplines, engagement with aspects from computer game culture has been evident since the 1990s, while in music, comparable engagement has been marginal. An important motivation for the project was to close this gap. The underlying hypothesis was that game elements are not only relevant as an extra-musical reference for artistic use, but that they can produce qualities that expand the musical and audiovisual spectrum of expression in unique ways. The creation of new audiovisual works that specifically address and artistically implement questions posed by the project regarding the aesthetically relevant applications of elements from computer games was a key aspect of GAPPP's research design. In order to achieve a great diversity of artistic solutions, apart from the specially developed audiovisual compositions from project leader Marko Ciciliani, we commissioned various additional works from guest artists. The creation of all these different works and their performance were then investigated from three distinct perspectives, namely from the perspective of the creating artists/authors, the performing musicians, and the audience. These three perspectives were then compared to get a comprehensive understanding of how the realized works can be perceived, and how the integration of computer game elements plays out The following points have been achieved through the research project: 1) Almost 20 new audiovisual compositions were developed, which are characterized by special qualities due to the use of elements from computer games. 2) Through numerous presentations of the newly created works, they have had an impact on the artistic field - the use of elements from games is now much more present in the experimental music scene. This is not only due to this research project, however it did have an influence on this development. 3) In addition to analytically capturing various qualities inherent in these works, a precise understanding of the changed role of their performers* has been gained. 4) New scientific methods were developed, which were necessary to arrive at meaningful results in the field of investigation. 5) The research and findings of the project were published in 16 academic publications, and the project concluded with the publication of a comprehensive multimedia book entitled "Ludified", making both these findings and the artistic works on which they are based accessible. 6) numerous researchers were also involved as guests in the research project, which led to a reception of the research across the boundaries of various discourses, in particular also into ludomusicology and game-philosophy.

Research institution(s)
  • Universität für Musik und darstellende Kunst Graz - 100%
International project participants
  • Ludger Brümmer, Zentrum für Kunst und Medientechnologie - Germany
  • Lev Manovich, City University of New York - USA
  • Philip Auslander, Georgia Institute of Technology - USA
  • Scott Wilson, The University of Birmingham
  • Georgina Born, University College of London - UCL

Research Output

  • 19 Citations
  • 17 Publications
  • 18 Artistic Creations
  • 2 Methods & Materials
  • 1 Disseminations
  • 5 Scientific Awards
Publications
  • 2023
    Title Messapparate als materielle Diskurspraktiken. Zur Untersuchung des subjektiven Erlebens von Musik im Kontext forschungsgeleiteter Produktionsprozesse
    Type PhD Thesis
    Author Andreas Pirchner
  • 2021
    Title Investigating Audience Experience; In: LUDIFIED
    Type Book Chapter
    Author Pirchner A.
    Publisher The Green Box
    Pages 41-67
  • 2021
    Title Visiting the Virtual - Performance Practice in the Virtual Artworks of Rob Hamilton and Christof Ressi; In: LUDIFIED
    Type Book Chapter
    Author Lüneburg B.
    Publisher The Green Box
    Pages 97-123
  • 2021
    Title Worldmaking-Knowing through Performing; In: Knowing in Performing: Artistic Research in Music and the Performing Arts
    Type Book Chapter
    Author Lüneburg B.
    Publisher Transcript
    Pages 185-200
    Link Publication
  • 2021
    Title Designing Audience-Work Relationships; In: Sound Work - Composition as Critical Technical Practice
    Type Book Chapter
    Author Ciciliani M.
    Publisher Leuven University Press
    Pages 25
  • 2021
    Title A Polar Diagram for the Analysis of Gamified Audiovisual Works; In: LUDIFIED
    Type Book Chapter
    Author Ciciliani M.
    Publisher The Green Box
    Pages 25-45
    Link Publication
  • 2021
    Title Anna & Marie, a Performative Installation Built on Ergodic Storytelling-Two Project Reports; In: LUDIFIED
    Type Book Chapter
    Author Ciciliani M.
    Publisher The Green Box
    Pages 89-125
    Link Publication
  • 2021
    Title LUDIFIED
    Type Book
    Author Ciciliani M.
    editors Ciciliani M., Lüneburg B., Pirchner A.
    Publisher The Green Box
  • 2020
    Title Ergodic and Emergent Qualities of Real-Time Scores. Anna & Marie and Gamified Audiovisual Compositions
    Type Conference Proceeding Abstract
    Author Pirchner A.
    Conference TENOR'20
    Pages 189-197
    Link Publication
  • 2019
    Title Virtuelle 3D Umgebungen als Raum für Komposition und Performance; In: Erkundungen - Gegenwartsmusik als Forschung und Experiment
    Type Book Chapter
    Author Ciciliani M.
    Publisher Schott
    Pages 68-83
  • 2019
    Title IRMA (Interactive Real-time Measurement of Attention). A method for the investigation of audiovisual computer music performances
    Type Conference Proceeding Abstract
    Author Pirchner A.
    Conference International Computer Music Conference 2019, New York City
  • 2019
    Title On audience perception in gamified audiovisual performances
    Type Conference Proceeding Abstract
    Author Pirchner A.
    Conference DiGRA '19 Digital Games Research Association
    Pages 7
    Link Publication
  • 2019
    Title Virtual 3D environments as composition and performance spaces*
    DOI 10.1080/09298215.2019.1703013
    Type Journal Article
    Author Ciciliani M
    Journal Journal of New Music Research
    Pages 104-113
    Link Publication
  • 2018
    Title Between "Ludic Play" and "Performative Involvement": Performance practice in gamified audiovisual multimedia artworks
    Type Journal Article
    Author Lüneburg B.
    Journal eContact!
    Link Publication
  • 2018
    Title Between Art and Game: Performance Practice in the Gamified Audiovisual Artworks of GAPPP
    DOI 10.1007/s40869-018-0066-7
    Type Journal Article
    Author Lüneburg B
    Journal The Computer Games Journal
    Pages 243-260
  • 2017
    Title Token of Enunciation in Multimedia Performance
    Type Conference Proceeding Abstract
    Author Ciciliani M.
    Conference International Computer Music Conference
    Pages 127-134
    Link Publication
  • 2017
    Title Gamified Audiovisual Works - Composition, Perception, Performance
    Type Journal Article
    Author Ciciliani M.
    Journal Emille
    Pages 21-27
    Link Publication
Artistic Creations
  • 2020 Link
    Title RAVE Séance
    Type Artwork
    Link Link
  • 2019 Link
    Title Anna & Marie
    Type Artwork
    Link Link
  • 2019 Link
    Title String Mask Overflow
    Type Artwork
    Link Link
  • 2019 Link
    Title Terrain Study
    Type Artwork
    Link Link
  • 2019 Link
    Title The Missing Piece
    Type Artwork
    Link Link
  • 2018 Link
    Title Chemical Etudes
    Type Artwork
    Link Link
  • 2018 Link
    Title Kilgore's Resort
    Type Artwork
    Link Link
  • 2018 Link
    Title Kilgore
    Type Artwork
    Link Link
  • 2018 Link
    Title To Kill Two Birds With One Stone
    Type Artwork
    Link Link
  • 2018 Link
    Title Trois machins de la grâce aimante
    Type Artwork
    Link Link
  • 2017 Link
    Title Attractive Correlations
    Type Artwork
    Link Link
  • 2017 Link
    Title Conditional Love
    Type Artwork
    Link Link
  • 2017 Link
    Title Game Over
    Type Artwork
    Link Link
  • 2017 Link
    Title Self Sustaining Play
    Type Artwork
    Link Link
  • 2017
    Title Tonify
    Type Artwork
  • 2017 Link
    Title Tympanic Touch
    Type Artwork
    Link Link
  • 2016 Link
    Title Atomic Etudes
    Type Artwork
    Link Link
  • 2016 Link
    Title Audiodromo
    Type Artwork
    Link Link
Methods & Materials
  • 2019
    Title IRMA
    Type Technology assay or reagent
    Public Access
  • 2019
    Title Polar diagram for the analysis of gamified audiovisual works
    Type Improvements to research infrastructure
    Public Access
Disseminations
  • 2017 Link
    Title Interview with Julian Kämper which led to the article "Regelbrüche provozieren, Musik zwischen Komposition und Computerspiel" in the magazine MusikTexte, Cologne
    Type A press release, press conference or response to a media enquiry/interview
    Link Link
Scientific Awards
  • 2020
    Title Editor of Journal of Artistic Research (JAR)
    Type Appointed as the editor/advisor to a journal or book series
    Level of Recognition Continental/International
  • 2020
    Title Keynote speaker
    Type Personally asked as a key note speaker to a conference
    Level of Recognition Continental/International
  • 2019
    Title Speaker
    Type Personally asked as a key note speaker to a conference
    Level of Recognition Continental/International
  • 2018
    Title Klingt Gut Symposium Student award
    Type Research prize
    Level of Recognition Continental/International
  • 2016
    Title Speaker
    Type Personally asked as a key note speaker to a conference
    Level of Recognition National (any country)

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