Research


Technopolitics Research Group

Technopolitics ist eine transdisziplinäre Plattform bestehend aus KünstlerInnen, JournalistInnen, ForscherInnen, DesignerInnen und EntwicklerInnen. Im Jahr 2009 gemeinsam von Armin Medosch und Brian Holmes als Online-Diskussionsgruppe ins Leben gerufen, hat sich seit 2011 daraus ein Kreis in Wien gebildet, der sich regelmäßig zu Vortrags- und Diskussionsabenden trifft, sowie Konferenzen und Kunstprojekte produziert. Eine wichtige gemeinsame Zielsetzung ist, die Bedeutung technologischer Entwicklungen, Perspektiven und Paradigmenwechsel aus einer kritischen, künstlerischen und offenen Perspektive sichtbar zu machen.

Technopolitics Arbeitsgruppe:

John Barker, Schriftsteller / Sylvia Eckermann, Künstlerin / Doron Goldfarb, Informatiker, Netzwerkforschung / Armin Medosch, Kunst- und Medientheoretiker, Kurator / Gerald Nestler, Künstler, Forscher / Gerald Straub, Kulturtheoretiker, Künstler, Kurator / Felix Stalder, Soziologe und Kulturwissenschafter / Axel Stockburger, Künstler, Forscher / Matthias Tarasiewicz, Medienkünstler, Forscher / Thomas Thaler, Wissenschaftsjournalist / Sophie Wagner, Forscherin / Ina Zwerger, Ö1 Wissenschaftsjournalistin.

more info at technopolitics.info


Research Project: Troubling Research – Performing Knowledge in the Arts

The project is funded by the WWTF and based at the Academy of Fine Arts in Vienna.

Project Time: 2010-2012
Project Leader: Tom Holert

Team:

Gangart (Simonetta Ferfoglia, Heinrich Pichler)
Johanna Schaffer
Johannes Porsch
Stefanie Seibold
Carola Dertnig
Axel Stockburger
Diedrich Diederichsen



Text about the project in: Texte zur Kunst #82 – Artistic Research

more information here


PHD RESEARCH

2001 – 2006 PhD Research into the Modalities of Space in Video and Computer Games
at the University of the Arts London, Research Scholarship London Institute.
Supervisors: Dr. Angus Carlyle (LCC), Alan Sekers (LCC), Prof. Clive Richards (Coventry University).

>>> download: Stockburger_PhD.pdf

Abstract

During the last 30 years computer and videogames have grown into a large entertainment industry of economical as well as cultural and social importance.
As a distinctive field of academic inquiry begins to evolve in the form of game studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules in video and computer games. However, one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken.

This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre’s reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault’s notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.


Roundtable Discussion: Ludic Society – Ludic Arts?

Spiel als popularkulturelles Medium der Kunst. 
Kunsthalle Wien project space karlsplatz (05, 2008). with Mathias Fuchs (Manchester), Margarete Jahrmann (Zürich), Kristian Lukic (Novi Sad), Sergius Kodera (Wien), Robert Pfaller (Linz), Axel Stockburger (Wien), Ulrich Schädler (Frankfurt, La-Tour-de-Peilz), Paul Sermon (Manchester) und Isabelle Arvers (Marseille) as part of GAMES: KUNST UND POLITIK DER SPIELE.


Invited Talk: MODALITIES OF SPACE IN VIDEO AND COMPUTERGAMES

as part of the workshop
On/Off at the Architectural Department RWTH Aachen, 19.11.2007. Invitation by Georg Rafailidis.


Panel Discussion : YOUR SPACE IS NOT MYSPACE

User Generated Content meets Contemporary Art with F.E. Rakuschan. Sat 17.11.2007, 18h, at kM > showroom, Vienna. Invitation by Klaus Strickner.


Invited Talk: ABSTRACTION IN VIDEO ART

11.11.2007, Donau-Universitaet Krems, Department für Bildwissenschaften. Invitation by Marc Ries,
Jeanna Nikolov-Ramirez Gaviria.


Invited Talk: VISUAL MUSIC

Synchronicity, 
17.08.07 – 19h, as part of the international CAMP Festival at the Württembergischer Kunstverein, Stuttgart, Germany. Invitation by Cornelia and Holger Lund of fluctuating images.


Invited Talk: WARGAMES

Battlefields in the Playgrounds, 
Project Art Center, Dublin, Ireland – 26.06.07, as part of the exhibition PLAY SAFE – Battlefields in the Playground curated by Jonathan Carrol at project arts centre, Dublin.


Invited Talk/Workshop: PLAYING AT FREEDOM

22.06.07, as part of the exhibition PENSEE SAUVAGE – Von Freiheit, curated by Chus Martinez, at Frankfurter Kunstverein, Frankfurt, Germany.


Invited Talk/Panel Discussion: PLAYING THE URBAN

as part of the exhibition Video as Urban Condition, curated by Anthony Auerbach, 26.04.07, LENTOS Museum, Linz, Austria.


Invited Talk: REPLAY

Dundee Contemporary Arts, 15.11.2006, Dundee, Scotland.


Invited Talk: GAME ARCHITECTURE

Studio Lainer, 24.05.2006, Academy of Fine Arts, Vienna, Austria.


Invited Talk: REPLAY

Dimensions of Time in Contemporary Game Culture
, AGAIN FOR TOMORROW. Exhibition 08.04.06, Royal College of Art, London. UK.


Invited Talk: ART VERSUS GAME

Modalities of Space, 25.01.2006, Goldsmiths College, 
Center for Cultural Studies, Interactive Art Department, London. UK.


Invited Talk: ART & GAMES

Artist Talk, Interactive Art Course, 08.08.2005, SESC Sao Paulo, Brazil


Invited Talk: TIME’S UP

Einige Bemerkungen zum Faktor Zeit in Video und Computerspielen
, Basics Festival Symposion, 2005, Salzburg, Austria


Invited Talk: PERVASIVE PLAY

The Phantom of Convergence and Multiplayer Location Based Games
at: Interact 1 (2004), LCC, University of the Arts, London, UK


Paper Presentation: THE GAME ENVIRONMENT FROM AN AUDITIVE PERSPECTIVE

at: Level Up, Digital Games Research Conference (2003), Utrecht, NL

>>> download: Stockburger_Game_environment.pdf


Paper Presentation: FROM APPROPRIATION TO APPROXIMATION

The Relationship Between Fine Art and Computer Games, 
at: Pixel Raiders 2 Conference (2003) , Sheffield University, UK

>>> download: Stockburger_Appropriation.pdf


Paper Presentation: HEAD LEFT – CLIMB UP – JUMP IN

What Do Walkthrough Texts Reveil About The 
Representational Navigable Spaces In Video And Computer Games?

at: Playing with the Future Conference 2002, University of Manchester, UK

>>> download: Stockburger-Walkthrough.pdf


Teaching & Lectures

at present:

Scientific Assistant at the Institute for Visual Arts and Digital Media, Professor Constanze Ruhm, Academy of Fine Arts, Vienna.

Seminar:
BEING PLAYED – about the Relationship between Game, Play and Art .

2002 – 2005

London College of Communication – Sound Art BA – Tutorials (Course Leader: Chris Petter)
Camberwell College of Art, Foundation Course Digital Video Production (with D-Fuse) DALI courses
Camberwell College of Art – MA Digital Arts, Theory Course: Media Theory and Art History
(Course Leader: Andy Stiff)
London College of Communication – FdA Interactive Games Production, Module: Game Theory
(Course Leader: Roy Caseley)
onedotzero education module at TVU (Thames Valley University), with Darryl Clifton
University College Winchester, Lecture on Game Culture

2000 – 2002

Ravensbourne College of Design and Communication, Interactive Digital Media MA Course: Computer Game Special 
(Course Leader: Michael Breidenbruecker).
Wimbledon School of Art, Video Foundation Course, Workshop: Found Footage in Contemporary Art Practice
(Course Leader: Gudrun Bielz)