2017
DOI: 10.1057/s41599-017-0004-5
|View full text |Cite
|
Sign up to set email alerts
|

The visual essay and the place of artistic research in the humanities

Abstract: What could be the place of artistic research in current contemporary scholarship in the humanities? The following essay addresses this question while using as a case study a collaborative artistic project undertaken by two artists, Remco Roes (Belgium) and Alis Garlick (Australia). We argue that the recent integration of arts into academia requires a hybrid discourse, which has to be distinguished both from the artwork itself and from more conventional forms of academic research. This hybrid discourse explores… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
2
1
1

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(4 citation statements)
references
References 3 publications
0
4
0
Order By: Relevance
“…Allucquere Rosanne Stone took this appropriation of expensive computing power to indicate the complementation and modification of the industrial work ethic by a new popularization of the playful. 56 This change has generally been evident in Western culture since the 1960s: 57 From Eric Berne's bestseller Games People Play: The Psychology of Human Relationships (1964) 58 to Joe South's hit song Games People Play (1968), which it inspired, and Clark C. Abt's book Serious Games (1970) 59 to the New Games movement that Stewart Brand initiated in the atmosphere of San Francisco's hippie culture and which stayed popular from the late 1960s to the early 1980s. 60 Technological as well as economic factors fueled this process of ludification.…”
Section: Mcluhanmentioning
confidence: 99%
See 2 more Smart Citations
“…Allucquere Rosanne Stone took this appropriation of expensive computing power to indicate the complementation and modification of the industrial work ethic by a new popularization of the playful. 56 This change has generally been evident in Western culture since the 1960s: 57 From Eric Berne's bestseller Games People Play: The Psychology of Human Relationships (1964) 58 to Joe South's hit song Games People Play (1968), which it inspired, and Clark C. Abt's book Serious Games (1970) 59 to the New Games movement that Stewart Brand initiated in the atmosphere of San Francisco's hippie culture and which stayed popular from the late 1960s to the early 1980s. 60 Technological as well as economic factors fueled this process of ludification.…”
Section: Mcluhanmentioning
confidence: 99%
“…As the manual notes, "if a world has extensive seas, choose to play a civilisation with advantages in ship building or speed … If you are competing with the Persians, prepare for eventual clash with War Elephants." 56 The player can make use of these suggestions, along with the mechanics from the technology tree, to craft their own strategy guide, which is likely to produce better results than trial and error alone. Whether or not the player uses this strategic potential for a quick victory or a challenge (e.g., fielding units against their counters), the manual and technology tree empower players to take advantage of the cultural and military affordances of ancient civilizations, to consider why these led to certain outcomes as detailed in the game's campaigns (e.g., Athens' empire, built on its navel strength).…”
Section: Participationmentioning
confidence: 99%
See 1 more Smart Citation
“…It is also a way to express values and promote discussion, a supplementary form of knowledge (Kay 2013;Roes and Pint 2020).…”
Section: Introductionmentioning
confidence: 99%