Sunday, February 2, 2025

Ludographic Fieldwork

 As I develop my own personal practice more and more and develop the idea of a practical ludographic fieldwork - treating videgames as authentic 'places' of artistic research - teating spaces as sites for artistic excavation, curation, and transformation, following along my ideas of extreme format shifting.

Could I develop code-based or AI-driven printing methods that respond to in-game experiences (e.g., translating audio, spatial data, or game physics into printed forms) - or otherwise format shift a time based experience to a static object?

Could I use spectral centroid analysis could turn game soundscapes into layered 3D-printed topographies?

 What about audio libraries into layered sculptures?

What about a capture of live gameplay audio, format-shifted into some temporally defined time-per-layer gcode?

 I'm not sure there's much literature yet academically speaking but "Ludographic Fieldwork" could be 'the practice of systematically exploring, recording, and analyzing games as lived experiences, through direct play, observation, and documentation of in-game interactions, mechanics, and player agency' - a lets-play filtered through academia and meta-research goals.

 I really need to devote some serious hours to pure research and notes on if this even is a thing - or if it could be.

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