Nine Urban Biotopes

Negotiating the Future of Urban Living

Berlin – Johannesburg – London -
Durban - Turin - Cape Town - Paris

In 2014, four European artists - Armin Linke, Antje Schiffers, Marjetica Potrč and Anthony Schrag - worked in South Africa while at the same time five South Africans - Athi-Patra Ruga, Dan Halter, Taswald Pillay, Terry Kurgan and Rangoato Hlasane - worked in Europe.


Selected as a »success story« by the European Commission


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Category: urban dialogues | 
Posted by: stefan



The dichotomy between the »private world« and the »world of labour«, linked with the advent
of industrial society is now in an increasing state of disarray. The boundaries between the
spheres of »leisure and play« and »service and work« are blurring. It turns out that there is
an increasing and evident process in today’s world of work towards »Gamification«.

1. GAMIFICATION – The usage of game principles in specific processes in
the working world and in the rationalisation of work processes.
The entry of what we might call ‘game mechanics’ into work life is no longer a future
trend, but rather an increasingly present influence in the day-to-day working reality
of businesses and companies. Virtual and conventional games both have common
features that are already used in modern working contexts as valid instruments in
organisational development, human resource management, and employee training.

2. SERIOUS GAMES – The use of games and game principles for the purpose of education
and training and efficient personnel development in today’s working world.
»Serious Games« combines these principles: integrated gaming strategies in
businesses and companies enabling them to come into play. Staff members are invited
into ‘free spaces’ where making mistakes brings no negative sanctions, as it is part
of the creative process of problem solving. Through such game mechanics,
new abilities of cooperation are fostered based on collective intelligence.

3. CROWD-SOURCING – the activation of participation models and the mobilisation of critical mass through
social media for the resolution of market and research relevant issues in an outsourcing process.
Companies are increasingly outsourcing special work orders by using »crowd-sourcing«
techniques. Through »crowd-sourcing«, the intelligence of crowds is implementable through
playful means, using graphic environments and narratives which motivate individuals
to collaborate in solving specific problems. Online games use the facility offered by
the internet to involve »the critical mass« and tap into their expertise.

4. PLAYFULNESS – the utopian and imaginative view of the future working world.
What does the future of employment look like, and what role does the creative,
irregular, and associative thinking of artists and cultural workers play?
In the ‘real’ world existing outside the digital world, games can be an expression
of ‘futurology’, creating and acting out new conceptions and guiding principles
whilst anticipating their suitability. With the help of physical-spatial game forms
or live action role play (LARP), matters such as the changing one’s profession as a
result of digitisation can be realistically simulated, conveyed, and discussed.


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