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Casco Issues XII: Generous Structures
Publication, 19 Sep 2011Print

With Contributions by Zayne Armstrong, Ei Arakawa, Bob Black, Augusto Boal, Ruth Buchanan, Binna Choi, common room, Paul Elliman, ifau & Jesko Fezer, Zachary Formwalt, Beatrice Gibson with Will Holder and John Tilbury, Kleines postfordistisches Drama, Mattin, Hwayeon Nam, Merijn Oudenampsen, Nam June Paik, Anne Querrien, David Reinfurt, Margit Rosen, Katerina Seda, Axel Wieder 
 
Edited by Binna Choi and Axel Wieder 
 
Design by Julia Born and Laurenz Brunner in collaboration with Sam de Groot 
Co-published by Casco, Utrecht and Sternberg Press, Berlin 2011 
 
12.5 x 19.5 cm, 392 pages, 77 b/w ill., paperback 
ISBN 978-19-341-0533-7  
€ 19,00  
 
Casco Issues is a magazine published by Casco – Office for Art, Design and Theory, which explores recurring issues that emerge from Casco’s programme. The twelfth edition of Casco Issues, Generous Structures, is a playful enquiry into ‘playfulness’ as a value in critical cultural practice. It positions alternative notions of playing against the grain of neoliberal ideologies of ‘lifelong learning’ and ‘work as play’. 
 
By taking the idea of playing and the metaphor of the game as a starting point, the publication addresses what might be called a ‘ludic turn’ – the impact of the notion of play and gaming methods in various research fields and cultural work. Most prominent in the Internet industries and interactive media landscapes, but also in theoretical reflections, historical research, and the work of artists and designers, we are experiencing an interest in play as an educational tool or model for participation. However, with the conscious exception of the game per se, the publication attempts to trace its current impact and critical capacity, and explores various notions as well as concrete modes of play including activities such as learning, sharing and group work, in relation to space, art and design. It is driven from a methodological interest in the structure of playing, in its dialectics of rules and possibilities, planning and non-planning, collectivity and individuality. A game, in this sense, is not only characterised by its rules – or, on the contrary, by the liberty of the playing individuals – but is rather a construction of conscious interaction, application and transgression.