2020 Neurointerfaces as means of Artistic Research or Expanded Game Art.

Article in print:

Neurocontrollers of games are new consumer interfaces to the inner self, if we consider that they unfold as factual neuro-interfaces that evaluate our personal data and general human condition. Biometric data is gained in everyday life by mobile phones or health wristbands. The ethical dimension of the use of neuro interfaces is hardly questioned,See more

Paper DOI

10.31235/osf.io/qn65k

Neurocontrollers of games are new consumer interfaces to the inner self, if we consider that they unfold as factual neuro-interfaces that evaluate our personal data and general human condition. Biometric data is gained in everyday life by mobile phones or health wristbands. The ethical dimension of the use of neuro interfaces is hardly questioned, neither in research nor in its artistic applications, which is surprising but a necessity for the self-determined user who is more than an object of produsage. In the centre of this inquiry stand very actual critical art works with life science devices and its corresponding participative games, in an emerging critical art form of neuro-games, in a new form of expanded game art. Brain interfaces for the consumer market target life improvement but in fact they capitalise our inner states in a mode of prosumption.

Expanded game art settings in public installations can fruitfully contribute to the sciences with the advantage of a controllable set of rules, which is useful for the research validity. These art pieces correspond to citizen science games, where scientists use games to analyse data in a collective mode. On the other hand, biometric aspects and neuro-interfaces used in performative installations allow to design a new kind of game art, made of elements of behavioural research and a critical questioning of the interfaces used in play. This argument is elaborated in a series of examples from neurosciences and expanded art games. 

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