Ludic Meanders through Defictionalization: The Narrative Mechanics of Art Games in the public spaces of politics.

Published in: Beat Suter, Renè Bauer, Mela Kocher (eds.), (2021). Narrative Mechanics. Strategies and Meanings in Games and Real Life. What do stories in games have in common with political narratives? Transcript Verlag Zürich.

In the following article we will meander. This is precisely the narrative mechanism that is used to outwit complex content. It happens mainly in public space online, in the agora of politics, and physically in the arena of the urban games in our daily lives, which has changed drastically in the times of the pandemic.

EYE_level/ Console game. Amaze PlayfulMediaFestival

Margarete Jahrmann& Thomas Wagensommerer. voice/text: Jahrmann& Martin Kaiser/ Kinshasa

Ludic work, Game und Installation, featured at exhibition AMAZE 2018.

commissioned by Andreas Lange, Computerspielemuseum Berlin/ Hauptstadt Kulturfonds Berlin.

  • Neuroflow embraces brain wave analysis and meditation as game mechanics. 
  • The game art piece is an emanation of the Neurospace performance-series, staged as research LARP (thanks to Herwig Kopp, Berlin) in 2017 at Computerspielemuseum Berlin, funded by Capital Cultural Fund Germany.
Fly through, Level1

wirebrain of/for 2 players. Standalone App 2021

interactive dynamic brainwave sculpture/3D film game

Margarete Jahrmann & Stefan Glasauer 2021

About 20 min of interactive 3D replay of an online brainwave performance recorded on January 22, 2021. 

20 min playtime. Drag over object -> HUD menu appears. Rotate, move, zoom the object – and take screenshots of Your favorite state of mind!

WIREBRAIN was generated through the use of two consumer EEG devices (muse) and a home-brew Matlab App during an online connected remote session with a third EEG user. Watch performance on the Neuromatic youtube channel!

APP DOWNLOAD link – attention, big file, but playable!

Area7lab statement on wirebrain:

Brain-computer interfaces are increasingly available as consumer versions using a low number of electrodes. Currently, the main use of such devices is in aiding meditation practices via biofeedback using frequency analysis of the measured EEG. 

Our alternative approach opens up the use of BCI as “Neuromatic Devices”, as tools that can be used beyond current utilization as instrument for scientific measurement or, in its consumer version, for self-optimizing. 

Here we present the “Neuromatic Brainwave Broadcast”, a series of online live performances using consumer BCIs that we have developed over the last year and that has been streamed first daily, then weekly on YouTube. The broadcast works as public experiment in which spectators can interact rather than watch passively, which blurs the borders between experimenter, performer, and test subject, at the same time revealing failures and technical problems and making them part of the experience rather hiding and discarding them. 

During the broadcast, raw EEG signals from the consumer BCIs worn by two or more remotely connected participants are sent (via a combination of bluetooth and UDP) together with simultaneously captured video of the participants to a central computer. There, real-time visualizations of the EEG signal (implemented via custom-written Matlab code), the video images, text output of the software, and written instructions for the participants are composed to a final output that is streamed together with real-time sound generated from the signals to the Neuromatic YouTube channel. The stream serves as necessarily delayed bio-feedback for participants wearing devices as well as communication channel for the spectators who can comment and influence the performance via chat. The video streams and snippets from the EEG recordings serve as data trace and documentation of the artistic experiment. 

The artistic research approach applied here to brain-computer interfaces resulted in the development of a publicly open explorative method, the Brainwave Broadcast, which allowed investigating the space of possibilities spanned by the use of different media for transforming BCIs into Neuromatic devices that allow a collective critical reflection of intrusive brain technology.

PINK NOISE. EEG Collective Avatar live game concert. 21st Feb 2021. 4pm at CIVA <>

Margarete Jahrmann & Thomas Wagensommerer, coop Louise Linsenbolz, Georg Luif, Stefan Glasauer.

An Area7lab production. Link to performance

AVATARA_ collective BrainBand goddess

In der Pink Noise Brain Jam Session entsteht ein kollektiver Avatar- aus vier EEG playern.

Das Spiel im Thunderdome  — brainwave sound gemixt mit voice samples via vocoder, player triggers soundobjects in brainspace. Die kollektive Avatara (bestehend nicht aus einem sondern aus vier Spieler*innen) ist ein tribute to Tina Turner. Wir sehen sie als goddess of the device mit EEG Brain Stirnband. AVATARA, incarnation of a collective goddess, verändert sich mit den Gedankenmustern aller Spieler*innen.  Like Aunty  referenzieren wir: 

Mad Max, launch part im Jahr 2021. 

We don´t need another hero….  

Wir vocodern gehen wir weiter im PINK noise. Neal Stephensons The diamond age, or, A young lady’s illustrated primer (1995) dient uns als Bauplan für Welt. Der Blueprint eines drei dimensionalen Netzwerks, in dem sich in jeder Facette alle Verbindungspunkte spiegeln…. ist unser AAA ThP playground.

Jede player*in wird als Diamond dargestellt-  in eine Wireframe Bounding Box gerahmt.

Zum einen bezieht sich die DAMOND Box auf den Realen Sozialen Abstandhalter 2021 — aus Draht gebaut, und als Drahtgittermodell auf die Bounding Box von Avatars in Game Engines.

Zum anderen beziehen wir uns auf das  Jewel Net of Indra aus dem Hua-yen Buddhism — zu dem meditation practices der Eingang sind. INHALE/EXHALE:::::::::: run!

Nach dem Login mischen wir uns mit NPCs – 

Jede/r erhält eine Acronym aus 3 Buchstaben: 

Alpha Beta Gamma Delta Theta



Angespielt startet eine sich ewig wiederholende, rotierende timeline. Sobald wir mit anderen player+s zu nahe am goddess avatar sind, werden wir nach einer bestimmten Inkubationszeit in den God Mode geworden. Wir fliegen – sehen den Thunderplace mit virtuellem Donnerbrunnen von oben. ….

Der Platz zersetzt sich wird wilder schillernd und selbst zu Facetten des diamond networks…. everything is deeply intertwingled!


Hua-yen Buddhism: The Jewel Net of Indra. By Francis H. Cook. University Park and London: The Pennsylvania State University Press (The Institute of Advanced Studies of World Religion Series), 1977. xiv, 141 pp. Notes, Glossary, Index. $ 14.50.

Neal Stephenson: The diamond age, or, A young lady’s illustrated primer. Viking, London 1995, ISBN 0-670-86414-5 (englisch).


Neal Stephenson: Diamond Age. Die Grenzwelt. Goldmann Verlag, München 2001, ISBN 3-442-45154-X (deutsche Neuveröffentlichung)

Alva Noto — 3 Buchstaben Firmenamen

Filmempfehlung Rainer Werner Fassbinder: Welt am Draht, BRD 1973

AAA ThP: ARG ALT Artivism Thunder Play –  CIVA 2021

Margarete Jahrmann & Thomas Wagensommerer, coop Louise Linsenbolz, Georg Luif, Stefan Glasauer.

An Area7lab production.

generative multiplayer EEG Brainpainting based sound game,

commissioned by and exhibited at the first edition of

CIVA FESTIVAL Contemporary Immersive Virtual Art 2021

(opening performance LIVE play February 21st 2021)

Multiplayer environment, EEG generated mind sculpture of 4 live players, generative sound environment, brainwave object, photogrammteric environment for live performance mit EEG interfaces, including a simulation of a model of bounding boxes, pandemic infection, spatial distance and mental closeness — in a disruptive eroding world. 

Photogrammetric startscene- Donnerbunnen Vienna.

Beside the performance sessions the environment can be entered, a stored version of a brain data object serves as interactive playground/ multiuser game with the aim to foster an implosion into a de-constructivist experience around the Donner Brunnen as historic Vienna site of social contact, exhibition, and erotic attraction, where a new virtual fountain sculpture is generated live by 4 EEG players. Come and participate in the concert at Thunderdome Donnerbrunnen –  we play since the time of the wireframe crinoline in the 17th hundreds till the 3D game engine bounding box into real life social distance and collective avatar framing of social interaction.

Critical Play with Neurointerfaces/ Film.

Neuromatic Game Art – artistic reflexive documentation of a research question…. With the artistic mission statement on the Project Neuromatic Game Art — Critical Play with Neurointerfaces, we are part of the 2020 edition of the Forum Alpbach Showcase of Die Angewandte Vienna, selected artistic research projects. Thanks for this opportunity!
August 2020: Forum Alpbach, Digital Showcase artistic research, Die Angewandte

Epicycles Blindfolded Game/ Tate Gallery London

Moving Humans at the Tate Modern

Epicycles- along the magic Circle or PlayDate
22 June 2019, 12.00pm – 23 June 2019, 6.00pm




Tate Gallery London 21.-22. June 2019

Trajectory perception – a collective experiment

Stefan Glasauer, Alexander Knorr, Isabelle Garzorz, Margarete Jahrmann

IMG_0326 2IMG_0234

A Poster of the preliminary findings of the experiment was presented at the BCCN UCL Navigation Retreat 2019, Tuzing, Germany.

Bildschirmfoto 2019-08-12 um 15.51.51BCCN/UCL Navigation retreat 2019 | 03 – 05 July 2019, Tutzing

Bildschirmfoto 2019-08-12 um 15.49.47DOWNLOAD the Poster here: 04_Poster_Tate  … “Trajectory Perception_ A collective Experiment”.

Further outcomes will be sculptural….


Live sonification of emotional states/AI – Ludic Rulez!

NEWly found footage: TnX dear friend! Unseen and unpublished videos of the 2020 AIL live performance of different emotional states (Thomas Wagensommerer Sound patch, Stefan Glasauer live data from emotional states, Margarete Performance on examination couch and game mechanics) classified by an Deep Dream AI – “I want to see HAPPY monkeys” ! Tnx to Eva Fischer for the opportunity to show at the Post Digital exhibition… and perform according to Ludic ruleZ!

(2017-2019) PRE_COGNITION: Game-Experiment in SPACE HABITAT


Predicting the Future is an essential Function of the nervous system. this statement is the starting point of a time space narration and a self experiment with a research game design by Margarete Jahrmann and the neuroscientist Stefan Glasauer. The Game Experiment was performed over a period of time simulating repetitive day and night circles on cognitive processes of decision making . Shot on location of the SHEE Habitat International Space University Strassbourg.(Jahrmann/ Dématraz 2017)


Public Screening at Ludic Ouvroir, Prater-atelier Rustenschacherallee 2-4, at the occasion of the #Ludic Method Series, part2, <Autumn 2019.

Installation Future of DemonstrationReflexive discussion in the form of a space-time expanded interactive film. The text of the film was developed in a rizomatic writing game in exchange with the dramaturg and writer Marian Kaiser.

Discussion of the Concept with Space Architect Barbara Imhof: PUBLIC EVENT in the context of AP Angewandte arts science research Practice. November 29, 2017, 6 pm, Heligkreuzerhof, 1010 Vienna.


#Ludic Method Soirée Issue 01#Ludic Method Soirée Issue 01

LUDIC METHOD Example #001: The Space architect Barabra Imhof created the space simulation habitat SHEE, Self-deployable habitat for extreme environments. It was used by Margarete Jahrmann and the Francophone filmmaker Samuel Dématraz to create a duration performance with pre-cognition elements and a pre-formed game experiment at the International Space University Strassbourg.

Barbara Imhof responds to the invitation for the first #Ludic method soirée in Vienna: “Seen from a top view, all my work is a game of many rules applied to topics of terrestrial and outer space design research and development. Designing from the unfamiliar might be a good short description…”