In the digital age, the value of many companies now depends on their number of users rather than the physical products they produce. The more clicks registered, the more likes produced, the greater the value a company can attain.
Where does that leave the individual consumer, player and “clicker?” How has the process of adding value to a product and a company shifted in the digital age? Following the Marxian notion of alienation, will we see a new digital proletariat locked behind not spinning wheels and machines, but behind their screens and keyboards? A generation of digital consumers cut off from the financial benefits they themselves are creating for a few entrepreneurs? Or might we be entering a digital age of sharing, where the consumer is a “prosumer” (Jeremy Rifkin) embedded in a network of collaborative commons?
These issues will be discussed by a panel of thinkers from Germany, Korea and France. A tri-lateral hackathon will then take the results and insights of the symposium as its starting point. The panelists will comment on the results of the hackathon and reconnect the issues to their initial discussion.
Director Goethe-Institut Korea
Regional Director East Asia
"In view of the enormous speed of developments in digitalization and its effects on both cultural and social practices, this has been one of the focus areas..."Read More from Booklet
Associate Dean, School of Social Science, Seoul National University
"On behalf of students and faculty of the Program for Information Science and Culture, I would like extend a warm welcome to our friends..."Read More from Booklet
Counsellor (Culture, Education and Science), French Embassy in Korea
Director, French Institute in Korea
"Digital economy has become increasingly significant in today’s world and the influence of new technologies..."Read More from Booklet
May 2nd – 4th, 2016
Seoul National University (SNU)
Samick Hall, Asia Center (Symposium and Hackathon Presentation)
ITCT Lab, IBK Communication Centre (Hackathon)
Symposium & Hackathon Opening
Samick Hall, Asia Center
Hackathon (closed to the public)
ITCT Lab, IBK Communication Centre
Presentation of Hackathon results
Samick Hall, Asia Center
May 2nd, 2016 (Monday) 10:15 - 13:00
Friedrich Schiller University Jena, Germany
"New ways of exploitation in informational capitalism: Facebook, Google, and the commodification of data"
Ecole Polytechnique, France
"Acceleration and disorientation of digital socio-economic mutations"
Seoul National University, Korea
"Solving complex and convergent social problems"
May 2nd, 2016 (Monday) 14:00 - 17:00
University of Lille 3/IRCAV-Paris 3-Sorbonne Nouvelle, France
"The symbolic economy of digital talents in the era of expressivist stream"
University of the Arts Bremen, Germany
"From tools for empowerment to platform capitalism"
Korea Game Rating and Administration Committee
"Imagineering for homo ludens"
“Playing with the Future”’s tri-lateral hackathon takes the symposium as its starting point. Each speaker proposed three “play items” beforehand: three keywords from their lecture, images, statements, links or even a game. Anything that in their opinion is related to the topic of “digital economy.” With these items, the hackers are free to create whatever they want, with only one condition: the results have to be “playable.” The hackathon is moderated by Peter Lee of Studio Nolgong. At the end of the hackathon, everyone will be invited to “play” its results, and the hackathon will conclude with comments by the speakers.
Game designer, entrepreneur and teacher
The École Nationale du Jeu et des Médias Interactifs Numériques (ENJMIN) was opened in 2005. It is part of the Cnam (National Conservatory of Arts and Crafts). ENJMIN’s aim is to educate the future professionals, researchers and artists, and to foster fundamental and applied research in the field of game design.
gamelab.berlin is a project of the Interdisciplinary Laboratory Image Knowledge Gestaltung of the excellence cluster at the Humboldt University Berlin. In an interdisciplinary manner, gamelab.berlinconducts research and development in the age of games.
The Program for Information Science and Culture of Seoul National University concentrates on educating multidisciplinary scientific researchers who study new information technology and cultural environment using multidisciplinary approaches. These includedisciplines from humanities, social sciences and engineering, and the program aims atproducing competent professionals who will become leaders in thecultural production industry, including the three major areas of digital environment in the twenty-first century: the internet, mobile communications and digital conversions.