M.A. Claudius Clüver
Research Associate in the WERTE.IT Project (Accessibility in the Workplace)
Room: US-E 103
Website: claudiuscluever.de
Vita
Currently, I am working on the WERTE.IT research project on attitudes towards accessibility in the workplace at the IT for the Aging Society Chair. Previously, I have worked in media studies at the University of Siegen at the Chairs of Media Aesthetics and Digital Systems, in Marburg at the Chair of Aesthetics and Theory of Digital Media, and most recently at the Chair of Interactive Media Design at the University of Wuppertal. Additionally, I am involved in the game culture in Siegen, among other things as the chairman of the Spielkultur Siegen e.V. association.
My doctoral dissertation is titled “The Game in the Box: The History of the Game as a Commodity”. In it, I analyze the relationship between bourgeois society and games, focusing on the history of the gaming industry in modern times. My research focuses include praxeology, digital pedagogy, non-digital games, and the material turn in game studies. Analog and especially historical games are an important subject, as well as digital media and practices. Under the term Digital Biedermeier, I work on digital domesticity, reproductive work in digital spaces, and the ethics of care together with colleagues Finja Walsdorff and Max Kanderske.
2022-2024
Research Associate with Prof. Kristian Wolf, Interactive Media Design, Department of Media Design and Spatial Planning, University of Wuppertal
2021-2022
Research Associate at the Chair of Aesthetics and Theory of Digital Media, Prof. Angela Krewani (Media Studies) Philipps University Marburg
2020
Representative of teaching planning for the Media Studies Seminar in the summer semester 2020 together with Jannik Müller
2018-2019
Research Associate at the Chair of Digital Media Technologies, Prof. Natascha Adamowsky
2015-2018, 2020-2021
Research Associate at the Chair of Media Aesthetics, Prof. Peter Matussek (Media Studies Seminar, Faculty I Philosophical Faculty) University of Siegen
WERTE.IT
WERTE.IT addresses IT accessibility in companies, organizations, and administrations to create a more inclusive labor market. The focus is on establishing inclusive structures at various levels, from corporate culture to operational management, accessible workplaces, and procurement processes. Specifically, this also involves information and communication technologies. Although these are technically accessible, they still present barriers in daily practice. The project aims to establish IT accessibility as a central and self-evident component of the digital workplace. To implement practical solutions effectively, a corresponding roadmap will be developed participatively and applied sustainably. Together with the project partner Blinden- & Sehbehindertenverein Hamburg e.V. (BSVH), the project started on December 1, 2023, and is funded with approximately 2.5 million euros by the Federal Ministry of Labor and Social Affairs (BMAS) over a period of 3 years.
Editorials:
Crises
Issue 2 of the journal Spiel|Formen, Ed. GamesCoop, Siegen 2021
The following members of GamesCoop contributed to the issue: Claudius Clüver, Arvid Kammler, Tim Glaser (mistakenly referred to as Tim Laser), Max Kanderske, Timo Schemer-Reinhard, Finja Walsdorff
Link: Spiel|Formen 2: Crises
Ludomaterialities
Special issue of the journal Spiel|Formen, an extended version of Navigationen (1/2020) Spiel|Material (see below) translated from German to English. Siegen 2022
Link: Spiel|Formen Special Issue: Ludomaterialities
Spiel|Material
Thematic issue of Navigationen, Journal of Media and Cultural Studies, 1/2020, Ed. GamesCoop, Siegen: universi 2020
The following members of GamesCoop contributed to the issue: Natascha Adamowsky, Hendrik Bender, Claudius Clüver, Tim Glaser, Max Kanderske, Andreas Rauscher, Timo Schemer-Reinhard, Finja Walsdorff
Link: Spiel|Material
Beginnings
Issue 1 of the journal Spiel|Formen, Ed. GamesCoop, Siegen 2021
The following members of GamesCoop contributed to the issue: Natascha Adamowsky, Claudius Clüver, Max Kanderske, Andreas Rauscher, Timo Schemer-Reinhard
Publications:
-
Clüver, C. & Kanderske, M. (2023)Krypto/Spiel/Krise: Wie Blockchain-Technologie und NFTs Spiele zu Arbeit werden lassen und dabei den Planeten zerstören
IN Spiel\textbarFormen
[BibTeX] [Abstract] [Download PDF]In dieser Glosse beleuchten wir die Beziehungen zwischen bestimmten Phänomenen der Kryptotechnologie – vor allem Non Fungible Tokens (NFTs) – und dem Bereich des Gamings. Da man leicht den Wald vor lauter Bäumen übersehen kann, wenn man sich in den finanztechnischen und technologischen Details des Themas verliert, konzentrieren wir uns bewusst auf die groben Züge und kontextualisieren die jüngsten Entwicklungen an der Schnittstelle von Gaming und Kryptowährung. Auch wenn diese für jeden, der den Diskurs und die Kultur rund um das Thema beobachtet, schmerzhaft offensichtlich geworden sein mögen, ist es uns dennoch ein Bedürfnis, einen expliziten Kontrapunkt zu der Vorstellung zu setzen, dass NFTs im Speziellen und Kryptowährungen im Allgemeinen aufregende, vielversprechende technologische Innovationen oder ein harmloser, nerdiger Trend seien. Wie wir zeigen werden, sind der Aufstieg und Fall der Kryptowährungen Ausdruck eines umfassenderen Trends, der die Online-, Technologie- und vor allem die Finanzkulturen durchdringt, sowie von harten Wahrheiten des neoliberalen Projektes. Diese umfassenderen Erkenntnisse werden auch dann noch von entscheidender Bedeutung sein, wenn die aktuellen Kryptoprodukte in Zukunft ebenso im Sande verlaufen, wie es bei bisherigen Projekten schon beobachtbar war.
@article{cluver_kryptospielkrise_2023, title = {Krypto/{Spiel}/{Krise}: {Wie} {Blockchain}-{Technologie} und {NFTs} {Spiele} zu {Arbeit} werden lassen und dabei den {Planeten} zerstören}, copyright = {Copyright (c) 2023 Spiel{\textbar}Formen}, issn = {2748-6001}, shorttitle = {Krypto/{Spiel}/{Krise}}, url = {https://www.gamescoop.uni-siegen.de/spielformen/index.php/journal/article/view/36}, abstract = {In dieser Glosse beleuchten wir die Beziehungen zwischen bestimmten Phänomenen der Kryptotechnologie - vor allem Non Fungible Tokens (NFTs) - und dem Bereich des Gamings. Da man leicht den Wald vor lauter Bäumen übersehen kann, wenn man sich in den finanztechnischen und technologischen Details des Themas verliert, konzentrieren wir uns bewusst auf die groben Züge und kontextualisieren die jüngsten Entwicklungen an der Schnittstelle von Gaming und Kryptowährung. Auch wenn diese für jeden, der den Diskurs und die Kultur rund um das Thema beobachtet, schmerzhaft offensichtlich geworden sein mögen, ist es uns dennoch ein Bedürfnis, einen expliziten Kontrapunkt zu der Vorstellung zu setzen, dass NFTs im Speziellen und Kryptowährungen im Allgemeinen aufregende, vielversprechende technologische Innovationen oder ein harmloser, nerdiger Trend seien. Wie wir zeigen werden, sind der Aufstieg und Fall der Kryptowährungen Ausdruck eines umfassenderen Trends, der die Online-, Technologie- und vor allem die Finanzkulturen durchdringt, sowie von harten Wahrheiten des neoliberalen Projektes. Diese umfassenderen Erkenntnisse werden auch dann noch von entscheidender Bedeutung sein, wenn die aktuellen Kryptoprodukte in Zukunft ebenso im Sande verlaufen, wie es bei bisherigen Projekten schon beobachtbar war.}, language = {de}, number = {2}, urldate = {2024-06-03}, journal = {Spiel{\textbar}Formen}, author = {Clüver, Claudius and Kanderske, Max}, month = jun, year = {2023}, note = {Number: 2}, keywords = {italg, NFT}, }
2022
-
Clüver, C. (2022)Dice, Cards and Boards: Material Elements of Games and the Play-Form
IN Spiel\textbarFormen, Pages: 29–51
[BibTeX] [Abstract] [Download PDF]The study of dice games, card games and board games shows that similar material objects as well as the specific moments of attraction attached to them evoke similar games. These objects therefore have the affordance to play those games with them. Dice, for example, lend themselves to games with a component of randomness; Card games have historically undergone a change from luck-based to skill-based games, while the mathematical principles underlying them are developed; Boards invite competition for the space on their geometric surfaces. On the basis of these findings, I propose the notion of a play-form for these object-affordances, which are characterized by being stable, recognizable and functionally related to the game context. In addition to these object-like forms of play, practices such as gestures or infrastructures related to games can also have a formal character. If several forms of play come together and the combination in turn has formal qualities, meaning the combination is also stable, recognizable and functional, I speak of game formats, such as board or card games, that draw on a common inventory of forms. In more modern games it is common to use the entire range of play-forms, whereas stronger format delineations are characteristic of traditional games.
@article{cluver_dice_2022, title = {Dice, {Cards} and {Boards}: {Material} {Elements} of {Games} and the {Play}-{Form}}, copyright = {Copyright (c) 2022 Spiel{\textbar}Formen}, issn = {2748-6001}, shorttitle = {Dice, {Cards} and {Boards}}, url = {https://www.gamescoop.uni-siegen.de/spielformen/index.php/journal/article/view/17}, abstract = {The study of dice games, card games and board games shows that similar material objects as well as the specific moments of attraction attached to them evoke similar games. These objects therefore have the affordance to play those games with them. Dice, for example, lend themselves to games with a component of randomness; Card games have historically undergone a change from luck-based to skill-based games, while the mathematical principles underlying them are developed; Boards invite competition for the space on their geometric surfaces. On the basis of these findings, I propose the notion of a play-form for these object-affordances, which are characterized by being stable, recognizable and functionally related to the game context. In addition to these object-like forms of play, practices such as gestures or infrastructures related to games can also have a formal character. If several forms of play come together and the combination in turn has formal qualities, meaning the combination is also stable, recognizable and functional, I speak of game formats, such as board or card games, that draw on a common inventory of forms. In more modern games it is common to use the entire range of play-forms, whereas stronger format delineations are characteristic of traditional games.}, language = {en}, urldate = {2024-06-03}, journal = {Spiel{\textbar}Formen}, author = {Clüver, Claudius}, month = nov, year = {2022}, keywords = {italg, affordances}, pages = {29--51}, }
-
Clüver, C. & Kanderske, M. (2022)Losing the Game: How Blockchain and NFT Technology Turns Games Into Work and Destroys Humanity in the Process
IN Spiel\textbarFormen, Pages: 225–232
[BibTeX] [Abstract] [Download PDF]In this first op-ed, we want to comment on the relationship between certain phenomena of crypto technology – mainly non-fungible tokens (NFTs) – and the gaming world. As one can easily miss the forest for the proverbial trees by getting lost in the financial and technological minutiae of the topic, we deliberately focus on the broad strokes, contextualizing recent developments at the intersection of gaming and cryptocurrency. Even though these might be painfully obvious for anyone observing the discourse and culture around it, we nevertheless feel the need to provide an explicit counterpoint to the notion that NFTs and crypto in general offer exciting or promising technological innovations or that they might be a harmless, nerdy trend. As we will show, the rise and fall of crypto is revealing of a larger trend pervading online, technological, and especially financial cultures as well as of harsh truths about the neoliberal project. These broader insights will remain vitally important, even as current crypto products continue to fizzle out.
@article{cluver_losing_2022, title = {Losing the {Game}: {How} {Blockchain} and {NFT} {Technology} {Turns} {Games} {Into} {Work} and {Destroys} {Humanity} in the {Process}}, copyright = {Copyright (c) 2022 Spiel{\textbar}Formen}, issn = {2748-6001}, shorttitle = {Losing the {Game}}, url = {https://www.gamescoop.uni-siegen.de/spielformen/index.php/journal/article/view/26}, abstract = {In this first op-ed, we want to comment on the relationship between certain phenomena of crypto technology – mainly non-fungible tokens (NFTs) – and the gaming world. As one can easily miss the forest for the proverbial trees by getting lost in the financial and technological minutiae of the topic, we deliberately focus on the broad strokes, contextualizing recent developments at the intersection of gaming and cryptocurrency. Even though these might be painfully obvious for anyone observing the discourse and culture around it, we nevertheless feel the need to provide an explicit counterpoint to the notion that NFTs and crypto in general offer exciting or promising technological innovations or that they might be a harmless, nerdy trend. As we will show, the rise and fall of crypto is revealing of a larger trend pervading online, technological, and especially financial cultures as well as of harsh truths about the neoliberal project. These broader insights will remain vitally important, even as current crypto products continue to fizzle out.}, language = {en}, urldate = {2024-06-03}, journal = {Spiel{\textbar}Formen}, author = {Clüver, Claudius and Kanderske, Max}, month = nov, year = {2022}, keywords = {italg, colonialism}, pages = {225--232}, }
-
Walsdorff, F., Clüver, C. & Kanderske, M. (2022)Digital Biedermeier. Praktiken der Fürsorge in Tend-and-befriend-Spielen
IN Psychologie & Gesellschaftskritik
[BibTeX] [Download PDF]@article{walsdorff_digital_2022, title = {Digital {Biedermeier}. {Praktiken} der {Fürsorge} in {Tend}-and-befriend-{Spielen}}, url = {https://www.psychologie-aktuell.com/journale/gesellschaftskritik/bisher-erschienen/inhalt-lesen/2022-4-184.html}, journal = {Psychologie \& Gesellschaftskritik}, author = {Walsdorff, Finja and Clüver, Claudius and Kanderske, Max}, month = apr, year = {2022}, }
2021
-
Clüver, C. (2021)Praktiken des Free-to-play-Spielens – Wie sich Spieler:innen kostenlose Spiele und Ingame-Käufe aneignen – Paidia
[BibTeX] [Abstract] [Download PDF]
Dieser Text ist der Versuch, die Konzepte der Praxeologie und des situierten Schreibens wissenschaftlich fruchtbar zu machen, um Free-to-play-Spiele besser zu
@misc{cluver_praktiken_2021, title = {Praktiken des {Free}-to-play-{Spielens} – {Wie} sich {Spieler}:innen kostenlose {Spiele} und {Ingame}-{Käufe} aneignen - {Paidia}}, shorttitle = {Praktiken des {Free}-to-play-{Spielens} – {Wie} sich {Spieler}}, url = {https://paidia.de/praktiken-des-free-to-play-spielens-wie-sich-spielerinnen-kostenlose-spiele-und-ingame-kaeufe-aneignen/}, abstract = {Dieser Text ist der Versuch, die Konzepte der Praxeologie und des situierten Schreibens wissenschaftlich fruchtbar zu machen, um Free-to-play-Spiele besser zu}, language = {de-DE}, urldate = {2024-06-03}, author = {Clüver, Claudius}, month = jan, year = {2021}, note = {Section: Beiträge}, keywords = {italg}, }
-
Clüver, C. (2021)Kartenspiele: Die Anfänge moderner „Games“
@article{cluver_kartenspiele_2021, title = {Kartenspiele: {Die} {Anfänge} moderner „{Games}“}, issn = {issn:2748-6001}, shorttitle = {Kartenspiele}, url = {https://mediarep.org/handle/doc/16973}, language = {deu}, urldate = {2024-06-03}, author = {Clüver, Claudius}, year = {2021}, note = {Publisher: Medienwissenschaftliches Seminar Uni Siegen}, keywords = {italg}, }
-
Walsdorff, F., Clüver, C. & Kanderske, M. (2021)Digital Biedermeier.(Self-) care in Animal Crossing: New Horizons
IN Journal of Games, Self, & Society
[BibTeX]@article{walsdorff_digital_2021, title = {Digital {Biedermeier}.({Self}-) care in {Animal} {Crossing}: {New} {Horizons}}, journal = {Journal of Games, Self, \& Society}, author = {Walsdorff, Finja and Clüver, Claudius and Kanderske, Max}, year = {2021}, }
2017
-
Clüver, C. (2017)Klassische, moderne und erzählerische Spiele: Zur Serialität von Gesellschaftsspielen – Paidia
[BibTeX] [Abstract] [Download PDF]
Fazit: Erzählerische Gesellschaftsspiele und die Konsequenzen ihrer Serialität
@misc{cluver_klassische_2017, title = {Klassische, moderne und erzählerische {Spiele}: {Zur} {Serialität} von {Gesellschaftsspielen} - {Paidia}}, shorttitle = {Klassische, moderne und erzählerische {Spiele}}, url = {https://paidia.de/klassische-moderne-und-erzahlerische-spiele-zur-serialitat-von-gesellschaftsspielen/}, abstract = {Fazit: Erzählerische Gesellschaftsspiele und die Konsequenzen ihrer Serialität}, language = {de-DE}, urldate = {2024-06-03}, author = {Clüver, Claudius}, month = mar, year = {2017}, note = {Section: Beiträge}, keywords = {italg}, }
2011
-
Clüver, C. (2011)Projekt management tools
@article{cluver_projekt_2011, title = {Projekt management tools}, url = {https://mediarep.org/handle/doc/1684}, language = {deu}, urldate = {2024-06-04}, author = {Clüver, Claudius}, year = {2011}, note = {Publisher: universi - Universitätsverlag Siegen}, }
-
Clüver, C. Navigationen 1 (2020): SPIEL \textbar MATERIAL
@misc{cluver_navigationen_nodate, title = {Navigationen 1 (2020): {SPIEL} {\textbar} {MATERIAL}}, shorttitle = {Navigationen 1 (2020)}, url = {https://www.universi.uni-siegen.de/katalog/zeitschriften/navigationen/903635.html}, language = {de}, urldate = {2024-06-03}, author = {Clüver, Claudius}, keywords = {italg}, }