game | death | worlds

game | death | worlds

I compiled this sometime in the mid-2000s, as a curated list for Furtherfield. Riffing on gameworlds and lifeworlds, it resonates nicely with my current writing, but with a morbid twist… a study of the materiality and imaginary of artificial life in which most of the links and projects, and hence their animate entities, are now […] more…
one or several artificial wolves

one or several artificial wolves

Link encounters a group of animals on a green, grassy hillside, beautifully animated in the rich landscape. Large birds, and a wild boar, promise meat if successfully hunted. As the player-avatar approaches, carefully, to within range of his bow and arrow he spots a wolf tracking a wide A* path through the immediate environment. Proximity […] more…
toy-being

toy-being

Attention to toys as technical objects troubles the prevailing notion of technological development as driven by the identification and satisfaction of material, practical and instrumental needs for human society and economy. Toys are technical, machinic, operational, they often have moving parts, i.e. they are machines in their own right, and even non-articulated toys have their […] more…
Animal Crossing and utopia in a time of crisis

Animal Crossing and utopia in a time of crisis

Note: the conversation that triggered this short piece has contributed to an article by Samuel Horti in the New Statesman.   The release of Animal Crossing: New Horizons on March 20th 2020 has proved a remarkable moment of serendipity for both Nintendo and old fans and new players of the Animal Crossing games. Characterised by […] more…
an imaginary system

an imaginary system

Whilst the cultural, representational, ideological and economic assumptions that feed and are fed by imaginaries can be uncovered and subject to critique, imaginaries are no mere whimsy, but obdurate and operational phenomena – they have their own reality and agency. LEGO privilege is nothing if not a technological imaginary, predicated on and sustained by the […] more…
AI and the future of play

AI and the future of play

Placeholder for a position statement on my current research and teaching on the genealogy and emergent dimensions of artificial intelligence in play and technoculture. more…
AI and games

AI and games

Workshop with level 3 Games Design & Art students, October 2019 references: Giddings, Seth 2014 ‘Soft worlds and AI’ (extract from chapter 3 of) Gameworlds: virtual media and children’s everyday play. New York: Bloomsbury. http://www.microethology.net/wp-content/uploads/2019/05/Soft-Worlds-and-AI.pdf Giddings, Seth 2007 ‘Playing with nonhumans: videogames as technocultural form’, in Suzanne de Castell & Jen Jenson (eds) Worlds in […] more…
toying with the singularity

toying with the singularity

My chapter on the design of playful AI and robotics – and the relationships between the material, the technical and the imaginary – is in The Internet of Toys: practices, affordances and the political economy of children’s smart play, edited by Giovanna Mascheroni and Donell Holloway (Palgrave 2019). Titled ‘Toying with the singularity: AI, automata and […] more…
AI & the achievement of animals

AI & the achievement of animals

A stork and a wild pig in Breath of the Wild are distinct species only in a decorative sense, as mise-en-scene of the open dynamic world. As prey however they are simply the same: moving targets and soon-to-be raw meat. At first glance, a horse in Breath of the Wild is defined primarily by its vehicular potential. it is […] more…
the history of games is the history of technology

the history of games is the history of technology

A longer version of a short piece for the launch issue of ROMchip: a journal of game histories. The editors asked ‘What could the history of games be?’ Among the British Museum’s thirteen million objects is a beautiful game board and set of counters or tokens fashioned from wood and inlaid with shells forming rosettes […] more…
the city is already a playground

the city is already a playground

The city is already a playground. Creative projects to turn urban spaces into playful installations or events are often predicated on the implicit assumption that the city is not already playful. That urban centres are cold, alienated places just waiting for artists, architects, designers and cultural producers to bring their creativity and imagination to bring […] more…
robots for everyone

robots for everyone

As I’m working on a cluster of ideas about robots, AI, automata and animals, here is an entry on Robot that I wrote for The International Encyclopedia of Communication Theory and Philosophy (2015). The word “robot” was coined by the Czech playwright Karel Čapek in 1921, in his play R.U.R. He took his inspiration for it from […] more…
Powered by WordPress | Fluxipress Theme