postindustrial playground
[For all the changes to children’s playground equipment from the Edwardian era to today], the proprioceptic and vertiginous pleasures of swinging and sliding persist, and children in playgrounds today are still largely climbing on, swinging through, and sliding down industrial forms and engineering. This kinaesthetic dynamic is not an eloquent or easily translatable language, but […] more…
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
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
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
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
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…
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…
Phantasmagoria & technicity
Resources and links for my talk at the Cologne Games Lab 5th December 2018. I’ll work this up into a full post with the slides soon: bad play and phantasmagoria (extract from Gameworlds: virtual media and children’s everyday play) Bright bricks dark play draft: on the impossibility of studying LEGO (from Mark J.P. Wolf (ed.) LEGO […] more…
paracosmic
excerpt from Gameworlds (pp.6-8) on Cohen and MacKeith’s ‘paracosms’ and imaginative play: Such worlds open up as virtual environments for play beyond the page, along with television, comic and film stories and characters, as resources for play in the playground, the park or the bedroom. They are to be lived in and played out beyond the […] more…
hand-held cinema
The Bill Douglas Cinema Museum has uploaded my report on this archive research: Handheld cinema, or the other successful toys that move. more…
toying with the archive
I’ve just been awarded a research stipend by the Bill Douglas Cinema Museum at the University of Exeter. Here’s the rationale: My interest in the Bill Douglas collection centres on two categories: Toys in general, and Optical Toys. A particular concern is toys as media objects, both as communication media in their own right and […] more…
we both know your yearnings
I know who I am, but who are we? Distributed subjectivity in the postindustrial machinic phylum. The card is delivered to me from a fairground fortune-telling machine in the collection of the SeaCity Museum in Southampton. Its message is printed on thick card and has the look of handwriting. It assumes an intimacy between us, […] more…
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