ludic economies
Watch this space for details of an upcoming special issue of Games and Culture edited by myself and Alison Harvey. Play and games are at the heart of the new business models of mediatized global capitalism, attracting and sustaining attention, pioneering new techniques of payment and brand loyalty, lubricating the monetary and affective microtransactions […] more…
game tokens
Drawing after a photograph in a New Scientist article about the archaeological discovery in Turkey of game tokens from the early Bronze Age, 5,000 years ago. I wonder about whether this marks a significant shift in the production of artefacts away from the utilitarian or ritual manufacture of individual objects towards the production of […] more…
Pokémon as new mass media
Something I started writing at the end of the last century! From Lister et al 2009, New Media: a critical introduction 2nd ed.), 292-294 CASE STUDY 4.10: Pokémon: videogames as new (mass) media To explore the issues arising from popular new media’s implication within commercial entertainment culture we will return to the multiplatform worlds […] more…
Animal Crossing economics
The clock and the world’s temporality in Animal Crossing are completely integral. The clock isn’t a measure of time, but virtual time’s arrow itself, driving forward the events, economies and relationships, not just ticking along beside them. The game has some elaborate measures built into its fiction to avoid temporal paradox, manipulation, or collapse. For […] more…
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