After VR… introductory thoughts

After VR… introductory thoughts

part one: edit from the second edition of Lister, Dovey, Giddings, Grant & Kelly New Media: a critical introduction London: Routledge 2003, p.106+ 2.1 Whatever happened to Virtual Reality? In the first edition of this book, written in 2001–2002 when interest in VR was still relatively strong, we outlined its history and discussed the debate that surrounded […] more…
transforming creativity

transforming creativity

With Dan Ashton I have recently set up the Transforming Creativity Research Group at WSA. We are waiting for the official website to be launched, but have a news and events blog up and running: https://transformingcreativity.wordpress.com/ We have already run the After VR: the archaeology and potential of immersive media symposium, and Dan and I […] more…
After VR: the archaeology and potential of immersive media

After VR: the archaeology and potential of immersive media

A symposium I convened under the auspices of the newly minted Transforming Creativity Research Group and AMT at Winchester School of Art. My introductory thoughts… After VR: the archaeology and potential of immersive media After VR After After VR Taking the recent revival in commercial, popular, and academic interest in virtual reality and augmented reality technologies and […] more…
another fine mess

another fine mess

We’ve treated ourselves to a huge box set of Laurel and Hardy DVDs. One of our favourites is Me and My Pal (1933), which is set an hour or so before Olly’s marriage into a rich family. Stan’s wedding present, a jigsaw puzzle, attracts first the attention of the taxi driver hired to take them […] more…
future of toys… network ideas

future of toys… network ideas

The central theme of the proposed activity is the future of toys in a digital media culture. Taking recent developments in ‘hybrid’ toy and game design and the ‘Internet of Toys’ – systems that integrate physical toys with digital game technologies and networks- the following questions will be asked: What are the implications for game […] more…
game tokens

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 Go as distributed imagination

Pokémon Go as distributed imagination

Here’s a draft of a short article accepted for a special section of Mobile Media & Communication on Pokémon Go:   The appeal of Pokémon Go is in large part due to the game’s introduction of locative augmented reality (AR) to popular media culture, as players’ mobile phones summon virtual creatures and overlay them on […] more…
prosthetic imagination, augmented memory

prosthetic imagination, augmented memory

What did I say at the ‘Amusing and Disturbing’ symposium on gaming and children at the Tekniska Museet in Stockholm in April? Ah, I remember now:   more…
distributed imagination

distributed imagination

Distributed imagination: small steps to an ethology of mind and media This project will theorise the imagination in postdigital mediated environments. Imagination has at best been regarded with suspicion in critical studies of media communication and communion. Its Romantic and humanist legacy, and its associations with art and children, seem to push it aside as […] more…
the hybrid realities of Pokémon (before Pokémon Go)

the hybrid realities of Pokémon (before Pokémon Go)

Excerpt from Gameworlds: virtual media and children’s everyday play, 79-85. Transmedia systems: Drawing Pokémon As a transmedia system, Pokémon is designed to open up numerous and varied platforms for play with its characters and world. Our house was for years a monument to its success in this regard. Bedroom walls were covered with posters detailing and categorizing […] more…
Pokémon as new mass media

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…
the pervasive medium is the pervasive message

the pervasive medium is the pervasive message

Some notes on ‘content’ after some years hanging out at the Pervasive Media Studio, and re-visiting research by Jon Dovey and Constance Fleuriot on their knowledge exchange work with makers and producers at Studio. I have been struck by the investment many pervasive media practitioners have in ‘content’ or ‘story’ as the motive for the objects […] more…
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