publications

Books

gameworlds cover

 

Gameworlds: virtual media & children’s everday play, New York: Bloomsbury

Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The ‘gameworlds’ title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children’s imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players’ bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

http://www.bloomsbury.com/uk/gameworlds-9781623568023/ 

Sample draft material:
Play grounds

Bad play and phantasmagoria

 

nmtr

The New Media & Technocultures Reader gathers texts which map the cultural implications of new media, encapsulating and challenging key debates, theoretical positions, and approaches to research. 

 

 

 

 

 

 

 

 

nmci

a comprehensive introduction to the culture, history, technologies and theories of new media

 

 

 

 

 

 

 

 

 

Book chapters

‘SimKnowledge: what museums can learn from videogames’, in Michelle Henning (ed.) Museum Media, International Handbooks of Museum Studies. Malden MA: Wiley (2015). http://onlinelibrary.wiley.com/book/10.1002/9781118829059/

‘Bright bricks, dark play: on the impossibility of studying LEGO’ [draft], in Mark J.P. Wolf (ed.) LEGO Studies: examining the building blocks of a transmedial phenomenon. New York: Routledge (2014).  

lego studies

‘Simulation games’, in Bernard Perron and Mark J.P. Wolf (eds) The Routledge Companion to Video Game Studies, New York: Routledge (2013)

‘Drawing without light’, in Martin Lister (ed.) The Photographic Image in Digital Culture (2nd edition), London: Routledge (2013)

with Helen W. Kennedy, ‘Little Jesuses and Fuck-off Robots: on aesthetics, cybernetics, and not being very good at Lego Star Wars’, in Melanie Swalwell & Jason Wilson (eds) The Pleasures of Computer Games: essays on cultural history, theory and aesthetics, McFarland & Co. 2008

pleasures

 

 

 

 

 

 

 

 

 

 

‘I’m the one who makes the Lego Racers go’: studying virtual and actual play, in Shanly Dixon & Sandra Weber (eds) Growing Up Online: young people and digital technologies, Palgrave / Macmillan 2007

‘Playing with nonhumans: digital games as technocultural form’, in Suzanne de Castell & Jen Jenson (eds) Worlds in Play: international perspectives on digital games research, Peter Lang 2007

with Helen W. Kennedy,‘Digital games as new media’, in Jason Rutter & Jo Bryce (eds) Understanding Digital Games, Sage 2006

Journal articles

‘The phenomenology of Angry Birds: virtual gravity and distributed proprioception in videogame worlds’, Journal of Gaming and Virtual Worlds. Draft version. 2017.

‘Pokemon Go and distributed imagination’, Mobile Media & Communication 5(1), 59-62,  2017. Draft here

‘What is the state of play (the work of the Opies for the postdigital era)?’, International Journal of Play. 3(3). Edited and revised version here.

‘Mini-games, monsters & Mr Happy’ (video essay), Audio Visual Thinking: the journal of academic videos,  no.2, Sep 2011 http://www.audiovisualthinking.org/videos/mrhappy/

With Helen W. Kennedy, ‘Incremental speed increases excitement: bodies, space, movement and televisual change’, Journal of Television and New Media (special issue on the Nintendo Wii, edited by James Tobias), 11(3), April 2010

Events and collusions: a glossary for the microethnography of videogame play, Games and Culture 4(2), April 2009

Dionysiac machines: videogames and the triumph of the simulacra,Convergence: the international journal of research into new media technologies, 13(3), November 2007 [link]

A ‘pataphysics engine: Baudrillard, technology, play, and realities, Games and Culture, 2(4), October 2007 [link]

The circle of life: nature and representation in Disney’s The Lion KingThird Text, no.34, Winter 1999/2000 [link]

Encyclopedia entries

The International Encyclopedia of Communication Theory & Philosophy, Wiley-Blackwell 2016:

Cyborg
Cyberspace
Robot
Virtual Reality

The Sage Encyclopedia of Out of School Learning, Sage 2017:

LEGO and LEGO Foundation

Reviews

Terry Flew New Media: an introduction (2nd edition), Oxford: Oxford University Press 2005, in Convergence: the international journal of research into new media technologies, 13(1) 2007

Rene Laloux’s Fantastic Planet (DVD), in Journal of Science Fiction Film & Television, 1(1) 2008 [link]

other bits and pieces

PhD thesis (UWE, 2006) Walkthrough: videogames as technocultural form.

The virtual camera, case study at www.newmediaintro.com, 2009 [link]