ethology of AI
What are the implications of taking the animality of AI and A-Life entities as real and not metaphorical or symbolic? This question in turn demands ontological questions of the synthetic animal itself: what kinds of speciation gives rise to it, what habitats and what kinds of behaviour shape its existence, and how might the status […] more…
not not animals
Does it make any sense to consider virtual animals as animal in any serious way? Both the naturalistically-rendered wolves of Legend of Zelda: the breath of the wild and the chatty anthropomorphised citizens of the Animal Crossing games are inorganic abstractions, assemblages of animated drawings, behavioural algorithms and audio clips. Their material substrates – digital/electronic […] more…
Unbox: The speed and slowness of Lucy, Batman, Batman, Gandalf, and Dumbledore
Microethology of toys-to-life (from proposal for Toy Theory book) – I’m going to build Dumbledore [sings:] Dumbledore, Dumbledore… – Technically, you’re building Gandalf [They rip open the small plastic bags containing LEGO pieces and minfigs] – [In a gruff voice] I only use black and very very very dark grey… Why am I quoting […] more…
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…
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…
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…
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…
moments of voluptuous release
[In early critical texts (mid to late 1980s) on the cultural economy of computer games] Fiske & Watts and Bernstein make reference to Roland Barthes’ 1950s account of Japanese players of pachinko. For Barthes, pachinko – a mechanical arcade game, somewhere between pinball, bagatelle and the fruit machine – and its players are at once […] more…
ethology (notes for a picture essay)
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protopolitics of play
The mobilisation in and as play of relationships of control and passivity, of playing by the rules and resisting, distorting or simply ignoring them, of social hierarchies that might be inverted or reinforced in any particular game… a dreamlike fluidity of power relationships evident in the medieval carnival and the… something else. Not immediately recuperated […] more…
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