toy cinema
Video of a short lecture on precinematic and postcinematic toys for Estrella Sendra’s SOAS module ‘Introduction to Film Language, History and Theory’ October 2020 more…
the game economy
Video of my keynote talk ‘The game economy: designing for, and playing with, the digital era’, for ICOFEP 4: Economics, Finance and Management in the Digital Era, Poznań University of Economics and Business, November 19th 2020 Slides and text here if you prefer. more…
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…
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…
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…
game | death | worlds
I compiled this sometime in the mid-2000s, as a curated list for Furtherfield. Riffing on gameworlds and lifeworlds, it resonates nicely with my current writing, but with a morbid twist… a study of the materiality and imaginary of artificial life in which most of the links and projects, and hence their animate entities, are now […] 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…
toy-being
Attention to toys as technical objects troubles the prevailing notion of technological development as driven by the identification and satisfaction of material, practical and instrumental needs for human society and economy. Toys are technical, machinic, operational, they often have moving parts, i.e. they are machines in their own right, and even non-articulated toys have their […] 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…
Powered by WordPress | Fluxipress Theme