accursed play
A new article in Games and Culture: Accursed play: the economic imaginary of early game studies. It’s part of the Ludic Economies special issue edited by myself and Alison Harvey – which should be published later this year. Here’s an extract: Play, work, and waste So videogame play in the arcades and the home in […] more…
the semio-economics of Hyrule
The expansive world of The Legend of Zelda: the breath of the wild features a diegetic economic system. From time to time Link meets travelling merchants or visits shops in villages and can buy or sell food, plants, weaponry, minerals and so on, resources that are distributed across the world and foraged for or won […] more…
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…
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…
small steps to an ethology of mind and media
Slides for my talk at the Media Theory in Transit symposium organised by Yigit Soncul and Jussi Parikka at Winchester School of Art, 24th November 2015. more…
SimKnowledge
I have a chapter in Michelle Henning’s Museum Media, one of Wiley’s new International Handbooks of Museum Studies. It’s called ‘SimKnowledge: what museums can learn from videogames’. PDF here. more…
prosthetic imagination
Rules themselves create fictions by the very fact of complying with their respective rules, is separated from real life where there is no activity that literally corresponds to any of these games [they] are played for real. As if is not necessary (Caillois 1962, 8). Replace cops and robbers and dolls houses with their digital descendants Grand Theft […] 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…
soft worlds
Extracts from a chapter from Gameworlds: virtual media & children’s everyday play: Soft Worlds more…
drawing without light
Just published, a new version of Martin Lister (ed.) The Photographic Image in Digital Culture, London: Routledge. I have an essay in it on virtual photography and media technological change. http://www.routledge.com/books/details/9780415535298/ more…
gender gamified
From a discussion on Kotaku.com following the redesign of female soldiers in Warface for the Russian market, apparently based on a survey of Russian players. Male soldiers in body armour, female soldiers with cleavage and arched backs… This particular exchange jumped out at me, WFROSE’s apparently serious and well-meaning transduction of sexual differences (both biological […] more…
at play in the flocking routine 2
From a draft version of a chapter for Michelle Henning’s forthcoming collection on Museum Media. Accompanying video is here. Occupying the final room of the centre, visitors entered the installation after walking through a range of natural history and ecological displays, from living animals in vitrines to interactive screens and videos. Visitors enter a […] more…
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