The mobilisation in and as play of relationships of control and passivity, of playing by the rules and resisting, distorting or simply ignoring them,…
Category: gameworlds
toying with the singularity
I’ve added a draft of ‘Toying with the singularity’ to the Publications page – a chapter for The Internet of Toys: practices, affordances and the political…
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…
toyworlds
Toys, materiality, and imagination (extracts from Gameworlds: virtual media and children’s everyday play, NY: Bloomsbury 2014).
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…
Ludic Economies I
With the special issue nearing publication, here’s a reminder of the original Ludic Economies: value & exchange in contemporary game cultures event. The site…
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…
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…
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…
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…
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…











