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….
Tag: technoculture
the history of games is the history of technology
A longer version of a short piece for the launch issue of ROMchip: a journal of game histories. The editors asked ‘What could the…
robots for everyone
As I’m working on a cluster of ideas about robots, AI, automata and animals, here is an entry on Robot that I wrote for The International…
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…
unbreakable pocket cinema
Stip Vuwers, Bill Douglas Cinema Museum, University of Exeter
domestic media archaeology
Clearing out a small room in our house that has been used over the years as a baby’s bedroom, an office, a spare room…
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…
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).
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…