Workshop with level 3 Games Design & Art students, October 2019 references: Giddings, Seth 2014 ‘Soft worlds and AI’ (extract from chapter 3 of)…
Category: gameworlds
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…
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….
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…
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…
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…
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,…
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…