full article here Re-reading Iona Opie’s The People in the Playground (1994) I was struck by the fact that the children she was watching,…
Category: gameworlds
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…
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,…
robots are go
With Silas Adekunle of Reach Robotics I have just been awarded a REACT Prototype grant to research playful robotics. More as it develops, but…
soft worlds
Extracts from a chapter from Gameworlds: virtual media & children’s everyday play: Soft Worlds
towards the phenomenology of Angry Birds
draft: The phenomenology of Angry Birds, or, how to live in virtual gravity [PDF download here] Abstract Taking the popular mobile game Angry Birds…
Orangujam
An enchanting talk by Hanna Wirman at the Bristol Games Hub yesterday. Every time I hear Hanna speak of her research designing games for…
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…
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…
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…
at play in the flocking routine
A few lo-res seconds of an interactive video installation at the Wildwalk science centre in Bristol (closed in 2007). The fish move and respond…






