Whilst the cultural, representational, ideological and economic assumptions that feed and are fed by imaginaries can be uncovered and subject to critique, imaginaries are…
AI and the future of play
Placeholder for a position statement on my current research and teaching on the genealogy and emergent dimensions of artificial intelligence in play and technoculture.
AI and games
Workshop with level 3 Games Design & Art students, October 2019 references: Giddings, Seth 2014 ‘Soft worlds and AI’ (extract from chapter 3 of)…
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 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…
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…
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…
the office as medium (rough draft)
Admin and academic offices, Faculty of Creative Industries, Universiti Turku Abdul Rahman, Malaysia
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…
unbreakable pocket cinema
Stip Vuwers, Bill Douglas Cinema Museum, University of Exeter