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…
Tag: software
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…
ludic economies
Watch this space for details of an upcoming special issue of Games and Culture edited by myself and Alison Harvey. Play and games…
Pokémon as new mass media
Something I started writing at the end of the last century! From Lister et al 2009, New Media: a critical introduction 2nd ed.), 292-294…
gesture, technology and play
This is the website for a symposium organised by Helen W Kennedy, Patrick Crogan and myself at the Pervasive Media Studio in Bristol in…
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,…
soft worlds
Extracts from a chapter from Gameworlds: virtual media & children’s everyday play: Soft Worlds
drawing board
Drywipe design!
AHRC video / podcast
Richard Wilson and I interviewed by the AHRC about collaborating on DanceTag.
screenshots
There are images and music in the app – but the aim is not to find an audience for this audio-visual material. The images…