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Theory: Neural.it
Theory
The new issue of Neural looks like a cracker..

Computer virus art, Activist Italian Videogames (interview with Molleindustria), an essay on Videogame Art, and a ton of news and reviews.

For those of us whose Italian isn't yet al dente, they have an English edition of the printed magazine available. More about that here.

Posted by julian on Wednesday, April 06 @ 15:12:01 CEST
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Theory: First Person
Theory
First Person - New Media as Story, Performance, and Game.

Edited by Noah Wardrip-Fruin, Pat Harrigan.
The MIT Press ISBN 0262232324.

Review courtesy of Neural.it.

Posted by rebecca on Monday, April 04 @ 00:00:00 CEST
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Theory: Building a Mobile, Locative and Collaborative Application
Theory
An interesting PDF surfaced recently on the Locative mailing list, one that outlines the challenges and design decisions made by a small team in the creation of the locative game CatchBob.

The paper takes experience gleaned in the project and looks at it's wider application in other location-based projects, with an emphasis on games. Definitely worth a read by anyone considering developing such a project for this emerging platform.

Posted by julian on Friday, March 18 @ 16:52:30 CET
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Theory: Brenda Laurel on Games, Boredom and the Spectacle
Theory
Brenda Laurel has a useful, if slightly one-dimensional 'rant' that appeared in Zimmerman/Salen's slowly circulating The Rules of Play (though I don't remember it in there). She talks about gaming as a kind of 'doing', one that can either nourish/empower, or defer to a kind of daily-dose media-prozac prevalent in American society..

Qualitatively speaking (and to the credit of games), it's hard to externally evaluate what might consitute an empowering or transformative experience, especially where a screen and two thumbs are concerned. Regardless, she waves a refreshingly bloody-flag, even if exhibiting a pointedly reactionary vision for the medium. Afterall, deep play is an in-itself-for-itself state; making room for messages (without sounding like an instructional video) is a rare but fruitful science.

A key premise of the mobile-technology game industry is that the pleasure of interactivity is preferable to boredom. Who would choose simply to sit on a train or wait in a line when you could be distracting your brain and hands with a game? Idleness, slowness, contemplation, being mentally present in a situated context have no place in this wired world. But for those who were alive before this hyperactive culture grew up around us, it was during those interstices of life’s activities that we breathed, relaxed, observed, thought things over. Listen up - even the smallest fragments of your idle time have now been colonized with meaningless, addictive junk. Junk that is part of the fabric of the Spectacle.

Hmm where is GTA after all this? Read the rest here.

Thx Marta!

Posted by julian on Tuesday, February 15 @ 02:32:33 CET
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Theory: 5th Symposium on Art and Multimedia Metanarratives.
Theory The Vth Symposium on Art & Multimedia Metanarrative(s)? took place in Barcelona January the 28th & 29th. Debate about narrative media history, narrative &/ vs database, videogames and social narratives for the public raised during these two intense and exciting days.

Now, to know more about Metanarrative(s)? you can check the updated website with full version papers, works and multimedia art research.

http://www.mediatecaonline.net/

Posted by rebecca on Tuesday, February 08 @ 00:00:00 CET
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Theory: Taking Notes
Theory
Eurogamer has a thoughtful review of the PSP's 'Lumines', the new audiocentric game by Tetsuya Mizuguchi (of Rez fame). In a development climate prioritising lush, mutable worlds, Lumines instead chooses the 2D grid as both it's field of play and means of composition.

Given that music is often described in patterns, perhaps Mizuguchi's innovation extends beyond the game; a music machine that is simultaneously instrument and (in the musical sense) score.

Posted by julian on Wednesday, January 19 @ 16:15:36 CET
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Theory: Papers by Matt Barton
Theory
Papers by the excellent Matt Barton are now in our theory archives (linked for the time being): 'Hackers, Slackers, and Shackles: The Future of Free Software Game Development', 'Gay Characters in Videogames' and the well argued 'The Videogame in the Age of Mechanical Reproduction'.

Find them here. Matt really grokks the cultural benefits of a free-software model in game development. V' recommended weekend reading..

Posted by julian on Friday, January 14 @ 14:32:59 CET
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Theory: NMK - New Media Knowledge
Theory The NMK Convergent Media Interest Group's research on games includes papers covering

* Games for grown ups
* 3D Storytelling
* Interactive fictions

and more
.

Posted by rebecca on Monday, January 10 @ 00:00:00 CET
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Theory: Mod as Virus?
Theory
This is an interesting evolution in the world of modding, where manipulations of gamecode are unwittingly replicated and spread by gamers to the advantage, or disadvantage of others. Unlike most mods, where the hack exists as a standalone, these Sims2 mods co-exist with the running game.

The first sign that some of the hacks were spreading to unwilling users came in October, in the form of a dishwasher that did nothing special, but was inexplicably named Candace on the screen. Candace began replacing the ordinary dishwasher in the houses of users who had never visited a Sims 2 hacking site, or knowingly installed a hack.

After that things got much stranger..
It seems EA finds this enough of a problem to develop sanitisation methods not dissimilar to that of antiviral software.. Where was I when all this was going on!

More here.

Posted by julian on Thursday, January 06 @ 15:58:20 CET
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Theory: Difficult Questions about Videogames now Available
Theory
Via email:

We're pleased, proud and mildly ecstatic to announce the UK publication of 'Difficult Questions About Videogames' on this, the 15th day of November, 2004.

Available from Amazon, Waterstones and any decent book stockist (ISBN: 0954882504), we would however recommend that you purchase it directly from the source at Buy Public Beta. This would give you the satisfaction of knowing that even more of your investment is directed straight to the PublicBeta project. With Christmas approaching, you know it makes sense. Our children must not starve.

Posted by julian on Monday, November 15 @ 12:31:15 CET
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Theory: Patently Absurd, A Rant
Theory
Clearly the most miserable creature walking the earth is the software patent lawyer. This parasite is carefully trained to be above ethics or practical sense, seeking only to drain capital from software developers so that it can afford an island cruise for its equally miserable spouse. And just like the zombie, dying companies infected with the Patent Virus will often rise up from the grave and start filing patents, essentially moving from software development to Full-Time Nastiness.

While not as severe here in Europe, software patents are a lurking threat to commercial game developers; you need a lawyer in a watchtower scouting for a potential breach before you fall into it's smelly maw..

Posted by julian on Sunday, October 17 @ 17:19:02 CEST
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Theory: What do Women Game Designers Want?
Theory
The NYTimes has an article on the topic, largely surrounding the Women's Game Conference in Austin, Texas last week.

However most of the AAA developers interviewed seem to reiterate very little of what I've heard from the female developers I know, let alone those that have eaten me alive in Soul Calibur or Warcraft. This has me a bit suspicious about the project of 'gendering' game design within the marketplace..

Posted by julian on Friday, October 15 @ 22:17:06 CEST
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Theory: I am a Light Cycle
Art Games
This is my result in the "What Pre-1985 Video Game Character Am I?" questionaire. Despite being the proud owner of a LightCycle id, the results seem strangely aware of the fact I've been playing alot of GLTron recently.

I should probably put on a suit and coin this 'Avatarial Transduction' (or similar).

Posted by julian on Friday, October 08 @ 14:33:29 CEST
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Theory: Penny Arcade on Existentialism, Gaming and Eternal Recurrence
Theory
http://www.penny-arcade.com/view.php3?date=2004-09-27

Posted by julian on Tuesday, September 28 @ 17:16:01 CEST
(Read More... | 3 comments | Score: 0)

Theory: The Sims2 - Recursion
Art Games

Playing the Sims, in Sims2. Thanks Wonderland.

Posted by julian on Saturday, September 25 @ 12:08:48 CEST
(Read More... | 3 comments | Score: 0)

Theory: Net Games Now
Theory Mark Tribe's essay for the Game Show at MASS MOCA 2001

http://rhizome.org/thread.rhiz?thread=1795&text;=2632

Posted by rebecca on Saturday, September 25 @ 00:00:00 CEST
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Theory: WINSIDE OUT
Theory An Introduction to the Convergence of Computers, Games, and Art
Antoinette LaFarge ©2000
http://beallcenter.uci.edu/shift/essays/lafarge.html


Posted by rebecca on Saturday, September 18 @ 00:00:00 CEST
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Theory: How They Got Game
Theory
The History and Culture of Interactive Simulations and Video Games

http://www.stanford.edu/group/shl/research/how_they_got_game.html

Main website (in development)
http://hpslab.stanford.edu:16080/projects/HTGG/

"The aim of this project is to explore the history and cultural impact of a crucial segment of New Media: interactive simulations and video games. The current generation of video and PC games has established genres that effectively use narrative structures, allow for community-based interaction and content development, and push the boundaries of computer-generated animation, graphics, and audio.


Posted by rebecca on Saturday, September 18 @ 11:06:13 CEST
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Theory: The Art of Realtime
Theory
This new book from Even Lake Studios covers the elusive origins and evolution of the demoscene - the practice of making self-playing executable clips that demonstrate the maker's 3D and audio programming talent. The demoscene has always set a telling precedent within realtime 3D design practices, making so many of today's asset laden 3D projects look like bloatware. Some demos are as tiny as 5k and play for several minutes, with all the textures, sounds and meshes generated in realtime.
Due to this state of runtime independence the scene has been prolific in publishing and distributing it's work; alot of what's referenced in The Art of Realtime can still be found online.

Whether info-archaeologist or artist, we can all take a leaf from 'the scene'. read on for refs and files


Posted by julian on Friday, September 17 @ 15:21:10 CEST
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Theory: Interview with Radwan Kasmiya of AFKARMedia
Art Games
Well that didn't take us long! The author of UnderAsh and UnderSeige, Radwan Kasmiya, talks to selectparks about AFKARMedia's challenging political games, their message and their plans for the future.

This interview will also be translated into Spanish by Marta and published on Elastico.

Thanks luv!!!

Posted by julian on Tuesday, September 07 @ 21:53:12 CEST
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Theory: Review: Untitled Game
Theory
Anne-Marie Schleiner's early review of Untitled Game by JODI, sourced from http://www.opensorcery.net/2reviews.htm

Posted by rebecca on Tuesday, September 07 @ 02:16:03 CEST
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Theory: First Person(s): 'Under Seige' and The New Virtual War
Political Games

I first became aware of AFKAR Media's 'Under Ash' a couple of years ago via Kipper, while we were drawing up our own political game, Escape from Woomera. What excited us was to see a full-featured 3D game being used to distribute awareness of a situation as serious as the Palestinian/Israeli conflict. Given Under Ash's content, it's also interesting that it's widely known as the first Arabic 3D Game.

The team's next project, 'Under Seige' is timely for another reason however, and questions whether games can be so clearly defined as a medium of entertainment..

Posted by julian on Saturday, September 04 @ 19:24:21 CEST
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Theory: Full Spectrum Propaganda
Political Games
The NYT's has an interesting article on the use of wargames as training material. We all heard about this of course when America's Army first hit the streets via GameSpy, its second patron after the US Army itself. I had no idea however that Full Spectrum Warrior was being used for training, and as the article suggests, FSW is supposedly a tight depiction of what's it's really like 'out there'..
This is interesting in that our humble Grunt obviously has eye-implants with an advanced, networked and strangely game-like targeting system. The enemy (ragged and desperate Iraqi militia of course) are thus covered in hovering layers of telematically delivered iconography; essentially reduced to a set of predicted and present variables for purposes of better killing them.

Anyway, it doesn't matter whether I think it's authentic or not, I'm being told it is.. This has me thinking that maybe another kind of training is at work here..


Posted by julian on Monday, August 23 @ 15:08:46 CEST
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Theory: Why Independent Game Developers Need An Island
Theory http://www.fineartforum.org/Backissues/Vol_17/faf_v17_n08/reviews/oliver.html

Posted by rebecca on Monday, August 16 @ 23:02:46 CEST
(Read More... | 3 comments | Score: 0)

featured artwork
Ungravity's
'Oversaturation'


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