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Submitted by unterschreber on Friday, 17 August, 2007 - 21:15
Nathalie Rothschild An all-too-believeable first-hand account from Spiked (http://www.spiked-online.com/index.php?/site/article/3730/) of the heroic Civil Obedience at the pro-Behaviour Modification protest camp outside Heathrow. (Although Spiked's habit of labelling this lot 'Puritans' seems a bit unfair on 17th century Calvinists, given the latter group's social-levelling tendencies, hatred of superstition and insistence on independent thought.) There are particularly telling moments when protest spokesman John Jordan says the muddy austerity of the camp exemplifies the kind of 'simple life' subject: Activism | Climate Change | Environment | Festivals | Games | Marketing | Media | NGO | Performance | Site-Specific | Slums
Editorial content |
Submitted by mute on Monday, 8 May, 2006 - 15:15
Aphra Kerr In amongst the recent flurry of game design books, The Game Design Reader: A Rules of Play Anthology attempts to move beyond formalist and technical concerns to touch on game’s sociological and phenomenological dimensions. Review by Aphra Kerr
subject: Games
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Submitted by mute on Sunday, 3 October, 2004 - 23:00
John Paul Bichard Morality and Immortality - the games industry under siege
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Submitted by mute on Wednesday, 8 September, 2004 - 23:00
Mute Editor spring_alpha, a multiplayer online game still in development, combines the narrative of building a social utopia with the question of the user’s relationship to the game software. Reviewed by Matthew Fuller subject: Computing | Games | Internet | New Media Art
Editorial content |
Submitted by mute on Tuesday, 29 June, 2004 - 23:00
Mathew Kabatoff FACT’s recent conference, Situationist Sim City: Critical Video Gaming Conference, June 28, 2004, attempted to analyse how the ‘virtual’ world of games infects and informs ‘real’ life and vice versa. subject: Computing | Conferences | Games
Editorial content |
Submitted by mute on Wednesday, 21 January, 2004 - 00:00
Jorg Koch
subject: Computing | Culture Studies | Games | Technology
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Submitted by mute on Wednesday, 21 January, 2004 - 00:00
John Paul Bichard The Psychosemiotic Intervention of the Computer Game on the Politico-Virtual Model of Post-Communist Net Centric Macro-Sociology.
Editorial content |
Submitted by mute on Tuesday, 13 January, 2004 - 00:00
John Paul Bichard God games are a genre of video games which position the player as an invisible controller/manager/all-seeing-being of a simulated real-time world. From the early days of pixellated three-quarter view landscapes with tiny bit-mapped creatures running around, to today's slick, beautifully rendered, near-photographic 3D panoramas with convincing creatures and stunning special effects, the task remains the same: to nurture, coerce and assist the inhabitants or bully, maim and generally subject your populace to a lighter shade of Armageddon. subject: Culture Studies | Games | Technology
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Submitted by mute on Tuesday, 13 January, 2004 - 00:00
Tom McCarthy Tom McCarthy on the recent Converging Stories conference at the ICA subject: Conferences | Games | Literature | Media | New Media | Technology
Editorial content |
Submitted by mute on Monday, 12 January, 2004 - 00:00
Ian White Exceeding the minor scale on which it occurred, and somehow moving beyond its host institution’s low-key support, the ICA’s July new media event Radical Entertainment pulled off a small feat of transformation. subject: Games | New Media | Technology
Editorial content |
Submitted by mute on Tuesday, 14 October, 2003 - 23:00
Ian White Buried away in the summer programme of the ICA, the new media show Radical Entertainment represented an ambitious attempt to anthologise recent interdisciplinary work focused on the digital domain.
Editorial content |
Submitted by mute on Thursday, 3 July, 2003 - 23:00
John Paul Bichard The first person (shooter) video game is an environment seen ‘through the eyes’ of the player character. This projection of the players presence onto/into the game space allows the player to construct and develop an extension of their ego as a negotiator between their physical self and the fantasy space implied by the games constructs. The resultant character is rarely if ever seen. This 'seer' in some ways acting as a sacrificial other to the player in their journey through the rules and behaviours of the synthesised space. subject: Games
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Submitted by mute on Thursday, 9 May, 2002 - 23:00
Julian Kücklich Only a few years ago, academics and computer games seemed an unlikely combination. Except for the odd psychologist tracing the roots of street violence to children’s bedrooms, Tetris, Doom, Myst and the like were regarded as symptoms of a decaying culture, rather than cultural objects worthy of study. subject: Games
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