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Heathrow protest: not-so-happy campers OpenPublishing | News & Analysis
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'


machinima - screenshot OpenPublishing |
Submitted by mediamatic on Monday, 18 December, 2006 - 13:51
machinima - screenshot

made by Desiree Förster, desireef@web.de

subject: Games

Dungeons and Dragnets Editorial content | Articles
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

Staying In To Play Editorial content | Magazine
Submitted by mute on Sunday, 3 October, 2004 - 23:00
John Paul Bichard

Morality and Immortality - the games industry under siege

subject: Computing | Games | Society

Not Vice City, Not Vice City Editorial content | Magazine
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


Virtual, Activist or Managerial (Games Culture in the Balance) Editorial content | Articles
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.


Digital Salvation Editorial content | Magazine
Submitted by mute on Wednesday, 21 January, 2004 - 00:00
Jorg Koch

digital salvationFor a while now, old, long outdated video game consoles of the 80s such as the Atari 2600 or the Vectrex have been enjoying something of a renaissance. They've found their way into the canon of good taste; a multitude of records and T-shirts are testimony to that.


Playing In To Stay Editorial content | Magazine
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.

subject: Computing | Games | Media | Politics

Deus ex Machina ("Don't simulate the world, simulate what people think is the real world.") Editorial content | Magazine
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.


Giving History the Gaussian Blur Editorial content | Magazine
Submitted by mute on Tuesday, 13 January, 2004 - 00:00
Tom McCarthy

Tom McCarthy on the recent Converging Stories conference at the ICA


re:Play Editorial content | Magazine
Submitted by mute on Monday, 12 January, 2004 - 00:00
Martin Conrads

subject: Art | Games

Radical Entertainment Editorial content | Magazine
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

Romancing the Black Box Editorial content | Articles
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.


SPECIAL PROJECT: Staying In To Play (Artificial Sacrifice) Editorial content | Magazine
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

Playing with the Future Editorial content | Magazine
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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