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| News n' Stuff.. : WEBSITE HACKED!! |
Posted by admin on 2008/1/14 10:30:00 ( 812 reads) |
WEBSITE HACKED!!
AAAAAARRRRRRGGGGHHHH!!!!!
website's been hacked..might take a while to fix security hole in the xoops gallery module. I'm removing it forever!
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| News n' Stuff.. : Another 2 good reads... |
Posted by admin on 2007/6/22 11:20:00 ( 468 reads) |
Unit Operations: An Approach to Videogame Criticism Ian Bogost
Synopsis This book features a critical approach that marries literary theory and information technology, reading digital and cultural artefacts - whether videogames, literature, or film - as configurative systems of interlocking units of meaning. In "Unit Operations", Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyse particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium - from videogames to poetry, literature, cinema, or art - can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology seriously and technologists better understand software and videogames as cultural artefacts. This approach is especially useful for the comparative analysis of digital and nondigital artefacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek and McLuhan and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines "Grand Theft Auto 3", "The Legend of Zelda", "Madame Bovary", and "Joyce's Ulysses". In "Unit Operations", Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.
from Amazon
Cheating: Gaining Advantage in Videogames by Mia Consalvo
Synopsis This title presents a cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In "Cheating", Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players. Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.
from Amazon |
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| News n' Stuff.. : I've gone all web 2.0 |
Posted by admin on 2007/5/29 15:50:00 ( 458 reads) |
That's right, I've gone all web 2.0 by adding Digg and del.icio.us buttons to the site...
which no-one will ever use!!!
it's perverse |
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| News n' Stuff.. : The Welsh in Games |
Posted by admin on 2007/3/8 22:10:00 ( 553 reads) |
Is it me, or does the narrator at the start of Final Fantasy XXII sound distinctly Welsh?
How many other Welsh peeps have been represented in games...John Rhys Davies did some voice acting for Freelancer and there were also a few Welsh accents in Fable
Any More..?
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| News n' Stuff.. : Critical Gaming Seminar |
Posted by admin on 2007/2/27 10:10:00 ( 455 reads) |
Well, I'm off to give my first seminar on Critical Gaming to MA visual culture students at Westminster Uni
Here's the brief...
Before the seminar… Get the students to have a look at the Game-Play website (www.gameplay.org.uk) Get them to read my critical gaming article as an overview of the territory and also an as yet undecided article about art and games
At the seminar… Introduce myself as a gamer, artist and researcher Introduce the notion of critical gaming Introduce gameplay show and discuss the relevance/significance of the works within the show
Discuss my research Productive agency and artists negotiation within videogames. Videogame technologies re-appropriated to produce other types of critical artworks and the modalities of engagement and strategies that foster such agency Include things like transgression, modalities (hacking/modding/making/exploiting/crafting and social modes), implicit rules, play, narratology/ludology/simulation..blah,blah,blah Discuss some examples of artists working with games culture (Tom Betts, Mary Flanagan etc..) Discuss some of my own practice which directly relates to the research project
For students to do after my ramblings… Discuss how their own practice already has or could incorporate either an appropriation of gaming elements and themes or operate tactically within gaming, not necessarily as a subversion (as could be implied from this statement) but as spaces for differing activities ie second life
Questions that may arise… Gender and gaming, violence and gaming (an old chestnut) The visual language of gaming…how does current retro visual language affect the experience and cultural significance of the work The quest for photorealism over style Fun Wikification of gaming Political, artgaming, newsgaming or serious gaming…are these horrible terms that are used to legitimise the more ‘frivolous’ types of games or valid statements? Novel interfaces…the WII, one switch gaming The list goes on...
Wish me luck!!
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| News n' Stuff.. : Videogames and art......Book |
Posted by admin on 2007/2/26 20:30:00 ( 473 reads) |
This looks interesting...released at the end of March
Videogames and Art
Edited by Andy Clarke, Grethe Mitchell ISBN 9781841501420 Hardback 230x174mm Published March 2007 Price £29.95, $55.00
Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.
The book details specialized areas of the subject such as machinima and games console artwork and includes a series of individual interviews with both established and emerging videogame artists. In addition to the aesthetic design and production of this area of digital art, contributors examine works of politically-orientated videogame art which depict a critical engagement with the social or cultural issues of its time.
Following this review of the genre’s artistic elements, the book diverts into a broader critical appraisal of the commercial games industry, posing several polemical pieces upon the present quality and originality of video games in general. The book provides a thorough yet accessible introduction to those interested and involved in the academic study of videogame art.
http://www.intellectbooks.co.uk/ppbooks.php?isbn=9781841501420
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