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Deviant Materials: Reflecting Surfaces and Hollow Bodies in CSI - Zach Whalen

Published May 24th 2008

Abstract: In Deviant Materialities: Reflecting Surfaces and Hollow Bodies in CSI, Zach Whalen examines the simulation of two kinds of gaze – the surface reflection of the mirror and the penetration of forensic and surgical procedures. The ‘CSI shot’, a signature of the television series, is specifically reconstructed in the videogame context around the exigencies of player input.

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Filed in Film, Games, Television, Volume 13 | No responses yet

Rez: An Evolving Analysis - Douglas Brown

Published May 24th 2008

Abstract: Douglas Brown’s Rez: An Evolving Analysis dives into Tetsuya Mizuguchi’s ‘trance shooter’ to reveal how the game’s recursive dynamics – between sight and sound, rhythm and novelty, abstraction and representation – work to construct the player’s spatial and temporal experience.

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Filed in Games, Older Media, Sound, Volume 13 | No responses yet

Meaningless Play: The Psychological Experience of Shame in Computer Gameplay - Glen Spoors

Published May 23rd 2008

Abstract: This article draws an analogy to Sartre’s (1943/1993) existentialism to describe qualities of “meaningless” computer gameplay. Silvan Tomkins’ (1962, 1963, 1992) work is used to argue that disjunctive moments of gameplay may elicit an affect of shame that possess an existential tone, and Donald Nathanson’s (1992) “compass of shame” is adapted to identify four different ways of experiencing this shame. However, these experiences may be aesthetically recuperated when games represent existential experiences and/or players employ a Sartrean strategy of confronting such experiences with an attitude of humour and resolve.

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Filed in Games, Volume 13 | No responses yet

The Paradigmatic Shift of Interactive Theatre into Aleatory, Tribal Playspaces - Lori Shyba

Published May 23rd 2008

Abstract: As a way of envisioning futuristically appropriate player experiences, this paper speculates on the emergence of participatory virtual environments as a metamaterial phenomena resulting from the confluence of aleatory, tribal playspaces and human-computer interaction (HCI). Using a set of revolutionary influences from 1960s, namely Thomas Kuhn, Marshall McLuhan, Victor Turner, and John Cage, the stage is set for virtual playspaces and postulations are made about the ability of these influences to affect theatre’s core axioms. Reflections are made on the resistance that might occur, notably in the form of audience reticence, and requisite conditions are laid out for the emergence of a new paradigm in the landscape of theatre.

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Filed in Games, Older Media, Other, Volume 13 | No responses yet

Notes On SuperFlat and Its Expression in Videogames - David Surman

Published May 23rd 2008

Abstract: In this exploratory essay the author describes the shared context of Sculptor turned Games Designer Keita Takahashi, best known for his PS2 title Katamari Damacy, and superstar contemporary artist Takashi Murakami. The author argues that Takahashi’s videogame is an expression of the technical, aesthetic and cultural values Murakami describes as SuperFlat, and as such expresses continuity between the popular culture and contemporary art of two of Japan’s best-known international creative practitioners.

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Filed in Games, Older Media, Other, Volume 13 | No responses yet

The Eighth Wonder of the World Meets the Eighth Art: Some Thoughts on Medium Specificity and Experience in King Kong and Peter Jackson’s King Kong: The Official Game of the Movie - Terence McSweeney

Published May 23rd 2008

Abstract: Terence McSweeney investigates the evocation of emotional response in two recent remediations of the King Kong story: cinematic and ludic. Drawing together a number of streams – gameplay, cinematic techniques, celebrity culture, cross-media storytelling and the overarching directorial signifier ‘Peter Jackson’, the King Kong franchise is presented as a complex cultural object.

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Filed in Film, Games, Volume 13 | No responses yet

Conceptual Vertigo - Holly Willis

Published May 23rd 2008

Abstract: Exploring the notion of the literary imagination, Holly Wills examines how several major works of videogame art invite the viewer/participant to imagine the world differently through their deployment of gamic tropes. Relations open up and expand under some aesthetic conditions; contract and distort under others. Wills offers a compelling trajectory of aesthetic concern over digitality itself, the site of a persistent anxiety of being which underscores the artists surveyed.

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Filed in Film, Games, Older Media, Volume 13 | No responses yet

Narrative Production and Interactive Storytelling - Alex Mitchell

Published May 23rd 2008

Abstract: Many different approaches have been suggested for how stories can be told using interactive media. Forms have emerged which range from the collections of text fragments and links that one finds in hypertext fiction, the adventure-game-like experience of interactive fiction, the story-driven gameplay of Half-Life 2 (Valve Corporation, 2004), through to the one-act-play drama of Façade (Procedural Arts LLC, 2005). All of these forms suggest different underlying models as to what makes a story “interactive”. This paper will explore the ways in which the materiality of the tools used to create an interactive story influence the form of the resulting work, with reference to works created using two different authoring tools: Flash (Adobe Systems Incorporated, 2007), and the NeverWinter Nights Aurora Toolkit (Bioware Corporation, 2002). A comparison of these works will be used to reflect upon the various forms of storytelling that may be possible within interactive media.

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Filed in Games, Print Media, Volume 13 | No responses yet

Authorship, Environment and Mediation in Role-Playing Games - Michael Ryan Skolnik

Published May 23rd 2008

Abstract: Mike Skolnik’s Authorship, Environment and Mediation in Role-Playing Games takes up a classificatory and evaluative task regarding analog and digital role-playing environments. Utilising Murray’s procedural authorship and Mackay’s account of mediation in games, Skolnik explores the methods which role-players construct and disseminate meaning and narrative potentials across various contexts.

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Filed in Games, Internet, Volume 13 | No responses yet

Digital Games and the Anamorphic- Eugénie Shinkle

Published May 22nd 2008

Abstract: Eugénie Shinkle’s piece Digital Games and the Anamorphic Subject reassesses the visual lineages that prefigure contemporary gaming forms. Games, in the process of locating gamers in space, draw on the tradition of anamorphic art exemplified by Holbein’s The Ambassadors. Recasting the regimes of vision and attention in these terms facilitates new insights into gaming subjectivity.

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Filed in Games, Older Media, Volume 13 | No responses yet