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<channel>
	<title>Refractory</title>
	<link>http://blogs.arts.unimelb.edu.au/refractory</link>
	<description>a Journal of Entertainment Media             (ISSN:1447-4905)</description>
	<pubDate>Sat, 14 Jun 2008 12:36:50 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.1</generator>
	<language>en</language>
			<item>
		<title>Games and Metamateriality</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/25/games-and-metamateriality/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/25/games-and-metamateriality/#comments</comments>
		<pubDate>Sat, 24 May 2008 14:58:26 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/25/games-and-metamateriality/</guid>
		<description><![CDATA[Guest Editors: Christian McCrea, Darshana Jayemanne, Tom Apperley

 Contents

1. Deviant Materials: Reflecting Surfaces and Hollow Bodies  in CSI
- Zach Whalen
2. Rez: An Evolving Analysis -
Douglas Brown 
  3. Meaningless Play: The Psychological Experience of Shame  in Computer Gameplay -
Glen Spoors
  4. The Paradigmatic Shift of Interactive Theatre into  Aleatory, Tribal [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Guest Editors: </strong><em>Christian McCrea, Darshana Jayemanne, Tom Apperley</em></p>
<p>
<h3> Contents</h3>
</p>
<p>1. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/deviant-materials-reflecting-surfaces-and-hollow-bodies-in-csi-zach-whalen/">Deviant Materials: Reflecting Surfaces and Hollow Bodies  in <em>CSI</a></em><br />
- Zach Whalen</p>
<p>2.<i> <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/rez-an-evolving-analysis-douglas-brown/">Rez:</i> An Evolving Analysis</a> -<br />
Douglas Brown </p>
<p>  3. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/meaningless-play-the-psychological-experience-of-shame-in-computer-gameplay-glen-spoors/">Meaningless Play: The Psychological Experience of Shame  in Computer Gameplay</a> -<br />
Glen Spoors</p>
<p>  4. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-paradigmatic-shift-of-interactive-theatre-into-aleatory-tribal-playspaces-lori-shyba/">The Paradigmatic Shift of Interactive Theatre into  Aleatory, Tribal Playspaces</a> -<br />
Lori Shyba </p>
<p>  5. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/notes-on-superflat-and-its-expression-in-videogames-david-surman/">Notes On SuperFlat and Its Expression in Videogames</a> -<br />
David Surman </p>
<p>6. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-eighth-wonder-of-the-world-meets-the-eighth-art-some-thoughts-on-medium-specificity-and-experience-in-king-kong-and-peter-jackson%e2%80%99s-king-kong-the-official-game-of-the-movie-terence-mcs/">The Eighth Wonder of the World Meets the Eighth Art: Some  Thoughts on Medium Specificity and Experience in <i>King Kong</i> and  Peter Jackson&rsquo;s <i>King Kong: The Official Game of the Movie</a> -<br />
</i>Terence McSweeney</p>
<p>7. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/conceptual-vertigo-holly-willis/">Conceptual Vertigo</a> -<br />
Holly Willis</p>
<p>8. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/narrative-production-and-interactive-storytelling-alex-mitchell/">Narrative Production and Interactive Storytelling</a> -<br />
Alex Mitchell</p>
<p>9. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/authorship-environment-and-mediation-in-role-playing-games-michael-ryan-skolnik/">Authorship, Environment and Mediation in Role-Playing  Games</a> -<br />
Mike Skolnik</p>
<p>10. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/22/digital-games-and-the-anamorphic-eugnie-shinkle/">Digital Games and the Anamorphic Subject</a> -<br />
Eug&eacute;nie Shinkle</p>
<p> 11. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/22/rape-and-the-memex-laurence-johnson/">Rape and the Memex</a> -<br />
Laurie Johnson</p>
<p>12. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/21/affective-game-topologies-any-space-whatevers-felicity-j-colman/">Affective Game Topologies: Any-Space-Whatevers</a> -<br />
Felicity Colman </p>
<p>13. <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/13/playing-for-keeps-a-game-of-marbles-and-the-materiality-of-gameplay-peter-eric-bayliss/">Playing for Keeps: <em>A Game of Marbles</em> and the  Materiality of Gameplay</a> -<br />
Peter Eric  Bayliss</p>
<h3>Editorial Statement</h3>
<p>Refraction occurs when light travels from one medium to another,  changing speed and bending relative to its original angle &ndash; it&rsquo;s why  the straw in your glass looked kinked. Each material through which  light can travel has a refractive index, and it is this which  determines how much the light bends at the interface. In 2002  researchers synthesised &lsquo;metamaterials&rsquo;: artificial substances with  negative refractive indices. In 2007 a version was developed for the  optical spectrum. Such a metamaterial causes light to bend in the <em>opposite</em> direction from natural materials, reversing the phenomenon of  refraction. If the positive index of a natural material and the  negative index of a metamaterial are matched, there is the possibility  of total refraction &ndash; the straw ends up looking straight.</p>
<p>The Refractory journal&rsquo;s title calls attention to the  transformations that take place when a work is adapted or remediated.  If we take a lead from Walter Benjamin and consider a medium as a  certain organisation of perception, however, it is possible to further  ask in what ways a given medium represents not just the content of a  given work, but another medium as such &ndash; that is, how the organisation  of perception by one medium is adapted to another. In such a process,  some comment on the material underpinnings of the refracted medium may  be made, or perhaps an attempt to modify those materialities to suit  the codes, histories and effects of the new form. In a sense, a  negative refraction. What is revealed in such crossings is a  &lsquo;metamateriality&rsquo; of media &ndash; the material as an event, as both limit to  and facilitator of remediation.</p>
<p>The metaphors of metamateriality and negative refraction are  particularly salient for digital media, which is often viewed as having  the potential to represent all media forms and in so doing to gather  disparate temporal schemes under one overarching framework. Such  desires are a dream of total refraction. Sometimes material effects  from other media will be incorporated to add a sense of  contemporaneity, such as when lens flare or cinematic interludes are  used in a videogame. On other occasions the embedded medium will appear  as an archaism, an unrepresentable absence or a nostalgic  super-presence. By appending the concept of metamateriality to the  Refractory&rsquo;s ongoing concerns, this issue invited writers to respond to  some of the pressing cultural and critical issues raised by new media,  games and the digital.</p>
</p>
<p>&nbsp;</p>
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		</item>
		<item>
		<title>Deviant Materials: Reflecting Surfaces and Hollow Bodies in CSI - Zach Whalen</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/deviant-materials-reflecting-surfaces-and-hollow-bodies-in-csi-zach-whalen/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/deviant-materials-reflecting-surfaces-and-hollow-bodies-in-csi-zach-whalen/#comments</comments>
		<pubDate>Sat, 24 May 2008 13:53:15 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Film]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Television]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/deviant-materials-reflecting-surfaces-and-hollow-bodies-in-csi-zach-whalen/</guid>
		<description><![CDATA[ Abstract: In Deviant  Materialities: Reflecting Surfaces and Hollow Bodies in CSI, Zach Whalen  examines the simulation of two kinds of gaze &#8211; the surface reflection of the  mirror and the penetration of forensic and surgical procedures. The &#8216;CSI shot&#8217;,  a signature of the television series, is specifically reconstructed in the [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p> <b>Abstract:</b> In <em>Deviant  Materialities: Reflecting Surfaces and Hollow Bodies in CSI</em>, Zach Whalen  examines the simulation of two kinds of gaze &ndash; the surface reflection of the  mirror and the penetration of forensic and surgical procedures. The &lsquo;CSI shot&rsquo;,  a signature of the television series, is specifically reconstructed in the  videogame context around the exigencies of player input.</p></blockquote>
<p> <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/deviant-materials-reflecting-surfaces-and-hollow-bodies-in-csi-zach-whalen/#more-185" class="more-link">(more&#8230;)</a></p>
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		<item>
		<title>Rez: An Evolving Analysis - Douglas Brown</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/rez-an-evolving-analysis-douglas-brown/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/rez-an-evolving-analysis-douglas-brown/#comments</comments>
		<pubDate>Sat, 24 May 2008 06:40:39 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Older Media]]></category>

		<category><![CDATA[Sound]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/rez-an-evolving-analysis-douglas-brown/</guid>
		<description><![CDATA[ Abstract: Douglas Brown&#8217;s Rez: An  Evolving Analysis dives into Tetsuya Mizuguchi&#8217;s &#8216;trance shooter&#8217; to reveal  how the game&#8217;s recursive dynamics &#8211; between sight and sound, rhythm and  novelty, abstraction and representation &#8211; work to construct the player&#8217;s  spatial and temporal experience.

]]></description>
			<content:encoded><![CDATA[<blockquote><p><b> Abstract:</b> Douglas Brown&rsquo;s <em>Rez: An  Evolving Analysis</em> dives into Tetsuya Mizuguchi&rsquo;s &lsquo;trance shooter&rsquo; to reveal  how the game&rsquo;s recursive dynamics &ndash; between sight and sound, rhythm and  novelty, abstraction and representation &ndash; work to construct the player&rsquo;s  spatial and temporal experience.</p>
</blockquote>
<p>  <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/rez-an-evolving-analysis-douglas-brown/#more-180" class="more-link">(more&#8230;)</a></p>
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		<title>Meaningless Play: The  Psychological Experience of Shame in Computer Gameplay - Glen Spoors</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/meaningless-play-the-psychological-experience-of-shame-in-computer-gameplay-glen-spoors/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/meaningless-play-the-psychological-experience-of-shame-in-computer-gameplay-glen-spoors/#comments</comments>
		<pubDate>Fri, 23 May 2008 05:56:51 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/meaningless-play-the-psychological-experience-of-shame-in-computer-gameplay-glen-spoors/</guid>
		<description><![CDATA[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” [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><b>Abstract:</b> 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.</p></blockquote>
<p>  <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/meaningless-play-the-psychological-experience-of-shame-in-computer-gameplay-glen-spoors/#more-179" class="more-link">(more&#8230;)</a></p>
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		<title>The Paradigmatic Shift of Interactive Theatre into Aleatory, Tribal Playspaces - Lori Shyba</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-paradigmatic-shift-of-interactive-theatre-into-aleatory-tribal-playspaces-lori-shyba/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-paradigmatic-shift-of-interactive-theatre-into-aleatory-tribal-playspaces-lori-shyba/#comments</comments>
		<pubDate>Fri, 23 May 2008 05:50:46 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Older Media]]></category>

		<category><![CDATA[Other]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-paradigmatic-shift-of-interactive-theatre-into-aleatory-tribal-playspaces-lori-shyba/</guid>
		<description><![CDATA[ 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, [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p> <b>Abstract:</b> 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.</p></blockquote>
<p>     <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-paradigmatic-shift-of-interactive-theatre-into-aleatory-tribal-playspaces-lori-shyba/#more-178" class="more-link">(more&#8230;)</a></p>
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		<title>Notes On SuperFlat and Its Expression in Videogames - David Surman</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/notes-on-superflat-and-its-expression-in-videogames-david-surman/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/notes-on-superflat-and-its-expression-in-videogames-david-surman/#comments</comments>
		<pubDate>Fri, 23 May 2008 05:37:03 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Older Media]]></category>

		<category><![CDATA[Other]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/notes-on-superflat-and-its-expression-in-videogames-david-surman/</guid>
		<description><![CDATA[ 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 [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><b> Abstract: </b> 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.</p></blockquote>
<p>   <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/notes-on-superflat-and-its-expression-in-videogames-david-surman/#more-175" class="more-link">(more&#8230;)</a></p>
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		<title>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</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-eighth-wonder-of-the-world-meets-the-eighth-art-some-thoughts-on-medium-specificity-and-experience-in-king-kong-and-peter-jackson%e2%80%99s-king-kong-the-official-game-of-the-movie-terence-mcs/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-eighth-wonder-of-the-world-meets-the-eighth-art-some-thoughts-on-medium-specificity-and-experience-in-king-kong-and-peter-jackson%e2%80%99s-king-kong-the-official-game-of-the-movie-terence-mcs/#comments</comments>
		<pubDate>Fri, 23 May 2008 05:03:16 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Film]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-eighth-wonder-of-the-world-meets-the-eighth-art-some-thoughts-on-medium-specificity-and-experience-in-king-kong-and-peter-jackson%e2%80%99s-king-kong-the-official-game-of-the-movie-terence-mcs/</guid>
		<description><![CDATA[ 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  &#8211; gameplay, cinematic techniques, celebrity culture, cross-media storytelling  and the overarching directorial signifier &#8216;Peter Jackson&#8217;, the King Kong  franchise is presented as [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p> <b>Abstract:</b> 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  &ndash; gameplay, cinematic techniques, celebrity culture, cross-media storytelling  and the overarching directorial signifier &lsquo;Peter Jackson&rsquo;, the King Kong  franchise is presented as a complex cultural object.</p></blockquote>
<p> <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-eighth-wonder-of-the-world-meets-the-eighth-art-some-thoughts-on-medium-specificity-and-experience-in-king-kong-and-peter-jackson%e2%80%99s-king-kong-the-official-game-of-the-movie-terence-mcs/#more-174" class="more-link">(more&#8230;)</a></p>
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		<title>Conceptual Vertigo  - Holly Willis</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/conceptual-vertigo-holly-willis/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/conceptual-vertigo-holly-willis/#comments</comments>
		<pubDate>Fri, 23 May 2008 04:33:18 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Film]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Older Media]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/conceptual-vertigo-holly-willis/</guid>
		<description><![CDATA[ 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 [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p> <b>Abstract:</b> 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.</p></blockquote>
<p> <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/conceptual-vertigo-holly-willis/#more-173" class="more-link">(more&#8230;)</a></p>
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		<title>Narrative Production and Interactive Storytelling - Alex Mitchell</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/narrative-production-and-interactive-storytelling-alex-mitchell/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/narrative-production-and-interactive-storytelling-alex-mitchell/#comments</comments>
		<pubDate>Fri, 23 May 2008 04:28:27 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Print Media]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/narrative-production-and-interactive-storytelling-alex-mitchell/</guid>
		<description><![CDATA[  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 [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>  <b>Abstract:</b> 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 <i>Half-Life 2</i> (Valve Corporation, 2004), through to the one-act-play drama of <i>Façade</i> (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: <i>Flash</i> (Adobe Systems Incorporated, 2007), and the <i>NeverWinter Nights Aurora Toolkit</i> (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.</p></blockquote>
<p> <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/narrative-production-and-interactive-storytelling-alex-mitchell/#more-171" class="more-link">(more&#8230;)</a></p>
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		<item>
		<title>Authorship,  Environment and Mediation in Role-Playing Games - Michael Ryan Skolnik</title>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/authorship-environment-and-mediation-in-role-playing-games-michael-ryan-skolnik/</link>
		<comments>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/authorship-environment-and-mediation-in-role-playing-games-michael-ryan-skolnik/#comments</comments>
		<pubDate>Fri, 23 May 2008 04:11:56 +0000</pubDate>
		<dc:creator>angelan</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Internet]]></category>

		<category><![CDATA[Volume 13]]></category>

		<guid isPermaLink="false">http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/authorship-environment-and-mediation-in-role-playing-games-michael-ryan-skolnik/</guid>
		<description><![CDATA[ Abstract: Mike Skolnik&#8217;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&#8217;s procedural authorship and Mackay&#8217;s  account of mediation in games, Skolnik explores the methods which role-players  construct and disseminate meaning and narrative potentials across various  [...]]]></description>
			<content:encoded><![CDATA[<blockquote> <b>Abstract:</b> Mike Skolnik&rsquo;s <em>Authorship, Environment and Mediation in Role-Playing  Games </em>takes up a classificatory and evaluative task regarding analog and  digital role-playing environments. Utilising Murray&rsquo;s procedural authorship and Mackay&rsquo;s  account of mediation in games, Skolnik explores the methods which role-players  construct and disseminate meaning and narrative potentials across various  contexts.</p></blockquote>
<p> <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/authorship-environment-and-mediation-in-role-playing-games-michael-ryan-skolnik/#more-170" class="more-link">(more&#8230;)</a></p>
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