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	<title>Refractory</title>
	<link>http://blogs.arts.unimelb.edu.au/refractory</link>
	<description>a Journal of Entertainment Media             (ISSN:1447-4905)</description>
	<lastBuildDate>Sat, 14 Jun 2008 12:36:50 +0000</lastBuildDate>
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	<item>
		<title>Games and Metamateriality</title>
		<description>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 ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/25/games-and-metamateriality/</link>
			</item>
	<item>
		<title>Deviant Materials: Reflecting Surfaces and Hollow Bodies in CSI - Zach Whalen</title>
		<description> 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, ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/deviant-materials-reflecting-surfaces-and-hollow-bodies-in-csi-zach-whalen/</link>
			</item>
	<item>
		<title>Rez: An Evolving Analysis - Douglas Brown</title>
		<description> 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>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/24/rez-an-evolving-analysis-douglas-brown/</link>
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	<item>
		<title>Meaningless Play: The  Psychological Experience of Shame in Computer Gameplay - Glen Spoors</title>
		<description>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 ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/meaningless-play-the-psychological-experience-of-shame-in-computer-gameplay-glen-spoors/</link>
			</item>
	<item>
		<title>The Paradigmatic Shift of Interactive Theatre into Aleatory, Tribal Playspaces - Lori Shyba</title>
		<description> 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, ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/the-paradigmatic-shift-of-interactive-theatre-into-aleatory-tribal-playspaces-lori-shyba/</link>
			</item>
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		<title>Notes On SuperFlat and Its Expression in Videogames - David Surman</title>
		<description> 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 ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/notes-on-superflat-and-its-expression-in-videogames-david-surman/</link>
			</item>
	<item>
		<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>
		<description> 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 ...</description>
		<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>
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		<title>Conceptual Vertigo  - Holly Willis</title>
		<description> 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 ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/conceptual-vertigo-holly-willis/</link>
			</item>
	<item>
		<title>Narrative Production and Interactive Storytelling - Alex Mitchell</title>
		<description>  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 ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/narrative-production-and-interactive-storytelling-alex-mitchell/</link>
			</item>
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		<title>Authorship,  Environment and Mediation in Role-Playing Games - Michael Ryan Skolnik</title>
		<description>  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 ...</description>
		<link>http://blogs.arts.unimelb.edu.au/refractory/2008/05/23/authorship-environment-and-mediation-in-role-playing-games-michael-ryan-skolnik/</link>
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