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Power Up

The Play Research Group, UWE, Bristol
studying the technologies and cultures of games and play

Wednesday, December 07, 2005
an irradiating synthesis of combinatory models in a hyperspace without atmosphere

posted by: sethgiddings at 12:37 | link | comments (1) |

Tuesday, December 06, 2005
retro-remediation?

posted by: sethgiddings at 14:32 | link | comments (1) |

Thursday, December 01, 2005
never again will the real have to be produced

Pursuing the discussions around realism and simulation after Aesthetics of Play I thought this commentary from a recent Edge (no.156 Dec 2005, p.35) might be of interest:

To be classified as realistic, a game doesn't have to exhibit any knowledge of, let alone respect for, how people act, how objects work, how day follows night, how physics (or even 'physics') governs our world. Instead, it just needs to look as close as possible to what a photo of those things would look like if they occupied real space [...]
the moment games start looking real is when they start limiting their interactions to [sic] things we recognise. In the wake of the quest for visual realism comes a swathe of tasks, procedures and dynamics that we do recognise from life: gameplay mechanics which mimic real-world economic or legal systems, for example. Systems of cause and effect and checks and balance [...]
But isn't one of the wonders of games that they can model things that don't exist? [the example of Every Extend is given as...] something which has no model or corollory in the real world.

posted by: sethgiddings at 17:11 | link | comments (10) |

SimAcademy

I was asked to write an article for a special issue Interact, Bristol University’s learning technology journal on ‘learning from games and simulations’. So I did – SimAcademy. The issue features contributions from game studies stalwarts including Diane Carr, John Kirriemuir, Angela McFarlane and Kurt Squire.

posted by: sethgiddings at 14:09 | link | comments |