Index of Titles Filed Under 'Gaming'

PublisherCitygroup2019
Current modes of real estate development assume a single formula for living, a suite of bedroom, bathroom, kitchen, and leisure space that simply scales up or down depending on traditional appraisals of family size, wealth, and stage of life. This multiplication ignores the real variety of human living arrangements, relationships and economic inequality. Underused, overpriced and unsustainable; real estate products remain fundamentally incompatible with the diverse forms of city life. Alone Together: The Game invites you to explore new configurations of living space, negotiating privacy and sharing along the way.
Rising seas and economic volatility affect a city’s residents differently, exaggerating existing social inequality. How do we cooperate or compete in the face of risk? Bartertown is a board game that tests how cities and people can survive, and even thrive, in a crisis. It imagines a world without money to test how social networks can be re-shaped by an economy of favors and resource-sharing. Players conduct activities and adapt to oods, res, or a new romance—all while negotiating for a couch to sleep on or the chance to build ood-protection infrastructures.
PublisherMeson Press2015
The early days when digital games were new, harmless and niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of contemporary society. Based on the keynote lectures held at DiGRA2015, Diversity of Play provides a critical view on the current state of digital games from theoretical, artistic, and practical perspectives. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg, Diversity of Play explores the uncanny in games, the ...
Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations.
Artist and game designer, Eddo Stern explores the uneasy and otherwise unconscious connections between physical existence and electronic simulation, surrounding the subject matters of violence, memory and identification. A game manual, a catalogue, a making of and an archive, How to Play Eddo Stern revolves around a selected body of works developed with di erent media that can be understood as “games”. Featuring an essay by Matteo Bittanti, the book is a deep dive into the massive amount of small bits and pieces that make up the folders of Stern’s game projects: 3D models, texture maps and atlases, backdrops, animation frame ...
PublisherNew Models2018
Artist ED FORNIELES discusses diving headfirst into the toxic, hierarchal fantasy of masculinity, and the present difficulties of finding an alternative. His recent work “The Cell,” which is featured in the 6th Athens Biennale, documents a LARP Fornieles staged earlier this year around the narrative of an all-male, alt-right gamer group. (With Busta, Keller, and @LILINTERNET) This podcast is part of New Models’ series for the “ANTI-” Athens Biennale 6.
From Mah-Jong, to the introduction of Prussian war-games, through to the emergence of location-based play: maps and play share a long and diverse history. This monograph shows how mapping and playing unfold in the digital age, when the relations between these apparently separate tropes are increasingly woven together. Fluid networks of interaction have encouraged a proliferation of hybrid forms of mapping and playing and a rich plethora of contemporary case-studies, ranging from fieldwork, golf, activism and automotive navigation, to pervasive and desktop-based games evidences this trend. Examining these cases shows how mapping and playing can form productive synergies, but also ...
PublisherMeson Press2014
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new ...
PublisherRhizome2016
Wakeling calls Incantations for the Birth of a Network “a proto-script for a film,” a story that traces the invention of the computer and the atomic bomb as precursors to the internet. As of January 2018, this work has been taken offline.

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