Index of Titles Filed Under 'Gaming'

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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.
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PublisherSerpentine2021
What we know today as ‘the internet’ has historically been accompanied by a particular class of high-definition visions for its future. In this luminous world, a boundless 3D space, digital beings would interact through new forms of collectivity and partake in new modes of making, sharing, learning and trading. The idea of the metaverse—broadly defined as an always-online and persistent spatial virtual world—is being resurrected through a fundamental shift in digital infrastructure. This development includes the relatively recent advent of consumer-level technologies such as video game engines and immersive hardware, and is accelerated by a bearing within the games industry towards ...
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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.
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PublisherEBM(T)2015
From the moment that you insert the token and the gaming session starts up, the player suddenly has multiple lives. During these games, you can win additional “life” elements, which accumulate as little icons around the edges of the screen. This function creates a positive reinforcement in the player; they have the possibility to fail many times without the game finishing. Professor Pier Luigi Cappucci, in a paragraph of his book “Il corpo tecnologico” descibes to us this phenomenom: Man has always created “virtual” constructs, learning to distance himself from the physical and direct experience of the phenomenal world. (…) mediating ...
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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, ...
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Publishere-flux2021
It is now October, when the veils between worlds become thin. In this issue, there are human worlds and more-than-human worlds, and the university worlds, world wars, and art worlds that cross between them. Tam Donner plumbs the world we live in. Have you heard the one where universities give out honorary hoods to painters and warmongers alike? Take a look at the class pictures. Andreas Petrossiants follows the lead of Mount Etna, Europe’s oldest active volcano, where Pasolini may have seen a stage—or a screen—on which to feature the volcano’s ability to communize time, showing “linear, European time for ...
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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.
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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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PublisherJoshua Citarella2022
Linkonia was a role-playing game and nation simulation conducted over Instagram from 2018 to 2019. The game featured dozens of part-time participants and incorporated the democratic inputs of hundreds of followers by allowing them to vote via Instagram stories. To my knowledge, this is the most extensive world building exercise and political exploration of its kind. Upon conclusion, the story was archived in a series of publicly available Google docs which are reproduced here. The game was primarily organized by Lincoln, then aged 16-17, who served as the Game Master and historian. He is the author of this text.
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PublisherNN Contemporary Art2022
Your people have lived in your Haven for thousands of years. It protected you. The experience has changed you. Now they’re sending an expedition to the surface. What will you find there? Has the damaged world healed? Do you have what it takes to survive? Lost Eons: Land of Iron is an interactive tabletop role-playing game exploring the future of Northamptonshire. The project employs gaming methodologies to engage audiences in a speculative design thinking exercise, to develop feedback and creative consultation across this moment of radical change for the town, with the forthcoming opening of NN’s new home at 24 Guildhall ...
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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.
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PublisherJoshua Citarella2021
Josh recaps: edgy tweets from left-wing media figures, kids in cages with reverse timelines, right-wing influencers in shambles & actually existing in-game socialism.

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