Index of Titles Filed Under 'Gaming'

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 ...

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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 ...

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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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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 ...

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