Tuesday, 31 July 2007

Killer Whales Killer App: Games

The BBC report some interesting observations about progression in play of the dolphin family, of which killer whales belong,

Most mammals seem to enjoy play - but dolphins seem to like making their games as challenging as possible. A killer whale calf learned the trick of luring gulls to the surface of the water with fish. When the gulls landed on the water, the killer whale would then attempt to capture them in her mouth, without killing them.

Once she mastered this skill, she made the task more challenging for herself: instead of waiting for the gulls to land on the water, she tried to capture the gulls on their descent when they were more than a metre above the water surface.

She failed many times but kept going until she got good at it. More often than not, it was the naive juvenile gulls that were caught and subsequently tossed around. The next difficulty level entailed trying to catch the more clued-up, older gulls. As with human children, the activity itself, not just the outcome, has to be fun.

Thursday, 26 July 2007

Life at Rockstar

An ex-Rockstar employee has written a fairly long account of his time at the company.
It's a good read, with some insights about the culture there that you might not have expected.

Thursday, 19 July 2007

Draughts Cracked

The BBC has an article about a Canadian Artificial Intelligence team who have compiled a complete database of perfect draught moves which cannot be beaten.

Monday, 16 July 2007

Tesla Coil Music

Featuring music from Mario and Tetris, apparently.

Saturday, 14 July 2007

Animal Play

Aw, a cute otter playing with a ball :-)










Thursday, 12 July 2007

Younnat - Wheel Experience

There's something really appealing about music made with video game controllers.
The driving gloves are a nice touch too.

Monday, 25 June 2007

Avatar Machine


The Avatar Machine is a project to bring 3rd person gaming aesthetic into the real world.

Sunday, 24 June 2007

$40 Billion Industry

Ars Technica has an article about Pricewaterhousecoopers latest Global Entertainment and Media Outlook report for 2007 - 2011, in which the consulting firm expects the computer games industry to rise from today's $37.5 billion to $48.9 billion in the next 4 years.

Tuesday, 19 June 2007

Spectrum games on vinyl

Back in the day when computer programs were encoded with audio on tape, some bands released records with games on their B-sides.

Who would perpetrate such a monstrous hybrid?


  • Inner City Unit
  • Pete Shelly
  • The Thompson Twins
  • Chris Sievey from The Freshies
  • Shakin' Stevens
  • The Stranglers
  • Urusei Yatsura
  • Information Society
  • Isao Tomita
  • Carter USM
  • Papa Dance
  • Atomic Robo Kid


Cheesy 80's pop + Spectrum code + vinyl = retro heaven!

Now if that's not the epitome of geek chic I don't know what is.

Sunday, 17 June 2007

Ludic Reality: a construct for analysing meaning-mapping and epistemology in play

I recently came across a paper by Dan Pinchbeck called Ludic Reality: a construct for analysing meaning-mapping and epistemology in play which is presumably part of the author's PhD in which he cites Dovey and Kennedy's discussion of Turner in their book Game Cultures:


"His concept of rituals as liminal spaces, that is, transformative spaces that suspend normal social rules, constraints and affordances, has been co-opted by games theorists to describe the extra-daily structure of play (Dovey & Kennedy 2006, Flynt 2006, Pinchbeck 2006). Dovey & Kennedy draw attention to Turner’s crucial distinction between the liminal and the liminoid, that “the liminoid... is a commodity, which one selects and pays for [rather] than the liminal, which elicits loyalty and is bound up with one’s membership or desired membership in some highly corporate group. One works at the liminal, one plays with the liminoid.” (Turner 1982: 55)."

p. 5


Here are my notes from the whole paper:

Pinchbeck proposes an approach to analysing FPS game content based on the phenomenological embodiment of player in the transitional object of a 'Ludic Reality'. He proposes a way to reconcile Juul's "real rules and fictional worlds" by viewing the 'reality' of the game to be constituted by the relation between a schema or mental set of rules for being-in-the-world and the player's embodied, meaningful experiences in that world. Furthermore, these rules become progressively more constraining as the player advances through the narrative of the game, thereby focussing the sense of immersion.

Four "homodiegetic devices" are presented as examples of ways in which the ludic reality is maintained.

1) Drama is presented as a cybernetic process of reduction to control temporal flow and focus player attention.
2) The world of the game is considered as structural limitation of affordances available to the player, as a liminoid domain in which schema from actual reality can be rewritten, and also as a space by which the temporal dimension becomes meaningful though virtually physical space.
3) NPCs or AI agents are devices which construct the impression of a world with fewer limitations for the player than really exist. Actions which the player expects as reasonable but which are unavailable are delegated to NPC agents. They additionally serve to position the player inside a world with the illusion of temporal and dramatic dimensions existing beyond the extent of the player's sessions.
4) Player avatars themselves often exhibit cyborg or other unusual qualities which function to limit what we might expect to be reasonable actions for them to take. Furthermore they are often embroiled in mysterious scenarios which force the player to construct meaning local to the ludic reality, thus putting further constraints on what they might consider reasonable. This reduction in affordances results in a vessel into which the player can project.

Each of these devices operates within the system of the game rather as content, but also serves to structure the form of the player's experiences.

Reference:

Pinchbeck, Dan. Ludic Reality: a construct for analysing meaning-mapping and epistemology in play. (University of Portsmouth: 13 February 2007) <http://www.danpinchbeck.co.uk/ludicreality.pdf> (Last accessed 14th June 2007)

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