Videogames are a Mess

My DiGRA 2009 Keynote, on Videogames and Ontology

What follows is the text of my keynote at the 2009 Digital Games Research Association (DiGRA) conference, held in Uxbridge, UK September 1-4, 2009. The text corresponds fairly accurately to the address I gave at the conference. In a few cases, I’ve added some clarifications in square brackets, where additional context or commentary was relevant. Videogames are a mess So… read more

Joystick Soldiers

The Politics of Play in Military Video Games

Routledge has just published Joystick Soldiers, a new book about military videogames edited by Nina B. Huntemann and Matthew Thomas Payne. I wrote the foreword for the book, so I suppose I have to admit that my recommendation comes partly on those grounds. Still, as I wrote in the foreword, the book “both embraces and resists the role of militarism… read more

A Theory of Cuteness

Graham Harman and a Tiny Horse

Today John Sharp showed me this insanely cute dwarf miniature horse, named Koda. He’s about as big as a cat, so noticeably smaller than a normal miniature horse because he is, well, a dwarf. Click for a bigger image, or see more pics here. One of my favorite sidetrips in Graham Harman’s Guerilla Metaphysics (back in print soon) is his… read more

Why I Hate ACM Format

And why it's bad for digital media and game studies

Two key conferences in digital media and game studies, Digital Arts and Culture (DAC) and the Digital Games Reserch Association (DiGRA) use an unexpected format for their papers: ACM, the format devised by the Association for Computing Machinery for publications in computer science. I have nothing against computer science, but the use of ACM format is bad and dumb for… read more

The Metaphysics Videogame

Part 2: What Kind of Videogame?

In part 1 of this series, I introduced the idea of a metaphysics videogame and described why such a thing might be a good idea for philosophy. That was the easy part. In this post I’m going to explore what such a game might look like, in the abstract. The idea is not to suggest only the most viable approach,… read more

Media Studies and Realism

A response to Levi Bryant

In a lengthy comment on my pragmatic speculative realism post, philosopher Levi Bryant asks what issues in technology and media studies prompted my interest in object-oriented ontology. I’d like to try to answer the question for the benefit of readers finding their way here from sources in philosophy rather than game studies. In some ways, I think I was doing… read more

Object-Oriented P*

Philosophers vs. Programmers!

After my post of yesterday, Graham Harman made a few helpful observations about the term “object-oriented philosophy.” First Harman observed that the “parallels seem plenty apt,” that “terms can be borrowed freely across disciplines with slight changes of meaning” that “plenty of other names can be used,” and that “it doesn’t matter unless people have such strong preconceived notions of… read more

Engineering the Closet

How personal manufacture fixed my wardrobe woes

Like many homes in what we locals call “in-town” Atlanta, mine is an older one, built over half a century ago. There are many charms and challenges that come with owning an older home, but it’s the unexpected trials that prove the most onerous. One of the unusual features of my house is the closet in my bedroom. Given the… read more

Digital Objects

Speculative Realism and Digital Media

Last week I had the opportunity to visit in Cairo with philosopher Graham Harman, someone whose work I’ve known and admired for some time now. It was nice to meet him in person for the first time, not to mention having a local guide for getting around this enormous, insane city. I also got to deliver Graham’s first copy of… read more

Gestures as Meaning

On Brenda Brathwaite's Train and gestural interfaces. From my "Persuasive Games" column at Gamasutra

Games have flaunted gestural interfaces for years now. The Nintendo Wii is the most familiar example, but such interfaces can be traced back decades: Sony’s EyeToy; Bandai’s Power Pad; Mattel’s Power Glove; Amiga’s Joyboard; the rideable cars and motorbikes of ’80s – ’90s arcades; indeed, even Nintendo’s own progenitors of the Wii Remote, like Kirby Tilt ‘n Tumble for Game… read more