A Slow Year

A chapbook of game poems for Atari VCS, PC, and Mac

among the “Ten Most Anticipated Games of the Year” —Voxy “Excellent and completely out there.” —Wired “A Slow Year takes zen inspiration a step further, with four interactive haiku.” —Boing Boing Winner of the Virtuoso and Vanguard awards 2010 Indiecade Festival A Slow Year is a collection of four games, one for each season, about the experience of observing things.… read more

Art on Spec

Thoughts on Kickstarter

A relatively new service called Kickstarter, which describes itself as a funding platform for artists. Writers, filmmakers, musicians, and other creators can post projects to the site with attached budgets, which visitors can fund via pledges. If the budget is met within the specified time, the project gets funded. Otherwise, all funds are returned to the patrons, like a challenge… read more

Computing as a Liberal Art

Thoughts on Education, Research, and Progress

I recently read Paul Lockhart’s incredible essay “A Mathematician’s Lament” [PDF]. Lockhart, a mathematics teacher at Saint Ann’s School in Brooklyn, wrote the piece in 2002, but it wasn’t published until last year, on Keith Devlin’s monthly column. “A Mathematician’s Lament” begins with the nightmares of a musician and a painter, both horrified to see their art forms turned into… read more

Philosophers are Worse Than Videogame Fans

A Visit to the Bestiary

When I was a philosophy undergraduate student, I had a life-changing experience in a class on the philosophy of language. It was a good class, as undergraduate classes tend to be: I learned the basics of a subject had known little about previously. The course was taught by a newly minted PhD whose specialty was that subject. She was young… read more

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

Objects…. oooobbbjjjeeecccts…

Zombies and Ontology

Over at Un-canny Ontology, Nathan Gale writes a post that responds to and extends both mine on Harman’s conception of cuteness and Bryant’s on the unheimlich. The uncanny valley rears its head, a concept originally developed by Masahiro Mori about the moment when robots cease to seem realistic and begin to seem creepy. It’s an often-cited concept in videogames, and… read more

Harman on Constraint

Like a high-speed film of a horse running

Graham Harman has been posting a series of enlightening thoughts on writing as he races toward a book deadline, taking only two months from start to finish. The book in question has a word limit (a character limit, really) because it is destined for immediate translation, and the translation has to be done on a budget. The whole series is… read more

Pragmatic Speculative Realism

A stake in the ground

Even though we didn’t really talk much about philosophy, after visiting Graham Harman in Cairo two weeks ago, I was reenergized to think about philosophy in general and speculative realism in particular. In the short time since, a number of friendly bonfires have flared up around the web, most of them camps emanating from Graham’s blog and that of Levi… 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