equilibrium

  The aficionados of course ↑can not accept cyberpunk to be a “long-since dead relic of the 80s,” but “consider it to be alive and well.” Not surprisingly I completely second that. Although ↑Bruce Sterling himself ↑sees it to belong to the 80s’ “Movement” and calls for a new generation, and although the terms “cyberpunk”, “cyberspace” and the like have virtually no meaning within my tribe’s, the ↵MP-community’s discourse [in said context “Gibson” again—or still—is associated with &uarrguitars and not with ↑a writer], I deem cyberpunk alive and well, too. Furthermore I think it to still be dramatically influential—and important … Continue reading

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game modding, intermediality and participatory culture

Hell, am I backward! And—concerning everything connected to ICTs—Scandinavia has its nose way up front, as usual. ↑2R just hinted me via e-mail—tnx a lot, man—to a paper by Olli Sotamaa:  ↑SOTAMAA, OLLI. 2003. ↑Computer game modding, intermediality and participatory culture [.pdf | 146KB]. Paper presented at the PhD course ↑New Media? New Theories? New Methods? organised by: The Nordic network “Innovating Media and Communication Research”, 1-5 December 2003, The Sandbjerg Estate—Aarhus University Conference Centre.  Here are the last three paragraphs of the introduction:  My intention in this article is to analyze the forms and meanings of gamer-made designs and … Continue reading

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co-creative media

↑MORRIS, SUE. 2004. ↑Co-creative media: Online multiplayer computer game culture. ↑Scan: Journal of media arts culture ↑1(1).  abstract: As a new and emerging research area, computer games demand the development of new theoretical frameworks for research and analysis. In addition to the specific requirements of a new medium, the advent and rapidly rising popularity of multiplayer computer gaming creates further challenges for researchers when the text under analysis forms a locus for human interaction – structuring and mediating communication between large numbers of people, and spawning social practices and identifications within a cultural economy extending beyond the game itself. While … Continue reading

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max payne modifications collection

All of the ‘classic’ anthropological fieldworkers collected the artefacts of the cultures they did research on. For a long time ‘material culture’ was a big issue in anthropology, but became less and less important through time. It indeed became some sort of ‘deprecated’ subdiscipline. Only during the last years ‘material culture’ was reborn in the wake of globalization and research on commodities and consumption. Game-modding communities actually produce a lot of artefacts, therefore they possess what anthropologists call ‘material culture’, although the artefacts are almost exclusively immaterial by nature (text, program-code, applications, 3D and 2D computer-graphics [still and animated, interactive … Continue reading

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unrealart

  Besides the ↵White Room there now is yet another fine instance of the appropriation of computergames by fine art, Alison Mealey’s ↑Unrealart:  All artworks have been created using data from the game “Unreal Tournament”.    Each image represents about 30 mins of gameplay in which the computers AI plays against itself, there are 20-25 bots playing each game.    The Bots play custom maps I create. Each map has been pathed so that the bots have a rough idea of where to go in order to create the image I want.    I log the position (X,Y,Z) of each … Continue reading

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hall of mirrors gone gold

  ↑According to the ↑MP2-section of L4Y the highly acclaimed and desperately awaited MP2-TC ↑Equilibrium: Hall Of Mirrors has gone gold and awaits its release: “Hall of Mirrors is a Total conversion of Max Payne 2 that allows you to live out the journey of Cleric John Preston. Gunkata your way through sweepers and clerics to destroy the regime you once held so dear.” … Continue reading

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molyneux’ machinima movies

↑The Movies, a new game by game-designer legend ↑Peter Molyneux of ↑Black & White fame has hit the shelves just recently. The game allows the player to take over the part of a Hollywood mogul, to design a movie studio, shape movie-stars’ careers, and finally produce and shoot movies. This ultimate results are of course ↵machinima—according to the strict sense of the latter’s definition. The release of The Movies has triggered an ↑article by Jürgen Schmieder [in German], published in the Süddeutsche Zeitung (SZ) [the SZ is one of the more respected transregional daily newspapers in Germany; as ↑2R correctly … Continue reading

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garry’s mod

  ↑Garry’s mod [Gmod], of which ↑version 9.0 was released just today, is a ↵HL2-mod[ification] which allows you to ↑do uncanny things in HL2. ↑Wikipedia says: “Garry’s Mod (Gmod), a successor to the throne of the original JBMod, is a simple modification created by Garry Newman. While it does not have any actual gameplay value, it functions as a huge sandbox, where the player is free to manipulate most of the objects and features of the Source engine. This has allowed an extensive community to build up and creating mini-games with Gmod, therefore creating a “Game in a Game” of … Continue reading

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otaku, doujinshi, and gamemodding

↑Mizuko Ito [↵keitai-scholar and sister of blogosphere-legend ↑Joi Ito] introduces us to ↑Otaku Media Literacy—if one would replace ‘anime otaku’ by ‘gamemodders’ and add one or two adjustments, her text still would be ‘the truth’. Here’s an excerpt: ↑[…] Overseas anime otaku—fans of Japanese anime—represent an emergent form of media literacy that, though still marginal, is becoming increasingly pervasive among a rising generation. Anime otaku are media connoisseurs, activist prosumers who seek out esoteric content from a far away land and organize their social lives around viewing, interpreting, and remixing these media works. Otaku translate and subtitle all major anime … Continue reading

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