speed thrills

It seems like ↑just.be in meatspace somehow ran into Thomas ‘↑Panter‘ Pilger, who in 1997 “spread throughout the ↑COMPET-N tables like a plague. By August, he was the first to do the third ↑DOOM 2 episode (Map 21-30) on Nightmare skill and was primed for the ultimate DOOM 2 honor, DOOM 2 Schwarzenegger. Almost a year in the making, Thomas ‘Panter’ Pilger finally achieved the impossible by recording all 32 maps of DOOM 2 on Nightmare skill in one demo in 49:49.” ↑John Romero‘s reaction to Panter’s feat: “I grabbed the demos and I’ll run them as soon as I … Continue reading

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open source annual

  Today I received notice that the “↑Open Source Annual 2007″ will go to the printer on 25 February 2007, and will be presented to the public on 15 March 2007 at the CeBIT. The volume will contain a 15-page article by Yours Truly, which I christened “Die Deutungsoffenheit der Quelle” [The source’s interpretative flexibility], and today’s e-mail notice is one of a chain of long e-mail to-and-fros. What I want to stress is the fact that since long I haven’t felt so comfortable with a board of editors like in the case of the people in charge of the … Continue reading

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games science

Three years ago ↑Anja Rau wrote: “Look at your map of European Game Studies. Is there a white space south of Denmark? There needn’t be. Over the past two years, game studies initiatives have sprung up in Germany, too, and the rate of activities is accelerating.” (↵Rau 2004) Just last year ↑Klaus P. Jantke founded a group called ↑Digital Games Science at ‘Xing’ (formerly known as ‘OpenBC’)—now there is the start-up of an e-journal called ↑games science as well. My fear is that an overview of all the German academical endeavours concerning computergames will very soon be quite difficult to … Continue reading

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game modding

yet another abstract  Just recently I again was invited to submit an abstract for a chapter in an upcoming learned volume. Here is what I cooked up, the chapter simply will be called “Game modding”—it is straight out of my laboratory and pretty well summarizes what I am up to with this whole project. At least it hits its core:  On a global scale media relying on computer technology and the Internet infrastructure play a decisive role in contemporary culture and society. This chapter deals with computergames, what is done with them, and what happens around them, in particular with … Continue reading

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jakobsson 2006 excerpts

According to Sterling (1993) it was John Perry Barlow who first adopted Gibson’s concept for use of all kinds of perceived technological spaces. Barlow stated that cyberspace “is where you are when you’re talking on the telephone” (Rucker, Sirius, and Queen 1993). Featherstone and Burrows (1995) differentiate between Gibsonian cyberspace and Barlowian cyberspace but, as is evident in the following quote, Gibson himself seems to have adopted Barlow’s definition. “I think in a very real sense cyberspace is the place where a long distance telephone call takes place” (Josefsson 1995). (↵Jakobson 2006: 25)  Featherstone, Mike and Roger Burrows. 1995. Cultures … Continue reading

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gamemodding definitions

The wall went down last month. From now on in computer gaming, there were to be no real barriers between creator and audience, or producer and consumer. They would be collaborators in the same imaginative space, and working as equals, they’d create a new medium, together. (↵Au 2002)  “Day of Defeat” is a mod—a fan-made modification to a pre-existing game. Or, in modder jargon, it’s a “total conversion,” the most ambitious form of mod, in which all the graphics and gameplay of the original title have been reshaped by fans to create an entirely new experience. (↵Au 2002)  The community … Continue reading

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mod researchers

Some day in the first half of April 2002 I ↵stumbled over gamemodding and slowly realized that there was more than something in it, legitimizing an anthropological look. Before that I was aware of player-created game-content, as I had played ↑“Descent” (1995) and lots of custom maps for it, but at that time I did in no way associate the thing with anthropology. This completely changed with my first encounter with the Max-Payne community, and since then I every day get more convinced that gamemodding is a relevant and central contemporary issue to be fathomed academically. Back in 2002 I … Continue reading

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kirkpatrick 2004 excerpts

Technological politics and the networked PC  However, the best illustration of the kind of positive cultural politics envisaged here concerns the culture of game modification. Games players write and exchange ‘mods’—modifications to games programs that include new twists of storyline and environment—and have succeeded, through this activity, in obliging games producers to leave their source code open for this purpose, something hackers have not yet persuaded the manufacturers of Windows to do. This has been achieved through the market, with astute games manufacturers recognising that there was demand for games with accessible source code, but also through successful negotiation and … Continue reading

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