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In Print: KillScreen
So in the middle of moving house this past week, I nearly forgot to mention that I received a copy of my first ever published piece of writing. It’s paired up with the simply amazing photography of Daniel Purvis, who went to quite an effort to go out into the landscape I was writing about…
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An Exhausted Blogosphere
Last time we looked at the early period of the videogame blogosphere as Dan Golding’s blog post ‘Mapping the Brainysphere’ and I both saw it emerging, and we also looked at the forces of formation from an Actor Network Theory perspective. One of the things that ANT turns on its head is the idea of…
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A brief Actor Network Theory history of the videogame blogosphere
After a very productive meeting with my PhD supervisor today I want to try distil some of the renewed focus my project has gained. My PhD project, tentatively called ‘An Actor Network Theory assessment of online community creation’, is all about the critical videogame blogosphere and how it came about. There’s a bunch of assumptions…
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“Replayability” is NOT a word, so stop using it idiot!
There’s a word that gets bandied about a bit when talking about playing a videogame for a second, third, fourth, or many more times. That word is “replayability”. If you’re not familiar with the word (chances are good if you’re reading this blog that you are, however) go look it up in the Merriam-Webster dictionary.…
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No hablan Español
In case you were under the mistaken impression that the videogame blogosphere proliferated solely under the purview of English-speaking users, let me disabuse you of that notion right now. ‘Ars Ludica’ is an Italian videogame website that has categories for news, reviews, thoughts and insights. I stumbled across it because someone in a comment linked to…
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Essay: Unreliable
In the very first issue of the online Game Studies journal back in 2001, Markku Eskelinen noted that [here’s a cached version if game studies is still down], In narratives and many other kinds of fiction it is acceptable and sometimes even preferable that users are misled by being given wrong instructions. But in games…
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In Print
Around mid-December of last year I was approached independetly by two magazines that wanted to do a couple of short interview/features in their publications about Permanent Death. I have now very kindly recieved a copy of each and I’ve scanned in the relevant pages for your perusal. The first comes from German games magazine GEE Mag,…