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new media ethology
The research project will consolidate and develop qualitative methods for analysing the everyday interactions of people and digital media hardware, software and services. It will bring together digital media businesses, academics and media researchers: firstly to share ideas and to draw on their best practices and methods in understanding emergent media technocultures; and secondly to offer and extend approaches and methods developed in my own doctoral and postdoctoral research, and by the Play Research Group at UWE. The project will develop through workshops and seminars, and through the production of written and audiovisual case studies for use by the project’s partners in their own research.
project blog
play
research group

PhD
Walkthrough:
videogames and technocultural form (UWE 2006)
recent
practice-based research
circuits
a video
essay that examines continuities in, and transformations of, children’s
culture and play across virtual and actual space
the
machines want to play
a powerpoint presentation from the future by the robot ludologists:

nanodocumentaries
interlude
delegates
a
hundred damage
natur morte
current
research trajectories:
microethology
non-scientific, improvised, opportunistic approach to recording,
describing and analysing everyday technocultural events. The object
of study for a microethnography of videogame play is not a media
cultural practice, a human subject, or a set of technologies, but
rather the event in which the three come together (with the human
and nonhuman researchers). Or, more accurately, it is the event
that is constituted by, and constitutes, these part(icipant)s. Moreover,
the event foregrounds the temporal dimension of videogame play,
emphasises the dynamic between the elements in play: entities coming
together, material and aesthetic chains of cause and effect or feedback.
(from
'Events and collusions: a glossary
for the microethology of videogame play')
simulation & reality
I am particularly interested in rethinking the notion of simulation
for everyday technoculture. The following is an extract from a draft
of the second edition of New Media: a critical introduction:
Simulation
is a widely and loosely used concept in the new media literature,
but is seldom defined. It often simply takes the place of more
established concepts such as ‘imitation’ or ‘representation’.
However where the concept is paid more attention, it has a dramatic
effect on how we theorise cultural technologies [...]
Looser
current uses of the term are immediately evident, even in new
media studies, where it tends to carry more general connotations
of the illusory, the false, the artificial, so that a simulation
is cast as an insubstantial or hollow copy of something original
or authentic. It is important to invert these assumptions. A simulation
is certainly artificial, synthetic and fabricated, but it is not
‘false’ or ‘illusory’. Processes of fabrication,
synthesis and artifice are real and all produce new real objects.
A videogame world does not necessarily imitate an original space
or existing creatures, but it exists. Since not all simulations
are imitations, it becomes much easier to see simulations as things,
rather than as representations of things. The content of simulations
may of course (and frequently does) derive from ‘representations’.
[...] The simulation exists regardless of whether we are fooled
by its content or not. Thus the problem to which simulation draws
our attention is not that of the difference between ‘simulated’
and ‘real’ content, but rather that of the material
and real existence of simulations as part of the furniture of
the same real world that has been so thoroughly ‘represented’
throughout the history of the arts and media. In other words a
simulation is real before it imitates or represents anything.
play
Drawing
on both my microethological work and theories of play and games,
I am concerned with exploring the ontology of play. In what ways
might concepts of affect, embodiment, time-space, and non-representational
theory be articulated to describe and theorise play in, or more
precisely as, everyday life. My
concerns are to explore the possiblities of ‘deep description’
of moments or small events of play, including the participation
of children’s media in the constitution of a play event without
media technology. I have been struck by the ways in which not only
characters, scenarios and artefacts (weapons, powers, etc.) from
media universes populate the collective imaginative eruptions of
play-events, but also how the specific forms, spaces, conventions
and modes of engagement of videogames play their part.
toys
I am
interested in toys as the material culture of play, and I am fascinated
by their ambiguous status as ambiguous objects anticipating and
structuring play, simulating the world whilst being built as new
worlds. I hope to conduct research on archives of historical toys,
as well as continuing microethological studies of contemporary toy
events. A particular interest is an idea of contemporary toys as
multitudinous - i.e. not the treasured transitional object of Winnicott's
writings, but the numerous and minutely differentiated collections
of Pokemon, Lego, and Go-Go Crazy Bones.
MA
dissertation
the
emerald hill zone: Sonic the Hedgehog & the visual
culture of late capitalism
conference papers
Another day in cyberspace: playing with the material and the imaginary
presented at The Challenge of Computer Games conference, Lodz, Poland, 2002
Playing with Theory: videogames, the technological imaginary, and a new media studies presented at Playing with the Future: developments and directions in computer gaming, University of Manchester, April 2002 |