In the Weeds: The Impacts of Impending Failure on Work Affect in Pink Collar Work Games
“These games are organized around a mad rush, dash, hustle, or hop to complete repetitive tasks in a limited amount of time. However, as...
“These games are organized around a mad rush, dash, hustle, or hop to complete repetitive tasks in a limited amount of time. However, as...
Playing Candy Crush and Diner Dash this week, I was reminded of a book that focuses on another set of “leisure” practices characteristic...
I’d like to expand upon (or, rather, think creatively and anecdotally with) one of the claims Richard Grusin makes in his chapter on “The...
"Boredom is the response of somebody who can neither bear nor arrange (or perhaps just doesn’t want) to be relieved of themselves –...
In Mark Hansen’s “Ubiquitous Sensation: Toward an Atmospheric, Collective, and Microtemporal Model of Media,” I found the concept of...
Is our non-conscious, subjective experience of time an affect? After this week's discussions and playing Diner Dash, I would argue that...
Two trends in postbellum American history seem particularly salient to this historical moment: (i.) the surge of radical politics,...
Generally speaking, I find what I have read of Gilles Deleuze and Brian Massumi in the past very compelling, in addition to some of...
Brief History of Digital/New Media Art Digital art was coined in the early 1980's when Harold Cohen used a computer like apparatus to...
Earlier this week, a classmate posted about “The Curious Case of Completionism,” describing how Braid forced them to overcome their...
I was really interested in exploring Hair Nah as an empathy game, and how the game is used to generate a sense of defamiliarization and...
This week, our discussion about Braid brought up the concept of the princess being saved and how it is traditionally portrayed as the...
As I mentioned in class, I am on HRT, so I come to the game with particular “insider” (though notably not transfeminine) experiences...
Since Hair Nah was not really discussed during class, I’d like to look deeper into the game and what it's trying to convey to the player....
Patrick’s discussion on Tuesday of Braid’s critical relation to completionism—the goal of achieving every objective in a game—made me...
Anna Anthropy’s 2013 Twine game queers in love at the end of the worldhas been—for me, at least—one of the most potent games I’ve played...
I'd like to take this post as a chance to continue our discussion on empathy. With Problem Attic, we seemed to come to a bit of a...
In You Only Live Once, an obscure Flash platformer designed by raitendo, you control a bespectacled character named Jemaine. You start...
We didn't talk much about the Lisa Nakamara today but it resinated with me more than I initially thought that it would. When I think back...
Recently, I’ve been considering more carefully the notion of mediation, particularly in regard to video games and other current digital...