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Work, Jazz, and Habituation to a New Machine Age

Playing Candy Crush and Diner Dash this week, I was reminded of a book that focuses on another set of “leisure” practices characteristic...

our bodies, our self/phones

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...

Perceiving Depresencing in Braid

In Mark Hansen’s “Ubiquitous Sensation: Toward an Atmospheric, Collective, and Microtemporal Model of Media,” I found the concept of...

Using Time to Tether

Is our non-conscious, subjective experience of time an affect? After this week's discussions and playing Diner Dash, I would argue that...

Diagnosing Rage

Two trends in postbellum American history seem particularly salient to this historical moment: (i.) the surge of radical politics,...

Revisiting the Affective Fallacy

Generally speaking, I find what I have read of Gilles Deleuze and Brian Massumi in the past very compelling, in addition to some of...

Art as Game. Game as Art.

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...

Empathy and Frustration in Hair Nah

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...

Hair Nah: The Value of Simplicity

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....

queering replay value

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...

Game Over. No, Seriously.

In You Only Live Once, an obscure Flash platformer designed by raitendo, you control a bespectacled character named Jemaine. You start...

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