Two Videos and a Point About The Science of Place

Two Videos and a Point About The Science of Place

Mar. 13, 2008 by

The subject of place has a tendency to wander off into positivist places where quantification rules and science seems to tell us how people behave and how we should design places. The world of videogames staggers toward this abyss as

Wacky Dubai — Summoning the Future

Wacky Dubai — Summoning the Future

Mar. 6, 2008 by

If you study videogames and architecture, a common response when people ask what you research is: “Oh, really?” I think that’s about to change. Designboom has posted a fascinating, well, let’s be honest, completely insane, look at proposed buildings in

Reality is Broken and the Tyranny of Fun

Reality is Broken and the Tyranny of Fun

Feb. 25, 2008 by

During her “Reality is Broken” GDC Rant games researcher and creator Jane McGonigal made a funny, poetic and passionate plea for game designers to do nothing less than change the world. The nut of her argument was that game designers

Let the Good Links Roll

Let the Good Links Roll

Jan. 24, 2008 by

Sure, the Internet is a quagmire of misinformation, confusion and outright lies. Sort of like one’s mind. That’s where de.licio.us comes in for me. I use this bookmarking utility all the time to sift and sort the endless stream of

Hearing Spaces

Hearing Spaces

Jan. 18, 2008 by

I’ve been meaning to post about this for a while. In the world of virtual design and virtual environments we have recapitulated some bad habits from the history of architecture around giving primacy to the image. Our environements are about

Disintegrating Reality

Disintegrating Reality

Dec. 12, 2007 by

The technology provided by 3dvsystems promises to revolutionize gesture-based videogaming.Like the EyeToy, the 3DV system works by observing the player and using their body motions as the source of input. What’s different about this approach is that they use some

The City of Detritus

The City of Detritus

Nov. 16, 2007 by

Players of Second Life know about the prim garbage problem. Within a few limits, players can fill up any land they own with objects created with 3D primitives, or prims. Over the years, this has resulted in a boom town

A DiGRA Report, of sorts

A DiGRA Report, of sorts

Oct. 15, 2007 by

I wrote the bulk of this post right after the DiGRA Tokyo event, on the plane ride home. Jet lag and job responsibilities delayed the editing and posting. But, hey, what am I gonna do. For what it’s worth, some

Second Life Architecture

Second Life Architecture

Aug. 28, 2007 by

As someone who has played a lot of Second Life in the past, and still uses it from time to time in my architecture and planning courses, I was happy to find this site: Virtual Suburbia. I’ll look into it

Vegas and Videogames: More, More, More

Vegas and Videogames: More, More, More

Aug. 14, 2007 by

Like a lot of people, I spent a lot of my summer in pursuit of leisure. And like a lot of people I visted Las Vegas. Dipping my toe into that bacchanal of excess, I noticed a display in one