Daniel Black Monash University, Australia Introduction The virtual idol, a computer-generated media celebrity, is a figure representative of a cultural milieu in which arrangements of data seem interchangeable with physical materiality. We are currently in an historical moment when form, information and data are widely understood to be rendering matter, physicality and flesh increasingly redundant….
Bo Kampmann Walther University of Southern Denmark Introduction Computer games that move beyond the static screen and into the real, social and tangible world, as well as those that rely on massive networked, virtual spaces are becoming increasingly wide-spread. In Human PacMan the player collects virtual bits of cheese in a real, physical space (see…
Larissa Hjorth RMIT University Globally, South Korea has become a bit of a fetish in the (global) games culture phenomenon. Games are a serious business saturating everyday life and many South Koreans prefer their PCs (with online multiplayer games) to TV (Cho 2005). Seoul is an exemplary model of the ubiquity of gaming culture; highlighting…
David B. Nieborg University of Amsterdam United States (U.S.) Army recruiting did not seem to be a problem after the terrorist attacks of 9/11. However, the ongoing war on terror calls for more soldiers and thus more recruits. Operation Iraqi Freedom in particular has put heavy strains on the available manpower of the Army. A…
Laurie N. Taylor University of Florida Collecting and Interpreting: Walkthroughs, CliffsNotes, & IMDB As a new medium, video games can be analyzed under some of the similar rubrics of other media. However, because of the fundamental differences between video games and older media, including the requirement of skilled user action, alterations to this categorization prove…
Dean Chan Edith Cowan University The East Asian online games boom started in South Korea in the late 1990s. Following unqualified domestic success, South Korean games were subsequently exported to other regional markets throughout East and South East Asia. During this time, game development companies specialising in online games for the Asian market also emerged…
Gillian “Gus” Andrews – Columbia University As a few scholars of media have begun to note, Actor-Network Theory is uniquely suited to unite the disparate models of the social role of media presented throughout the past century. Where some social constructivist scholars worry that Marshall McLuhans work attributes too much agency to media products themselves,…
Keith Armstrong Australia Council New Media Arts Fellow These artworks invent a gift-exchange community involved in a more intimate sense of transactions that we usually consider impersonal. (Saper, 2001:x) In 2005, The Australian Centre For the Moving Image promoted Intimate Transactions as follows: An immersive, interactive installation unlike any other, members of the public can experience…
Susan Ballard School of Art, Otago Polytechnic In the lives of emperors there is a moment which follows pride in the boundless extension of the territories we have conquered … There is a sense of emptiness that comes over us at evening … It is the desperate moment when we discover that this empire, which…
Anna Munster & Geert Lovink College of Fine Arts, University of New South Wales and University of Amsterdam, Netherlands “Distributed aesthetics: form or forming?” We are moving from living, analysing and imaging contemporary culture as an information society technically underwritten by the computer, to inhabiting and imagining relays of entwined and fragmented techno-social networks. New…