The Internet As Playground and Factory November 12–14, 2009 at the New School, New York City

Total Page:16

File Type:pdf, Size:1020Kb

The Internet As Playground and Factory November 12–14, 2009 at the New School, New York City FIRST IN A SERIES OF BIENNIAL CONFERENCES ABOUT THE POLITICS OF DIGITAL MEDIA THE INTERNET AS PLAYGROUND AND FACTORY NOVEMBER 12–14, 2009 AT THE NEW SCHOOL, NEW YORK CITY www.digitallabor.org The conference is sponsored by Eugene Lang College The New School for Liberal Arts and presented in cooperation with the Center for Transformative Media at Parsons The New School for Design, Yale Information Society Project, 16 Beaver Group, The New School for Social Research, The Change You Want To See, The Vera List Center for Art and Politics, New York University’s Council for Media and Culture, and n+1 Magazine. Acknowledgements General Event Support Lula Brown, Alison Campbell, Alex Cline, Conference Director Patrick Fannon, Keith Higgons, Geoff Trebor Scholz Kim, Ellen-Maria Leijonhufvud, Stephanie Lotshaw, Brie Manakul, Lindsey Medeiros, Executive Conference Production Farah Momin, Heather Potts, Katharine Trebor Scholz, Larry Jackson Relth, Jesse Ricke, Joumana Seikaly, Ndelea Simama, Andre Singleton, Lisa Conference Production Taber, Yamberlie Tavarez, Brandon Tonner- Deepthie Welaratna, Farah Momin, Connolly, Jolita Valakaite, Cynthia Wang, Julia P. Carrillo Deepthi Welaratna, Tatiana Zwerling Production of Video Series Voices from Registration Staff The Internet as Playground and Factory Alison Campbell, Alex Cline, Keith Higgons, Assal Ghawami Geoff Kim, Stephanie Lotshaw, Brie Manakul, Overture Video Lindsey Medeiros, Heather Potts, Jesse Assal Ghawami Ricke, Joumana Seikaly, Andre Singleton, Deepthi Welaratna, Tatiana Zwerling Video Mashup James Blake Video Documentation Matt Sussman (CEA), Alex Cline, Jean Claire Web Design Dy, Stephanie Lotshaw, Lindsey Medeiros, Chris Barr Heather Potts, Jesse Ricke, Joumana Seikaly, Ndelea Simama, Brandon Tonner-Connolly, Conference Discussion Jolita Valakaite, Tatiana Zwerling, 99 all members of the iDC mailing list Advice and Encouragement Mailing List Moderator Neil Gordon, Ken Wark, Arien Mack, Trebor Scholz Roberta Sutton, Colleen Macklin, Victoria iDC Twitter Stream Vesna, Katie Salen, Michael Schober, Trebor Scholz Gabriella Coleman, Jenny Perlin, Kathleen Breidenbach, Sven Travis, Alexander Event PR, Marketing, Poster Design Drai!nger, Rachel Sherman, Orit Halpern, Communications and External Affairs, Karl Mendoca, Jeffrey Goldfarb, Verna de The New School LaMothe, Dawnja Burris, Robin Mookerjee, Photo Documentation Julia Foulkes, Stefania deKenessey, Timothy Conway Liao Quigley, Caveh Zahedi, Ely Kaplan, Shannon Mattern, Jonah Bossewitch, Dmitri Nikulin, Collaboration Prelude Events Ella Turenne, Scott Rosenberg, Laura Beka Economopoulos (November 11), DeNardis at the Yale Information Society Carin Kuoni, Alyssa Phoebus (September 29) Project, Dorothy Kidd, Leah Belsky at Kaltura, Ted Magder at New York University’s Live Streaming Council for Media and Culture, Mark Greif Victoria Vesna, Simeon Poulin at n+1 Magazine and Ayreen Anastas and Rene Gabri at 16 Beaver Group, and all our colleagues at The New School who enthusiastically and generously support this conference series. XX% Cert no. XXX-XXX-000 Text stock: Rolland Enviro 100 Print, 60 lb.,100% post- consumer waste, certi!ed Ecologo, Processed Chlorine Free, FSC recycled and manufactured using biogas energy. Dear all, Welcome to Eugene Lang College The New Labor: Digital Democracy or Centralized School for Liberal Arts for the !rst event in Sweatshop?” took place at The Change You a series of biennial conferences about the Want To See Gallery. politics of digital media. Moving forward, the next conference in the This inaugural conference, The Internet as Politics of Digital Media series, The Internet Playground and Factory, alerts us to the as Playground and University, will be held fact that hundreds of millions of people at Eugene Lang College in the fall of 2011. continuously make the totality of their life It will focus on a novel kind of participatory energy available to a handful of businesses. media literacy that underwrites students for the commons. A preparatory event in April At this international event about 100 2010 will focus on the death of !lm school activists, lawyers, media scholars, and the rebirth of screen education. anthropologists, artists, activists, students, programmers, historians, and social media In 2013, the third conference in the series, experts come together to reevaluate free The Internet as Barricade and Soap Box, labor, play, and pleasure in an economy that will focus on media activism outside is increasingly driven by the expropriation of the United States and Europe. Internet online sociality. cultures have radically internationalized over the past !ve years. English-language One aspiration of this conference is to content no longer dominates the Web. offer an accessible analysis of the ways in The digital divide is not what it used to which people are used—from traditional be. The Internet is not accessible to the labor markets to the Internet. Most people vast majority of people in economically who are active users of social networking developing countries, these populations services are not aware of the ways in which have a larger density of mobile phones than their attention is captured and their data those in the overdeveloped world. tracks are collected, analyzed, and sold. Enjoy the presentations and discussions, Many speakers will investigate the changing make new friends, tweet, blog, catch up with sites of speculative and actual !nancial colleagues, start a collaboration, have a value creation. In response to the awareness glass of wine, dance, walk through New York of patterns of expropriation, they will point to City at night, and stay in touch with us here a few starting points where we can tangibly at Eugene Lang College. politicize our lives. Trebor Scholz Beyond dreams of refusal of Internet cultures we propose support for data portability, decentralization, Free and Open Source Software, peer-created and owned public media, and alternative business models that do not merely strive for the biggest pro!t. If we better understand the granularities of today’s labor we will be able to discuss the lives we may lead tomorrow with more con!dence. Two prelude events have set the stage for The Internet as Playground and Factory conference. “Changing Labor Value” at the Vera List Center for Art Politics discussed the changing meaning of labor in the digital era. The second event, “Crowdsourced 1 Play the BackChatter THE INTERNET Conference Game! AS PLAYGROUND BackChatter is a game about predicting Twitter trends designed to be played AND FACTORY at conferences like this one. Beating BackChatter means sharpening your First in a series of biennial conferences sociolinguistic smarts. The game is divided about the politics of digital media into rounds that correspond to sessions at event where BackChatter is taking place. November 12–14, 2009 at Each round, you pick three words that you The New School, New York City think will be popular in tweets about the conference during the next game round. You Live Stream send in your votes with a direct message to Sections of this conference will be live streamed the game consisting of the three words you at www.streamingculture.parsons.edu want to pick. During the next round, you get points whenever anyone uses your words Twitter in a tweet about the event (tweets marked The hash tag for this event is #IPF09. with #IPF09). The value of a word is based Add this to the end of each tweet. on how many people voted on it: the MORE people that picked a word, the LESS valuable it is. So the most valuable words are the words that no one else selected. A website keeps track of player scores from round to round, and has other useful info, like a dynamic word cloud formed from tweets about the event. If you do visit the game site, just remember that a game might not be in session so there might not be any game data showing. BackChatter is a project by Mike Edwards, Colleen Macklin, John Sharp and Eric Zimmerman. www.backchatter.org Play Rooms You did not come to this conference just to get inspired, learn, dance, and network. You’ll want to catch up with friends, compare notes, and start collaborations. This is not always easy at an urban campus and in the context of a conference. The play rooms are empty rooms reserved for you to use as you see !t. Thursday: 6 East 16th Street, 8 to 10 p.m. Rooms 910 and 1009 Friday: 6 East 16th Street, 9 a.m. to 7 p.m. Rooms 734, 906, 913, 1002, 1132 Saturday: 6 East 16th Street, 9 a.m. to 7 p.m. Rooms 704, 705, 901, 902, 903, 904, 908, 911, 912, 1004, 1008 2 AGENDA Friday, November 13 Thursday, November 12 10:30 a.m.–1:15 p.m. SESSION A: VIRTUAL WORLDS, 5:00 p.m. CIVIL RIGHTS, AND SLAUGHTER Location Sheila Johnson Design Center, Kick-off film screening: Sleep Dealer 66 Fifth Avenue, Kellen Auditorium Location: Alvin Johnson Building, Digital Labor, Digital Immigration, and 66 West 12th Street, room 404 Transnationality or Why Virtual Worlds Need a Q&A with director Alex Rivera Civil Rights Movement, Lisa Nakamura; The 7:15–10:00 p.m. Absolute and the Virtual, Alexander Galloway; Digital Slaughter, Timothy Pachirat; Whatever Registration and Reception Blogging, Jodi Dean. Moderator Ferentz Location: Eugene Lang College Café, LaFargue. 65 West 11th Street (across the courtyard from the SESSION B: PERFORM OR ELSE: Alvin Johnson Building) AMAZON.COM’S MECHANICAL TURK Location: Alvin Johnson Building, Friday, November 13 66 West 12th Street, room 404 Exploitation and Agency in Amazon’s 8:00–9:30 a.m. Registration Mechanical
Recommended publications
  • Art Architecture Design New Titles the MIT Press Picturing Science and Engineering Felice C
    Art Architecture Design New Titles The MIT Press Picturing Science and Engineering Felice C. Frankel “As we create ever more sophisticated tools to explore the micro and macro universe, it’s easy to become detached from agape understanding and appreciation of what we can’t see, feel, and sense. Felice Frankel’s work brings those worlds within reach, so that we can appreciate not only the technical marvels but also the enormous beauty and infinite variety of creation, both natural and manmade.”—Yo-Yo Ma “With the clarity of an expert and the passion of a true aficionado, Frankel once again proves to be crucial in bridging scientific discovery and public consciousness.” —Paola Antonelli, Senior Curator, Architecture & Design, Director, Research & Development, The Museum of Modern Art One of the most powerful ways for scientists to document and communicate their work is through photography. In this book, celebrated science photographer Felice Frankel offers a guide for creating science images that are both accurate and visually stunning. Picturing Science and Engineering provides detailed instructions for making science photographs using the DSLR camera, the flatbed scanner, and the phone camera. The book includes a series of step-by-step case studies, describing how final images were designed for cover submissions and other kinds of visualizations. Lavishly illustrated in color throughout, the book encourages the reader to learn by doing, following Frankel as she recreates the stages of discovery that lead to a good science visual. Felice C. Frankel is an award-winning science photographer whose photographs have appeared in many publications. A research scientist in the Department of Chemical Engineering at MIT, she is the author of Envisioning Science (MIT Press), No Small Matter (with G.
    [Show full text]
  • Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology
    Citation: Salen, Katie. “Toward an Ecology of Gaming." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 1–20. doi: 10.1162/dmal.9780262693646.001 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology A time is marked not so much by ideas that are argued about as by ideas that are taken for granted. —Jonathan Letham1 1954. West Germany gains an unexpected 3-2 victory over Hungary in the World Cup, known from then on as The Miracle of Bern. Officials announce that an American hydrogen bomb test had been conducted on Bikini Atoll in the Pacific Ocean. Marilyn Monroe weds Joe DiMaggio. The Geneva Conference partitions Vietnam into North Vietnam and South Vietnam. Mathematician Alan Turing commits suicide. “Gaming as a Technique of Analysis” is released, praising games as designed models with which to think. When viewed from this perspective, 1954 looks a lot like 2007: a year of instability and transformation on the world stage, a year shadowed by the promise and threat of competing ideologies, a year colored by fear, hope, and the advent of new technology. 1954 was also a year, like this year, when games entered the popular lexicon and man the player was seized upon as a harbinger of change.
    [Show full text]
  • Defamiliarization: Flarf, Conceptual Writing, and Using Flawed Software Tools As Creative Partners Richard P. Gabriel*
    Knowledge Management & E-Learning: An International Journal, Vol.4, No.2. 134 Defamiliarization: Flarf, conceptual writing, and using flawed software tools as creative partners Richard P. Gabriel* IBM Research 3636 Altamont Way, Redwood City CA 94062, USA E-mail: [email protected]; [email protected] *Corresponding author Abstract: One form of creativity uses defamiliarization, a mechanism that frees the brain from its rational shackles and permits the abducing brain to run free. Mistakes and flaws in several software tools are shown to be the starting points for increased creativity and better art, and a theory explaining the phenomenon is proposed. Keywords: Writing; Poetry; Creativity; Flarf Biographical notes: Richard P. Gabriel received a PhD in Computer Science from Stanford University in 1981, and an MFA in Poetry from Warren Wilson College in 1998. He has been a researcher at Stanford University, company president and Chief Technical Officer at Lucid, Inc., vice president of Development at ParcPlace-Digitalk, a management consultant for several startups, a Distinguished Engineer at Sun Microsystems, and Consulting Professor of Computer Science at Stanford University. He is an ACM Fellow. He is a researcher at IBM Research, looking into the architecture, design, and implementation of extraordinarily large, self-sustaining systems as well as development techniques for building them. Until recently he was President of the Hillside Group, a nonprofit that nurtures the software patterns community by holding conferences, publishing books,
    [Show full text]
  • Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
    Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D.
    [Show full text]
  • Conceptualisms, Old and New Marjorie Perloff Before Conceptual Art Became Prominent in the Late 1960S, There Was Already, So
    Conceptualisms, Old and New Marjorie Perloff Before conceptual art became prominent in the late 1960s, there was already, so Craig Dworkin has suggested in his “Anthology of Conceptual Writing” for Ubu Web (http://www.ubu.com/), a form of writing identifiable as conceptual poetry, although that term was not normally used to discuss the chance-generated texts of John Cage and Jackson Mac Low or the “word events” of George Brecht and La Monte Young. In his Introduction to the Ubu Web anthology, Dworkin makes an interesting case for a “non- expressive poetry,” “a poetry of intellect rather than emotion,” in which “the substitutions at the heart of metaphor and image were replaced by the direct presentation of language itself, with [Wordsworth’s] ‘spontaneous overflow [ of powerful feelings]’ supplanted by meticulous procedure and exhaustively logical process.” The first poet in Dworkin’s alphabetically arranged anthology of conceptual writing is Vito Acconci, whose early “poetry,” most of it previously unpublished, has now been edited and assembled, again by Dworkin for a hefty (411-page) volume called Language to Cover a Page, published in MIT Press’s Writing Art Series (Cambridge: MIT Press, 2006). I place poetry in quotes here because, strictly speaking, Acconci’s word texts —constraint-based lists, dictionary games, performance scores, or parodic translations-- are not so much poems as they are, in the Wittgensteinian sense, complex language games, in which the page has not yet been replaced by the video screen, the tape length, or the gallery space. Indeed, as Dworkin argues in an earlier piece on Acconci for October (95 [Winter 2001], pp.
    [Show full text]
  • High-Performance Play: the Making of Machinima
    High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.
    [Show full text]
  • June 2009 University of Illinois at Chicago, School of Art and Design
    LINDSAY D. GRACE | PROFESSORGRACE.COM EDUCATION June 2009 University of Illinois at Chicago, School of Art and Design Master of Fine Art, Electronic Visualization (focus: interactive systems) Grade Point Average: 3.75/4.0 September 2005-January 2007 University of Illinois at Chicago, School of Engineering Ph.D. Computer Science, Electronic Visualization Lab (degree not completed-chose to pursue MFA) August 2003 Northwestern University, School of Engineering Master of Science in Computer Information Systems Grade point average: 3.94 / 4.0 June 1998 Northwestern University, College of Arts and Science B.A. in English with a concentration in Drama ACADEMIC EXPERIENCE: August 2018-present University of Miami, Miami, FL Knight Chair in Interactive Media and Associate Professor School of Communication § Conduct and support research at the apex of journalism and interactive media, create new courses in eSports, game studies and varied initiatives. June 2014-August 2018 American University Game Lab Studio, Washington, DC Director § Found and direct independent academic game studio, providing creative and strategic leadership for a portfolio in excess of $850,000+ in contracts between 2014-2018. Clients include the World Bank, WGBH-Boston, Education Testing Services (ETS), National Institutes of Mental Health, et al. Funders include James L and John S. Knight Foundation and the Institute of Museum and Library Sciences (IMLS) § Direct architects and interior designers for construction of new 2800 square ft game facility (1 classroom, open format
    [Show full text]
  • Pardee Center Task Force Games for a New Climate Task Force Members
    Pardee Center Task Force Games for a New Climate Task Force Members Carina Bachofen joined the Red Cross/Red Crescent Climate Centre as technical advisor in December 2011. She supports the Partners for Resilience program in Nicaragua and Guatemala. Carina specializes in capacity building and training in the areas of vulnerability and adaptation. In addition to working for the Climate Centre, Carina is Global Coordinator for the Ecosystems and Livelihoods Adaptation Network (ELAN), a partnership between the International Union for Conservation of Nature (IUCN), World Wildlife Fund (WWF-US), the International Institute for Environment and Development (IIED) and CARE International. Carina holds a Masters degree in Global Politics from the London School of Economics and Political Science (LSE). Nick Fortugno is a game designer and entrepreneur of digital and real-world games based in New York City, and a founder of Playmatics, a NYC game development company. Playmatics has created a variety of games including the CableFAX award winning Breaking Bad: The Interrogation and the New York Public Library's centennial game Find the Future with Jane McGonigal. For the past 10 years, Nick has been a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick is also a co-founder of the Come Out and Play street games festival hosted in New York City and Amsterdam since 2006, and co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003. Nick teaches game design and interactive narrative design at Parsons The New School of Design, and has participated in the construction of the school's game design curriculum.
    [Show full text]
  • Laynie Browne Laynie Please Bernadette
    Laynie Browne a ConCeptuaL assemBLage an introduCtion To work mine end upon their senses that This airy charm is for, I’ll break my staff, Bury it certain fathoms in the earth, And deeper than did ever plummet sound I’ll drown my book. - Shakespeare, The Tempest, Act V Scene I, Prospero Looking for a title for this collection I turned first to the work of Bernadette Mayer, and found in her collection, The Desires of Mothers to 0: Introduction Please Others in Letters, the title “I’ll Drown My Book.” The process of opening Mayer to find Shakespeare reframed seems particularly fitting in the sense that conceptual writing often involves a recasting of the familiar and the found. In Mayer’s hands, the phrase “I’ll Drown My Book” becomes an unthinkable yet necessary act. This combination of BROWNE BROWNE unthinkable, or illogical, and necessary, or obligatory, also speaks to ways that the writers in this collection seek to unhinge and re-examine previous assumptions about writing. Thinking and performance are not separate from process and presentation of works. If a book breathes it 14 can also drown, and in the act of drowning is a willful attempt to create a book which can awake the unexpected—not for the sake of surprise, but because the undertaking was necessary for the writer in order to uproot, dismantle, reforge, remap or find new vantages and entrances to well trodden or well guarded territory. My contemporaries for the most part have often been distinguished by their lack of camps, categories, or movements.
    [Show full text]
  • Christian Bök's Xenotext Experiment, Conceptual Writing and the Subject
    Christian Bök's Xenotext Experiment, Conceptual Writing and the Subject-of-No- Subjectivity: "Pink Faeries and Gaudy Baubles" Dr Isabel Waidner (University of Roehampton, UK) Keywords Xenotext Experiment; conceptual writing; feminist science and technology studies; subject-of- no-subjectivity; avant-garde poetics Abstract Despite the wide impact of transdisciplinary scholarship that has theorised the interconnectedness of literature and science not least within the pages of this journal1, this article argues that the Canadian poet Christian Bök's Xenotext Experiment2 (and conceptual writing in general) reproduces historical epistemologies (including positivism and relativism) 1 Melissa Littlefield and Rajani Sudan, "Editorial Statement", Configurations, 20:3 (2012): pp. 209–212. 2 Christian Bök, "The Xenotext Experiment", SCRIPT-Ed 5:2 (2008): pp. 227-231. 1 that rely on the presumption of disciplinary autonomy. In the sciences, these epistemologies are connected to sociocultural and economic power, extreme resistance to criticality, and the production of normative subject and object positions (including what I term the subject-of-no- subjectivity on the one hand; and the passive, inert object of scientific positivism on the other). The article explores the implications, problems, and affordances of reproducing historical epistemologies in conceptual writing. The key argument is that the reproduction of historical epistemologies in the disciplinary context of literature yields avant-garde credentials, marginalising often content-led experimental
    [Show full text]
  • The University of Chicago Playfulness 1947-2017
    THE UNIVERSITY OF CHICAGO PLAYFULNESS 1947-2017: HERMENEUTICS, AESTHETICS, GAMES A DISSERTATION SUBMITTED TO THE FACULTY OF THE DIVISION OF THE HUMANITIES IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF ENGLISH LANGUAGE AND LITERATURE BY PETER DOUGLAS MCDONALD CHICAGO, ILLINOIS JUNE 2018 Copyright © 2018 by Peter McDonald All Rights Reserved For those who pretended a world into being, and those who made belief. TABLE OF CONTENTS LIST OF FIGURES v ACKNOWLEDGEMENTS vi ABSTRACT ix Introduction Interpreting Play 1 Chapter One Replayability: Play without Truth 32 Chapter Two Secrecy: Play without Reason 87 Chapter Three Trickiness: Play without Rules 142 Chapter Four Fairness: Play without End 200 BIBLIOGRAPHY 262 iv LIST OF FIGURES Figure 1.1. A still from Video Chess depicting Duchamp in sepia. .............................................. 40 Figure 1.2. A still from Video Chess depicting overlaid photos. .................................................. 42 Figure 1.3. A still from Video Chess depicting outlined bodies. .................................................. 42 Figure 1.4. A still from Video Chess depicting abstract outlines.................................................. 43 Figure 1.5. A still from Video Chess depicting blurred areas of color. ........................................ 44 Figure 1.6. Two stills depicting Duchamp and Kubota playing against nude opponents. ............ 47 Figure 1.7. Specrtum Holobyte’s 1987 release of Tetris for the Amiga computer. ...................... 79 Figure 1.8. SexTetris (1993), a variant on the theme of Tetris. .................................................... 80 Figure 2.1. Takako Saito, Spice Chess (1977). ............................................................................. 92 Figure 2.2. A line of empty green blocks leads to a secret exit in Super Mario World. ............. 132 Figure 2.3. Secret exit in “Cheese Bridge,” from Super Mario World.
    [Show full text]
  • Hood Museum Of
    1 Opening Minds to the Arts 1 Investing in Arts Education for a New Generation October 19 AVA Gallery & Art Center, Lebanon, NH October 20 Kersarge Regional Middle School, North Sutton, NH The conference brings big thinkers to New Hampshire for an exchange of ideas among school administrators parents scientists community arts arts arts supporters educators advocates CEUs awarded for professional development 12 partial scholarships for teachers are available The artwork on the cover of this brochure and on the conference postcard has been adapted from Frank Gregory’s mural Mind and Matter. You can see his mural at the Grappone Center at NHTI in Concord, NH. Please visit his website at: https://sites.google.com/site/frankgregorystudios/ Many thanks to our conference presenters and teaching artists for contributing photos to this brochure. 2 Day 1 Agenda Friday, October 19 (subject to change) AVA Gallery & Art Center, Lebanon Registration and most workshops take place at AVA Gallery & Art Center 8:30-9:30 am Registration, Coffee & Networking 9:30 am Welcome & Opening Remarks 10:00 am- noon Morning Workshops 1) FULL-The Creativity Cycle - Marek Bennett, Shiao-Ping Wang Chu, Julianne Gadoury & Erin Sweeney 2) Crossing Cultures: Contemporary Aboriginal Australian Art (Hood Museum, Hanover) - Rebecca L. Karp 3) Sights, Sounds & Settings: The Basics of Technical Theatre (Lebanon Opera House) - John Hatab & Dan Merlo 4) Going Beyond the Four Walls: Giving a Hand to the Future of Arts & Crafts - Kit Cornell 5) Artistic Expression & the Natural World:
    [Show full text]