However, not all of the emergent play that surrounded the game was pleasurable for its designers to watch.
To have the two separate classes compete with one another would be to imagine a future in which a user must choose between mobility and networkability; to bridge the classes is to imagine a future in which such a choice is not necessary.
If ubicomp values material engagement, then the loss of tactile play and the designed relegation of interactivity to the screen together suggest that the colonizing goals of ubicomp research have precluded its games from effectively embodying the technological values of the field
Finally, I will explore the genre’s performative practice of playtesting, which I will argue prioritizes the mass replication of citations of gameplay over the ubiquitous proliferation of gameplay itself.



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