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		<title>Theme 6: Intelligibility in video games</title>
		<link>http://curatedmatter.org/2011/01/07/theme-6-intelligibility-in-video-games/</link>
		<comments>http://curatedmatter.org/2011/01/07/theme-6-intelligibility-in-video-games/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 15:51:59 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
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		<category><![CDATA[The Semiotics of Video Games]]></category>
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		<guid isPermaLink="false">http://curatedmatter.org/?p=873</guid>
		<description><![CDATA[See the online exhibition &#8211; Facebook groups &#8211; Philosophy of video games How can we make sense of a video game? In his essay, Manic Miner under the Shadow of the Colussus: a Semiotic Analysis of the Spatial Dimension in Platform Video Games, Joaquin Siabra-Fraile argues it is thanks to “pragmatic net of objects”. What [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #9921f2;"><strong><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">See the online exhibition</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/the-semiotics-of-video-games-facebook-groups/">Facebook groups</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/philosophy-of-video-games/">Philosophy of video games</a></strong></div>
<p>How can we make sense of a video game? In his essay, <em><a href="http://www.ec-aiss.it/monografici/5_computer_games/8_siabra_fraile.pdf" target="_blank">Manic Miner under the Shadow of the Colussus: a Semiotic Analysis of the Spatial Dimension in Platform Video Games</a></em>, <a href="http://csic.academia.edu/JoaquinSiabraFraile">Joaquin Siabra-Fraile</a> argues it is thanks to “pragmatic net of objects”. What can be done with objects of a video game determine the logical space of actions. The regularity of that logical space, or system, enables meaning. Immersion is the acceptation by the player of that net of logical conditions; it is the only way for him to make sense of the goal and to complete the video game.</p>
<p>The real-time audio/video <em><a href="http://vimeo.com/6818737" target="_blank">Mountain</a></em> (2009), made by the artist duo <em><a href="http://depart.at/" target="_blank">Depart</a></em> at the occasion of their <em><a href="http://depart.at/rheology/?p=343" target="_blank">Chukwa’s Approach</a></em> performance, feels like a video game. Time is counted and flying objects are targeted. The comparison with video games might be far stretched, but they both share an obsession of the targeting. It is the cognitive process that most video games use to engage players with the objects of the game.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="375" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=6818737&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ff9933&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" /><embed type="application/x-shockwave-flash" width="500" height="375" src="http://vimeo.com/moogaloop.swf?clip_id=6818737&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ff9933&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><em>The Chukwa’s Approach 1 – The Mountain</em>, artist duo <em><a href="http://depart.at/rheology/?p=343" target="_blank">Depart</a></em>, 2009</p>
<p>The <a href="http://www.cementimental.com/carmageddon.html" target="_blank">Carmageddon data-bending</a> (2005) by Tim Drage (<a href="http://www.cementimental.com/" target="_blank">Cementimental</a>) is a journey to chaos, where objectification and pragmatic net of objects can’t exist anymore. The machinima messes with the objects of the Carmageddon video game, “the player car is mutated into a jagged mass of mangled polygons which fill almost the whole screen, and becomes a moving virtual abstract sculpture.” The experiment is accompanied by the harsh noise of Cementimental, the combination give us a feel of what virtual worlds could look like if their creators didn’t restrict game representations to what we humans can apprehend.</p>
<p><a href="http://www.cementimental.com/carmageddon.html" target="_blank"><img class="aligncenter size-full wp-image-899" title="video-game-art-machinima-data-bending" src="http://curatedmatter.org/wp-content/uploads/2011/01/video-game-art-machinima-data-bending.jpg" alt="" width="600" height="476" /></a></p>
<p style="text-align: center;"><em>Carmageddon data-bending</em>, Tim Drage (<a href="http://www.cementimental.com/" target="_blank">Cementimental</a>), 2005</p>
<p>Are pragmatic nets of object the only conditions of intelligibility in video games? What else do you need to make sense of a game?</p>
<p>See also the annex discussion by Dario Compagno <em><a href="http://curatedmatter.org/2011/01/07/what-is-a-game-world-doors-keys-and-good-legs/">What is a game world? Doors, keys and&#8230; good legs</a>.</em></p>
<p><strong>Next theme: <a href="http://curatedmatter.org/2011/01/07/theme-7-rules-in-video-games/">Rules in video games</a></strong></p>
<p style="text-align: center;"><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">1</a> | <a href="http://curatedmatter.org/2011/01/07/theme-2-magic-circle-in-video-games/">2</a> | <a href="http://curatedmatter.org/2011/01/07/theme-3-chronology-in-video-games/">3</a> | <a href="http://curatedmatter.org/2011/01/07/theme-4-narratology-vs-ludology-in-video-games/">4</a> | <a href="http://curatedmatter.org/2011/01/07/theme-5-immersion-in-video-games/">5</a> | 6 | <a href="http://curatedmatter.org/2011/01/07/theme-7-rules-in-video-games/">7</a> | <a href="http://curatedmatter.org/2011/01/07/what-is-a-game-world-doors-keys-and-good-legs/">8</a> | <a href="http://curatedmatter.org/2011/01/07/question-blocks-how-to-make-two-worlds-collide/">9</a></p>
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		<title>Theme 7:  Rules in video games</title>
		<link>http://curatedmatter.org/2011/01/07/theme-7-rules-in-video-games/</link>
		<comments>http://curatedmatter.org/2011/01/07/theme-7-rules-in-video-games/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 15:33:03 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
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		<category><![CDATA[The Semiotics of Video Games]]></category>
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		<guid isPermaLink="false">http://curatedmatter.org/?p=871</guid>
		<description><![CDATA[See the online exhibition &#8211; Facebook groups &#8211; Philosophy of video games By Mathias Jansson A key characteristic of a videogame could be that it has rules. You have to follow certain rules to succeed in the game. The rules could be as simple as in Pong, hit the ball, or as complex as in [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #9921f2;"><strong><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">See the online exhibition</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/the-semiotics-of-video-games-facebook-groups/">Facebook groups</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/philosophy-of-video-games/">Philosophy of video games</a></strong></div>
<p><em>By <a href="http://www.janssonswebb.se/" target="_blank">Mathias Jansson</a></em></p>
<p>A key characteristic of a videogame could be that it has rules. You have to follow certain rules to succeed in the game. The rules could be as simple as in <em>Pong</em>, hit the ball, or as complex as in <em>Civilization,</em> build an empire from scratch. In his essay <em><a href="http://www.ec-aiss.it/monografici/5_computer_games/1_ferri.pdf" target="_blank">Interpretive Cooperation and Procedurality. A Dialogue between Semiotics and Procedural Criticism</a></em>, Gabriele Ferri describes the cooperation between players and rules as follow: “Users’ cooperation with an interactive matrix generates a ludic discursive universe inside the TIAG (<em>this-is-a-game</em>) layer in which gaming interactions are acknowledged to be fictional. When the focalization is shifted inside it, users abide to TIAG interpretive rules and temporarily set aside encyclopaedic knowledge of the world – not being surprised, for example, by the height of Super Mario’s jumps.”</p>
<p>But what if the videogame suddenly changes, mixes or breaks its own rules during the game play?  Well, if it would happen in the real world, we would call it anarchy, but when it happens in fiction we often call it art. If I would pick one very simple definition of what art is, it would be breaking the rules. The fundament for all art is that it questions and experiments with the rules of reality. In that perspective you could regard the videogame <a href="http://www.farbs.org/games.html" target="_blank">ROM CHECK FAILS</a> (2008) by <a href="http://www.farbs.org/" target="_blank">Farbs</a> as an art piece. In ROM CHECK FAILS, classic arcade games such as <em>Pac-Man</em>, <em>Tetris</em> and <em>Super Mario</em> are mashed-up, the rules and scenarios are randomly changing, making the game nearly impossible to play. It’s like a virus has hit your hard drive and mixed up all your games into a one, or perhaps I would say an artist has hit your hard drive? The title refers to a type of system failure that happens when corrupted code is loaded into the computer’s memory. The rules of the ludic universe are constantly changing so the player cannot any longer recognize the “this-is-a-game” layer and needs instead to shift to a “this-must-be-art” mode.</p>
<p><a href="http://www.farbs.org/games.html" target="_blank"><img class="aligncenter size-full wp-image-896" title="video-game-art-rom-check-fail" src="http://curatedmatter.org/wp-content/uploads/2011/01/video-game-art-rom-check-fail.jpg" alt="" width="400" height="328" /></a></p>
<p style="text-align: center;"><em>ROM CHECK FAIl</em>,<a href="http://www.farbs.org/" target="_blank"> Farbs</a>, 2008</p>
<p style="text-align: left;"><em><a href="http://www.garrysmod.com/" target="_blank">Garry’s mod</a></em> (2004) by <a href="http://garry.tv/" target="_blank">Garry Newman</a> is another example of a videogame that challenges the rules of the game genre. The game is described as a sandbox game. Sandbox is a safe area on your computer where you can run and test new software without harming the computer. Garry’s mod has the interface of a First-Person Shooter, but instead of killing enemies and blowing buildings apart, you have the possibility to create your own objects and worlds. Instead of the deconstruction of worlds, which is the common rule of First Person Shooters games, you are constructing worlds, and become in a sense the creator, an artist that investigates and questions the rules of the videogame, creating your own game universe.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/5hqamfXajZU?fs=1&amp;hl=en_GB" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/5hqamfXajZU?fs=1&amp;hl=en_GB" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><em><a href="http://www.garrysmod.com/" target="_blank">Garry&#8217;s mod</a></em>, <a href="http://garry.tv/" target="_blank">Garry Newman</a>, 2004</p>
<p>It would be too simplistic to conclude that if videogames have rules, those breaking rules should be called art. But next time you play a videogame, you could ask yourself: “Am I playing by the rules or against the rules?”</p>
<p><strong>Next: <a href="http://curatedmatter.org/2011/01/07/what-is-a-game-world-doors-keys-and-good-legs/">What is a game world? Doors, keys and&#8230; good legs</a></strong></p>
<p style="text-align: center;"><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">1</a> | <a href="http://curatedmatter.org/2011/01/07/theme-2-magic-circle-in-video-games/">2</a> | <a href="http://curatedmatter.org/2011/01/07/theme-3-chronology-in-video-games/">3</a> | <a href="http://curatedmatter.org/2011/01/07/theme-4-narratology-vs-ludology-in-video-games/">4</a> | <a href="http://curatedmatter.org/2011/01/07/theme-5-immersion-in-video-games/">5</a> | <a href="http://curatedmatter.org/2011/01/07/theme-6-intelligibility-in-video-games/">6</a> | 7 | <a href="http://curatedmatter.org/2011/01/07/what-is-a-game-world-doors-keys-and-good-legs/">8</a> | <a href="http://curatedmatter.org/2011/01/07/question-blocks-how-to-make-two-worlds-collide/">9</a></p>
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		<title>Philosophy of Video Games</title>
		<link>http://curatedmatter.org/2011/01/07/philosophy-of-video-games/</link>
		<comments>http://curatedmatter.org/2011/01/07/philosophy-of-video-games/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 12:23:52 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
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		<guid isPermaLink="false">http://curatedmatter.org/?p=862</guid>
		<description><![CDATA[See the online exhibition &#8211; Facebook groups &#8211; Philosophy of video games References: &#8220;Computer Games, between Text and Practice&#8220;, edited by Dario Compagno and Patrick Coppock &#8220;Gamer Theory&#8221; by McKenzie Wark, read few quotations from his book. &#8220;Persuasive Games&#8221; by Ian Bogost, read few quotations from his book &#8220;Video Game Spaces&#8221; by Michael Nitsche, read [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #9921f2;"><strong><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">See the online exhibition</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/the-semiotics-of-video-games-facebook-groups/">Facebook groups</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/philosophy-of-video-games/">Philosophy of video games</a></strong></div>
<p>References:</p>
<ul>
<li>&#8220;<a href="http://www.ec-aiss.it/monografici/5_computer_games.php" target="_blank">Computer Games, between Text and Practice</a>&#8220;, edited by Dario Compagno and Patrick Coppock</li>
<li>&#8220;<a href="http://www.futureofthebook.org/gamertheory/" target="_blank">Gamer Theory</a>&#8221; by McKenzie Wark, <a href="http://curatedmatter.org/2010/05/09/quotations-from-gamer-theory-by-mckenzie-wark/">read few quotations</a> from his book.</li>
<li>&#8220;<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11152" target="_blank">Persuasive Games</a>&#8221; by Ian Bogost, <a href="http://curatedmatter.org/2010/06/05/quotations-from-persuasive-games-by-ian-bogost/">read few quotations</a> from his book</li>
<li>&#8220;<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11754" target="_blank">Video Game Spaces</a>&#8221; by Michael Nitsche, <a href="http://curatedmatter.org/2010/05/09/quotations-from-video-game-spaces-by-michael-nitsche/">read few quotations</a> from his book.</li>
</ul>
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		<title>Quotations from “Persuasive Games” by Ian Bogost</title>
		<link>http://curatedmatter.org/2010/06/05/quotations-from-persuasive-games-by-ian-bogost/</link>
		<comments>http://curatedmatter.org/2010/06/05/quotations-from-persuasive-games-by-ian-bogost/#comments</comments>
		<pubDate>Sat, 05 Jun 2010 10:05:51 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
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		<guid isPermaLink="false">http://curatedmatter.org/?p=807</guid>
		<description><![CDATA[Videogames open a new domain for persuasion: procedural rhetoric, &#8220;the art of persuasion through rule-based representations and interactions&#8221;. &#8220;When we create videogames, we are making claims about processes in the human experience, which ones we celebrate, which ones we ignore, which ones we want to question.&#8221; &#8220;Videogame players develop procedural literacy though interacting with the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></p>
<ul>
<li>Videogames open a new domain for persuasion: procedural rhetoric, &#8220;the art of persuasion through rule-based representations and interactions&#8221;.</li>
<li>&#8220;When we create videogames, we are making claims about processes in the human experience, which ones we celebrate, which ones we ignore, which ones we want to question.&#8221;</li>
<li>&#8220;Videogame players develop procedural literacy though interacting with the abstract models of specific real or imagined processes presented in the games they play. Videogames teach biased perspectives about how things work. And the way they teach such perspectives is through procedural rhetorics, which players &#8216;read&#8217; though direct engagement and criticism.&#8221;</li>
<li>&#8220;Serious games are videogames created to support the existing and established interests of political, corporate, and social institutions. Seriousness helps create an opposition to triviality, positioning the goals of government, business, and educational institutions against those of entertainment. &#8221;</li>
</ul>
<p>Read more in the book: <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11152">Persuasive Games</a> by Ian Bogost</p>
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		<title>Quotations from “Gamer Theory” by McKenzie Wark</title>
		<link>http://curatedmatter.org/2010/05/09/quotations-from-gamer-theory-by-mckenzie-wark/</link>
		<comments>http://curatedmatter.org/2010/05/09/quotations-from-gamer-theory-by-mckenzie-wark/#comments</comments>
		<pubDate>Sun, 09 May 2010 02:15:33 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
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		<guid isPermaLink="false">http://curatedmatter.org/?p=696</guid>
		<description><![CDATA[The world as a gamespace: &#8220;There is no idle time in The Sims&#8221;. &#8220;Work becomes a gamespace, but no games are freely chosen anymore. Play becomes everything to which it was opposed. It is work, serious, morality, necessity&#8221;. &#8220;The utopian dream of liberating play from the game, of a pure play beyond the game, merely [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></p>
<p>The world as a gamespace:</p>
<ul>
<li>&#8220;There is no      idle time in The Sims&#8221;.</li>
<li>&#8220;Work becomes a      gamespace, but no games are freely chosen anymore. Play becomes everything      to which it was opposed. It is work, serious, morality, necessity&#8221;.</li>
<li>&#8220;The utopian      dream of liberating play from the game, of a pure play beyond the game,      merely opened the way for the extension of gamespace into every aspect of      everyday life&#8221;.</li>
</ul>
<p>Algorithms:</p>
<ul>
<li>&#8220;What is      distinctive about games is that they produce for the gamer an intuitive      relation to the algorithm&#8221;.</li>
<li>&#8220;The game is      true in that its algorithm is consistent, but this very consistency      negates a world that is not&#8221;.</li>
<li>&#8220;Gamespace      turns descriptions into a database and storyline into navigation&#8221;.</li>
</ul>
<p>Boredom:</p>
<ul>
<li>&#8220;Boredom is      something a body does when space will not let the body enter it in a way      that transforms the body into something else, so that the body can forget      itself&#8221;.</li>
<li>&#8220;The time and      space of the topological world [gamespace] is organized around the      maintenance of boredom, nurturing it yet distracting it just enough to      prevent its implosion, from which alone might arise the counter power to      the game&#8221;.</li>
</ul>
<p>Read more in the book: <a href="http://www.futureofthebook.org/gamertheory/">Gamer Theory</a> by McKenzie Wark</p>
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		<title>Quotations from “Faith in Fakes” – Umberto Eco</title>
		<link>http://curatedmatter.org/2010/04/01/quotes-from-faith-in-fakes-umberto-eco/</link>
		<comments>http://curatedmatter.org/2010/04/01/quotes-from-faith-in-fakes-umberto-eco/#comments</comments>
		<pubDate>Thu, 01 Apr 2010 02:26:27 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[consumerism]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[postmodernism]]></category>
		<category><![CDATA[semiotics]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=590</guid>
		<description><![CDATA[Publication in Philosophy Now &#8211; Slide presentation &#8211; References &#8220;The mass media do not transit ideologies, they are themselves an ideology. It doesn’t matter what you say when the recipient is surrounded by a series of communications. The nature of the all disparate information is of scant insignificance.&#8221; &#8220;The world exhibitions glorify the exchange value [...]]]></description>
			<content:encoded><![CDATA[<div><strong></p>
<div>
<div style="text-align: right; background-color: #91994e;"><a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/"><img class="alignnone size-full wp-image-436" style="border-left: thick solid #FFFFFF;" title="heterotopia-disney-world" src="http://curatedmatter.org/wp-content/uploads/2009/10/heterotopia-disney-world.jpg" alt="heterotopia-disney-world" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #91994e;"><strong><a href="http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/">Publication in Philosophy Now</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#slide">Slide presentation</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#references">References</a></strong></div>
<p><strong> </strong></p>
<ul>
<li><span style="font-weight: normal;"><strong>
<div style="display: inline !important;"><span style="font-weight: normal;">&#8220;The mass media do not transit ideologies, they are themselves an ideology. It doesn’t matter what you say when the recipient is surrounded by a series of communications. The nature of the all disparate information is of scant insignificance.&#8221;</span></div>
<p></strong></span></li>
<li><span style="font-weight: normal;"><strong>
<div style="display: inline !important;"><span style="font-weight: normal;">&#8220;The world exhibitions glorify the exchange value of commodities. They create a framework in which commodities’ intrinsic value is eclipsed. The objects are not desired in themselves, every wish is gone and what remains is pure amusement and excitement. In a contemporary exposition, a country no longer says ‘Look what I produce’ but ‘Look how I am presenting what I produce’.&#8221;</span></div>
<p></strong></span></li>
<li><span style="font-weight: normal;"><strong>
<div style="display: inline !important;"><span style="font-weight: normal;">Animal animatronics in Disneyland: &#8220;It is not so much difficult to have the real equivalent but public is meant to admire the perfective of the fake.&#8221;</span></div>
<p></strong></span></li>
</ul>
</div>
<p><span style="font-weight: normal;">Quotes from &#8220;<a href="http://www.amazon.co.uk/Faith-Fakes-Hyperreality-Umberto-Eco/dp/0749396288">Faith in Fakes, travels in hyperreality</a>&#8221; by <a href="http://www.umbertoeco.com/en/">Umberto Eco</a>, 1975.</span></p>
<p><span style="font-weight: normal;">More on Post-Modernism and Consumerism in <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/">The Heterotopia of Walt Disney World</a>.</span></p>
<p></strong></div>
<p><strong> </strong></p>
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		<title>Publication: The Heterotopia of Disney World</title>
		<link>http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/</link>
		<comments>http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 23:58:56 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[consumerism]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[heterotopia]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[paper]]></category>
		<category><![CDATA[philosophy]]></category>
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		<guid isPermaLink="false">http://curatedmatter.org/?p=562</guid>
		<description><![CDATA[Publication in Philosophy Now &#8211; Slide presentation &#8211; References An article summarising the Heterotopia of Walt Disney World presentation that I gave in October 2009 is now published in the February edition of the Philosophy Now magazine. The article is part of a series of papers about &#8216;continental tales&#8217; and the concept of narrative in [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #91994e;"><a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/"><img class="alignnone size-full wp-image-436" style="border-left: thick solid #FFFFFF;" title="heterotopia-disney-world" src="http://curatedmatter.org/wp-content/uploads/2009/10/heterotopia-disney-world.jpg" alt="heterotopia-disney-world" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #91994e;"><strong><a href="http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/">Publication in Philosophy Now</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#slide">Slide presentation</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#references">References</a></strong></div>
<p><strong> </strong></p>
<p>An article summarising the <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/">Heterotopia of Walt Disney World presentation</a> that I gave in October 2009 is now published in the February edition of the <a href="http://www.philosophynow.org/" target="_blank">Philosophy Now</a> magazine. The article is part of a series of papers about &#8216;continental tales&#8217; and the concept of narrative in Continental philosophy.</p>
<p style="text-align: center;"><a href="http://www.philosophynow.org/"><img class="aligncenter size-full wp-image-845" title="philosophy-now-cover77" src="http://curatedmatter.org/wp-content/uploads/2010/02/philosophy-now-cover77.jpg" alt="" width="525" height="700" /></a></p>
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		<title>Non-places – An introduction to supermodernity, Marc Augé</title>
		<link>http://curatedmatter.org/2010/02/09/non-places-an-introduction-to-supermodernity-marc-auge/</link>
		<comments>http://curatedmatter.org/2010/02/09/non-places-an-introduction-to-supermodernity-marc-auge/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 17:49:00 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[non-place]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[place]]></category>
		<category><![CDATA[postmodernism]]></category>
		<category><![CDATA[Welcome to My Place]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=556</guid>
		<description><![CDATA[Welcome to Finsbury Park &#8211; Welcome to the WRF &#8211; Welcome to Hong Kong: Study on Verticality &#8211; Workshop Manuals &#8211; Philosophical Paper on the Appropriation of Space &#8211; Subjective Maps Citations from the short and very interesting book written by Marc Augé in1995 (contemporary philosophy and anthropology): &#8220;If a place can be defined as relational, historical and [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #f7c77e"><a href="http://curatedmatter.org/welcome-to-my-place"><img class="alignnone size-full wp-image-436" style="border-left: thick solid #FFFFFF;" title="welcome-to-my-place" src="http://curatedmatter.org/wp-content/uploads/2010/01/welcome-to-my-place.jpg" alt="heterotopia-disney-world" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #f7c77e"><strong><a href="http://curatedmatter.org/2010/05/09/welcome-to-finsbury-park/">Welcome to Finsbury Park</a> &#8211; <a href="http://curatedmatter.org/2010/02/19/welcome-to-the-westminster-reference-library/">Welcome to the WRF</a> &#8211; <a href="http://curatedmatter.org/2010/05/09/welcome-to-hong-kong-study-on-verticality/">Welcome to Hong Kong: Study on Verticality</a> &#8211; <a href="http://curatedmatter.org/2010/05/09/welcome-to-my-place-workshop-manuals/">Workshop Manuals</a> &#8211; <a href="http://curatedmatter.org/2010/05/09/welcome-to-my-place-philosophical-paper-on-the-appropriation-of-space/">Philosophical Paper on the Appropriation of Space</a> &#8211; <a href="http://curatedmatter.org/2010/05/09/welcome-to-my-place-subjective-maps/">Subjective Maps</a></strong></div>
<p>Citations from the short and very interesting <a href="http://books.google.com/books?id=LMr8_pXJgdwC&amp;lpg=PP1&amp;dq=Non-places%3A%20introduction%20to%20an%20anthropology%20of%20supermodernity&amp;pg=PP1#v=onepage&amp;q=&amp;f=false" target="_blank">book</a> written by <a href="http://en.wikipedia.org/wiki/Marc_Aug%C3%A9" target="_blank">Marc Augé </a>in1995 (contemporary philosophy and anthropology):</p>
<ul>
<li>&#8220;If a place can be defined as relational, historical and concerned with identity, then a space which cannot be defined as relational, or historical, or concerned with identity will be a non-place. Supermodernity produces non-places, meaning spaces which do not integrate the earlier places: instead these are listed, classified, promoted to the status of &#8216;places of memory&#8217;, and assigned to a circumscribed and specific position.&#8221;</li>
<li>&#8220;Our towns have been turning into museums (restored, exposed and floodlit monuments, listed areas, pedestrian precincts) while at the same time bypasses, motorways, high-speed trains and one-way systems have made it unnecessary for us to linger in them.&#8221;</li>
<li>&#8220;A person entering the space of non-place is relieved of his usual determinants. He becomes no more than what he does and experiences in the role of passenger, customer or driver [...] he obeys the same code as others, receives the same messages, responds to the same entreaties.&#8221;</li>
</ul>
<p>More about places on <a href="http://curatedmatter.org/welcome-to-my-place/">http://curatedmatter.org/welcome-to-my-place/</a></p>
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		<title>The Heterotopia of Walt Disney World: slides now online</title>
		<link>http://curatedmatter.org/2009/11/10/the-heterotopia-of-walt-disney-world-slides-now-online/</link>
		<comments>http://curatedmatter.org/2009/11/10/the-heterotopia-of-walt-disney-world-slides-now-online/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 00:00:25 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[consumerism]]></category>
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		<category><![CDATA[lecture]]></category>
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		<category><![CDATA[postmodernism]]></category>
		<category><![CDATA[utopia]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=481</guid>
		<description><![CDATA[Publication in Philosophy Now &#8211; Slide presentation &#8211; References The slides of the lecture I gave few weeks ago can now be consulted here. I used the example of Walt Disney World to illustrate the concepts of Utopia, Heterotopia, Postmodernisn and Consumerism. It would have taken me two hours to explain all the relations between them [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #91994e;"><a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/"><img class="alignnone size-full wp-image-436" style="border-left: thick solid #FFFFFF;" title="heterotopia-disney-world" src="http://curatedmatter.org/wp-content/uploads/2009/10/heterotopia-disney-world.jpg" alt="heterotopia-disney-world" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #91994e;"><strong><a href="http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/">Publication in Philosophy Now</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#slide">Slide presentation</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#references">References</a></strong></div>
<p><strong> </strong></p>
<p>The slides of the lecture I gave few weeks ago can now be consulted <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/">here</a>. I used the example of Walt Disney World to illustrate the concepts of Utopia, Heterotopia, Postmodernisn and Consumerism. It would have taken me two hours to explain all the relations between them and the theme park. My presentation was limited to half of that time and only a subset of the slides were used for the <a href="http://www.pfalondon.org/">Philosophy for All</a> lecture. Don&#8217;t hesitate to leave your feedback. I hope that the slides are still understandable even without any comments.</p>
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