Playful
Subjects is organised by
Helen Kennedy and Seth Giddings
in conjunction with the Play Research Group at
UWE
|
| |
| Barry
Atkins |
International
Centre for Digital Content, Liverpool John Moores University
author of More Than a Game: the computer game as fictional form,
Manchester University Press 2003 and co-author of Videogame,
Player, Text, Manchester University Press: forthcoming
abstract
|
| Diane
Carr |
Institute
of Education, University of London. Diane is a Research Fellow with
the Centre for the Study of Children, Youth and Media at the London
Knowledge Lab. Her current research ‘Computer Games, Motivation
and Gender’ is supported by the Eduserv Foundation (2004-7).
Diane has published theory on various games including Tomb Raider,
Silent Hill, Enter the Matrix and Sim City, and she is a co-author
of Computer Games; Text, Narrative and Play (Polity, in
press).
Project website: http://www.ccsonline.org.uk/mediacentre/Research_Projects/dcarr/index.html
abstract |
| Janice
Denegri-Knott |
Centre
for Public Communication Research, Media School, University of Bournemouth.
Janice's background is in Communications for Development. She has
worked in both corporate and marketing communications in not-for-profit
organisations in South America, designing and executing marketing
and communication strategies to develop funds. She has a MA in Marketing
Communications and is currently working on a doctoral thesis exploring
the power struggles between consumers and marketers in online environments.
She is a member of the Academy of Marketing and has presented papers
in the UK and America on consumer deviance and power in online environments.
Janice
has also produced the “Wessex Media Action Research”
in partnership with Touch Productions for South West Screen and
has created content for the marketing website.
abstract |
| Shanly
Dixon |
Interdisciplinary
Humanities, Concordia University, Montreal
abstract |
| Jon
Dovey |
Reader,
Dept. of Film and Drama, University of Bristol. Jon is editor of
Fractal Dreams: new media in social context, Lawrence &
Wishart 1996; co-author of New Media: a critical introduction
Routledge 2003 and Game Cultures (with Helen W Kennedy)
Open University Press: forthcoming
abstract
|
| Stella
Downey |
School
of Media, Dublin Institute of Technology.
Lead researcher on The Play and Technology Project.
abstract
|
| Mark
Eyles |
| Mark
Eyles is a senior lecturer in computer games at the University
of Portsmouth. He has over 20 years of management and design experience
working on console, PC, massively multiplayer, handheld and mobile
game titles in the games industry. He is course leader on BSc
Computer Games Technology and BSc Enterprise in Computer Games.
He organised the first Women in Games conference in 2004.
abstract |
| Seth
Giddings |
Senior
Lecturer in Digital Media & Critical Theory, School of Cultural
Studies, University of the West of England
co-author of New Media: a critical introduction Routledge
2003
abstract
|
| Raiford
Guins |
Senior
Lecturer in Contemporary Screen Media, School of Cultural Studies,
University of the West of England
Raiford is the Principal Editor of the Americas for the Journal
of Visual Culture. His research and teaching interests include:
Film & Media Theory, Popular Music Culture & Subculture,
Theories of Popular Culture, New Media & Minoritarian Subjectivity,
Historiography of Cinema & Technology, Film Genre, Media Regulation
& Film Censorship, Televisuality & Spatiality, Theories
of Vision & Visuality.
abstract
|
| Helen
Kennedy |
School
of Cultural Studies, University of the West of England
co-author of Game Cultures Open University Press: forthcoming
abstract
|
| Geoff
King |
Subject
Leader, Film & TV, Brunel University. Geoff's main research
interests are focused on the interrelations between industrial,
formal/aesthetic and social-political aspects of contemporary American
cinema, from Hollywood to the independent sector; the relationship
between narrative and spectacle in cinema; and videogame forms and
contexts. Publications include: American Independent Cinema,
I.B. Tauris, 2005; New Hollywood Cinema: An Introduction,
Columbia University Press, 2002; Film Comedy, Wallflower
Press, 2002; Spectacular Narratives: Hollywood in the Age of
the Blockbuster, St Martin's Press, 2000; Science Fiction
Cinema: From Outerspace to Cyberspace, (with Tanya Krzywinska)
Wallflower Press, 2000; ScreenPlay: Cinema/Videogames/Interfaces,
(edited with Tanya Krzywinska), Columbia University Press, 2002;
Tomb Raiders and Space Invaders: Videogame Forms and Contexts,
with Tanya Krzywinska,I.B. Tauris, 2004-5
abstract |
| Ewan
Kirkland |
Buckinghamshire
Chilterns University College
abstract |
| Graeme
Kirkpatrick |
| Graeme
is a sociologist of technology in the School of Social Sciences,
University of Manchester with a background in philosophy and critical
social theory. He is
interested in how technology design reflects the outcomes of social
conflicts. In his book Critical Technology, (Ashgate
Press 2004), he focusses particularly on the personal computer
and its interface as an example of this. Although designs reflect
and reinforce prevailing power relations, the surprising uses
that people make of technological artefacts often subvert the
intended designs.
abstract
|
| Tanya
Krzywinska |
Tanya
is a Reader in Film and TV Studies at Brunel University. She is
the co-author with Geoff King of Tomb Raiders and Space Invaders:
Videogames, forms and meanings (forthcoming, IB Tauris), co-editor
of ScreenPlay: cinema/videogames/interfaces (2002, Wallflower)
and has authored a number of other books and articles on occult
and fantasy texts across a range of media. She has recently completed
Sex and the Cinema (forthcoming, Wallflower) and has begun
work on a new book that explores the modalities and values of different
media on fantasy franchises such as Buffy the Vampire Slayer, EverQuest
and The Lord of the Rings.
abstract |
| Mark
McGeady |
Screen
and Media Studies, University of Waikato, New Zealand. Mark's background
is in he Video and Multimedia industry. His work with advanced visualization
technologies has explored new areas of interactive media, predominantly
in the fields of 3D design and digital video. His research interests
include digital democracy in the Chinese context and contemporary
auteur filmmakers.
abstract |
| Mike
Molesworth |
Mike
teaches advertising, marketing and communication at the University
of Bournemouth's Media School. His research is on consumption practices
in computer-mediated environments.
abstract |
| Mark
Paterson |
| Lecturer
in Philosophy and Cultural Studies, School of Cultural Studies,
University of the West of England. Mark's research interests include:
philosophy of the body and senses (especially in phenomenology
and poststructuralism); touch and emotion in embodied experience;
the senses and the human-computer interface, especially touch
and smell. His recent
publications
include Consumer
Culture and Everyday Life, ‘The New Sociology’
book series. London: Routledge
2005
abstract |
| Caroline
Pelletier |
Caroline
is a researcher at the London Knowledge Lab, based in the Centre
for the Study of Children, Youth and Media. She is currently managing
the 'Making Games' project, which is developing a prototype software
environment for the authoring of computer games by young people
and researching its uses and benefits.
abstract |
| robot
ludologists |
| The
robot ludologists are from the future. No abstract available. |
| Gareth
Schott |
Screen
and Media Studies, University of Waikato, New Zealand. Gareth is
a trained psychologist with a background in critical psychology
(social constructionism & post-modern psychology) including
qualitative and quantitative research techniques. As a psychologist
he is principally interested in the ways new media technologies
mediate human behavior and personal and social development. Over
the past four years his research, publications and conference papers
have focused on 'players' of digital games. Recent and ongoing projects
include: girl gamers and their relationships with game cultures,
game fan-cultures, textuality in videogames (narrative, interactivity
and role-play) and educational applications for game technologies.
He continues to be a Research Associate at the Centre for the Study
of Children, Youth and Media at the University of London, UK.
abstract |
| Greg
Singh |
Visiting
lecturer at Buckinghamshire Chilterns University College Department
of Arts and Media, teaching on several film and media module programmes.
Greg specialises in aspects of New Media and Popular Culture. He
gained an MA in History of Film and Visual Media at Birkbeck, where
his dissertation looked at issues in DVD form and content, and will
begin his PhD at the University of Reading in October 2005, where
his research will consider problems of cross-mediation, spectatorship
and narrative.
abstract |
| David
Surman |
Lecturer
in Illustration and Animation History and Theory, Loughborough School
of Art.
Dave will be responding to Tanya Krzywinska
and Barry Atkin's presentation |
| T.L.Taylor |
Associate
Professor in the Department of Digital Aesthetics and Communication
(DiAC) at the IT University of Copenhagen, Denmark. TL is a sociologist
whose research focuses on gaming, virtual environments, and computer-mediated
communication. She has studied avatars and their use in the construction
of identity and community, as well as the ways value systems come
to be embedded in software and design. Her current work on massive
multiplayer gaming has explored these themes as well examining gender,
power gaming, socialization, and the challenges presented by the
commercialization of gaming environments.
abstract |
| Sandra
Weber |
Professor
in the Department of Education and a Fellow of the Simone de Beauvoir
Institute at Concordia University in Montreal. Her books include:
Reinventing ourselves as teachers: beyond nostalgia, (with
Claudia Mitchell): Falmer Press, 1999; Just Who Do You Think
We Are? methodologies for self–study in teacher education
(with Kathleen O’Reilly Scanlon, Claudia Mitchell) Routledge,
2003; Not Just Any Dress: Explorations of Dress, Identity, and
the Body (ed. with Claudia Mitchell), Peter Lang, 2003
abstract |
| John
Wilson |
| abstract |
The
artists John Paul Bichard and Maggie Parker
will present and discuss their work |
| |
|
John Paul Bichard |
| http://www.hydropia.org/john
John
Paul Bichard is an artist who has worked with digital media, games,
photography and installation since the early nineties. He curated
and produced On a Clear Day in 1996, a ground breaking
digital game art project that took place around the UK. As Mute
magazine's games editor http://www.metamute.com
from 1995 to 2001, Bichard explored and wrote on the cultural
significance of the then emerging video game scene and was invited
to show work at the Virtual Architecture exhibition at
the ICA in 1998. For the past two years he has been head of interaction
with the public authoring digital research project Urban Tapestries
http://www.urbantapestries.org
a joint venture with France Telecom, HP, Orange and the DTI. He
is currently starting a mobile game research project Backseat
Gaming http://www.tii.se/mobility/BSP
with the Interactive Institute mobility studio in Stockholm.
Bichard
has shown work in Europe, NY and London. Recent shows include
an installation at the International Digital Games Research Conference
'Level Up' in Utrecht, an online residency with Variablemedia
http://www.vriablemedia.info
and a first person video game on the ISEA 2004 ferry in the Baltic
Sea as part of the ICOLS arms fair http://www.icols.org.
Bichard shows at Quadrum Gallery in Lisbon http://www.galeriaquadrum.com.
Recent exhibitions, have been from the Evidencia series
that explores the relationship between environment, narrative
and [game] play through digital games, installation and photography.
Bichard's
work picks at the boundary between the 'protected real place'
such as the police evidence space or the 'safe European home'
and the 'digital made real', where the games space is [re]constructed
as a 'real' environment. Through the use of online digital games,
their tropes and assets, these works, subvert the player/viewers
expectations and assumptions of the space they are engaging with
inviting the viewer to re-construct the narrative and re-interpret
the place. His photo works and multiples include collaged photo
narratives, artist's books and multiple artworks that further
explore relationships between physical and fabricated space, narrative
and notions of authenticity.
Bichard
has produced three online digital games: Lone Wolf (2002)
an 80s cold war thriller demo, Staying in to Play (2003) a de-game
and Condition Red (2004) a suicide speed boat game for
ISEA 2004. He has also published eight artist's books and multiples
and has work in several publications.
abstract
|
| Maggie
Parker |
| abstract |
| |
|