I’ve been lucky to be selected by RealTime Magazine as a writer to co-cover the Biennale of Electronic Arts Perth (BEAP).
The Biennale of Electronic Arts, Perth (BEAP) is a new media arts festival held every 2 years for 3 months, spanning Perth Western Australia and is widely recognised as the premiere electronic arts event in the Asia Pacific region.
I have to write 10 articles over 10 days and they will be posted on the BEAP and RealTime websites. The Dec/Jan print issue will also have articles published. So, I may not be posting here for a week or so…but then again I may just have so much exciting stuff to report…
We’ve all thought about the future and about how society and technology will progress in some way. Some of us even habour predictions or fears and work towards either facilitating their actuation or ensuring they don’t. A website, Long Bets, allows people to put their foresight and analysis to the test by placing a bet on an scientific occurance happening by a certain time. All betters must put their money where their mouth is by paying for the right to bet, along with adhering to rules like:
The subject of the Prediction or Bet must be societally or scientifically important.
Predictors and Bettors must provide an argument explaining why the subject of their prediction is important and why they think they will be proved right.
Some bets include:
Paul Hawken predicts: “The Bet: By 2050, we will receive intelligent signals from outside our solar system.”
Nova Spivack predicts: “By 2050 no synthetic computer nor machine intelligence will have become truly self-aware (ie. will become conscious).”
Bob Rosenberg predicts: “By the end of 2012, more than 50% of the root servers on the internet will be located outside the United States.”
I attended an English Department Posgraduate Seminar last Friday to check out the work of Media and Communications Department PhD student Tom Apperley. His abstract had me intrigued:
In this brief paper I try and make sense of a cluster of research around the broad topic of X-box games. This paper reconciles two threads of research; one a textual analysis of gaming genres, and the other a broad search for a suitable research method. Working on both projects – more or less – simultaneously meant that there was inevitable convergence and cross fertilizations between the threads. Much of my initial work on gaming genres involved evaluating various justifications and denials of the unique status of gaming within the mediascape. From the research of gaming genres, I suggest that X-box games should be understood as virtual pedagogical ecologies that are differentiated by degrees and interplay of performance, transformation and contextualization. This demands that X-box games not only be understood as a unique media but as a unique site in a mediated network. This dual status is informed by, and reciprocally informs the methodology of the overall project. The project, tentatively titled, ‘Rethinking Computer Games as a Trans-national Practice’ utilizes media ethnography, discursive realism and multi-modality to enrich the analysis of X-box games as texts, technologies and practices. Together they enable the development of a research paradigm that conceives X-box games as the hybrid, ephemeral and complex media objects that the textual analysis demands.
I was interested, initially in how his methodology worked but to my delight discovered he is looking at transmedia storytelling, but from the game perspective.
I’m delighted to find another researcher in this area and will post further info once I’ve chatted with Tom further…