619 research outputs found

    Videogame art: remixing, reworking and other interventions

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    This chapter explores some of the areas of intersection between videogames and both digital and non-digital art practice. By looking at examples of art practice drawn from videogames, it outlines some of the categories and so provides an overview of this area, placing it within the wider context of contemporary and historical art practice. The chapter explores the tendency for mucyh of this work to have elements of subversion or "détournement" whilst also identifying areas of tension in the appropriation of videogames as material for art practice

    Videogame Music: chiptunes byte back?

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    This chapter explores the sonic subcultures of videogame art and videogame-related fan art. It looks at the work of videogame musicians - not those producing the music for commercial games - but artists and hobbyists who produce musci by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in their own compositions. It discusses the motivations and methodologies behind some of this work. It explore

    Market Structure and the Direction of Technological Change

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    We study a model where innovation comes in two varieties: improvements on existing products, and new products that expand the scope of a technology. We make this distinction in order to highlight how market structure can determine not only the quantity of innovation but also its direction. We study two market structures. The first is the canonical one from the endogenous growth literature, where innovations can be developed by anyone, and developers market their own innovations. We then consider a more concentrated industry, where all innovation and pricing for a given technology is monopolized. We study the implications of the different market structures for both types of innovation, focusing on differences they induce in the direction of technological change. We apply our model model to the case of a hardware/software technology and analyze which market structure offers greater profits to a monopolist who can monopolize either hardware or software. We compare social welfare across the market structures, and discuss whether one type of innovation should be subsidized over anotherMarket Strucuture, Innovation

    The personal created through dialogue: enhancing possibilities through the use of new media

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    This paper explores the relationships between a number of different developments in higher education pedagogy, which are subsumed under the broad heading of progress files. The overall concern of the paper is to explore the ways in which personal reflection and learning is enhanced through dialogue. The paper explores the ways learners engage in dialogue in two environments that use different aspects of digital technologies to support the development of portfolios. The findings from the case studies point to the ways in which different technologies facilitated personal reflection mediated through sharing and dialogue. We develop the idea of affordances as a relationship whereby the learner is involved in a purposeful engagement with the possibilities created by their environment. The affordance of digitised technologies in supporting dialogue is, therefore, conceptualised in relation to the characteristics of the learner, not as a simple technology relation

    Christmas Tree Sales

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    This year’s Christmas tree sales were an overwhelming success. Four hundred trees were sold in seven days, bringing in more than one thousand dollars profit
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