The actions of 'playing' and 'gaming' share similar connotation, however, there are some fine differences between them. 'Play' is defined by John Huizinga as 'A voluntary action or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a … Continue reading Computer Games Culture: Games, Play and Gamification
Core Values, Corporate Values and Brand Values Source: http://cultbranding.com/ceo/core-values/ Values are fundamental. Core values of a company define what a company stands for. Core values can... set a foundation for the organization's culture. guide difficult decisions by determining priorities in advance. help you improve innovation. help you attract the right breed of customers. help differentiate your … Continue reading Branding: Values, Manifesto/Mission
The purpose of the workshop is to take out/select specific elements on the newspapers and combine them together in order to present a different visual.
The permanent display held at the Design Museum, Design Maker User, features a variety of contemporary designs, which artists and designers would pay visits to seek inspiration, and understand the historical and cultural contexts behind the creations. The core of this exhibition is to present the relationship and dialogue between three participants, the Designer, Maker, … Continue reading Exhibition Visit: Design Museum
The word community is defined by the Oxford Dictionaries as "A group of people living in the same place or having a particular characteristic in common" or "The condition of sharing or having certain attitudes and interests in common". (Oxford Dictionaries) Communities exist in various form The essence of controversies Gamergate controversy: An online … Continue reading Computer Games Culture: Gaming Communities
Prejudice in the game world: Specific races are represented as certain characters' in various games. Reading: Playing with Race: The Ethics of Racialized Representations in E-Games by Dean CHan War Games and the Contingencies of Historical ‘Authenticity’ Sports Games, Urban Spaces and ‘Pixilated Minstrelsy’ Action-Adventure Games, True Crime and ‘Other’ Narratives (Grand Theft Auto) Genre and … Continue reading Computer Games Culture: Game Worlds and Genre
Technological determinism - Presumes that a society's technology drives the development of its social structure and social value. Cultural determinism - The culture that a society is raised determines the behaviours and emotions of the people.
Paradox of the ruin Dillon, B. (2014) RUINS. London: Whitechapel Gallery, MIT Press. p.11- Ruins embody a set of temporal and historical paradoxes. The ruins' decay is a concrete reminder of the passage of time... At the same time, the ruin casts us forward in time; it predicts a future in which our present will … Continue reading The Lure of the Ruin
Cyborg: A cybermetic organism/ a hybrid of machine and organism/ a creature of social reality as well as a creature of fiction The word 'robot' was not introduced till 1920s. Cyborg moves: unsettling the rules- focusing on woman empowerment. "The Cyborg Manfesto" - Donna Haraway, 1985 Movie1: Metropolis (robot: Maria) Artificial Intelligence (AI) Boundaries between … Continue reading Cyborg Cultures
Utopia can be defined as a vision of a better world, not perfect, but the ideal and improved place of the present. The idea of utopia is often constructed by imaginary worlds based on the reality, in which some real-life difficulties are neglected. Utopia - vision of a better world (not perfect) Utopian - desire … Continue reading Imaginary World: Utopia and Utopianism