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  1. Rider Spoke

    Rider Spoke is a work for cyclists combining theatre with game play and state of the art technology. The project continues Blast Theory’s enquiry into performance in the age of personal communication. Developing from works such as Uncle Roy All Around You (2003) the piece invites the audience to cycle through the streets of the city, equipped with a handheld computer. They search for a hiding place and record a short message there. And then they search for the hiding places of others.

    The piece continues Blast Theory’s fascination with how games and new communication technologies are creating new hybrid social spaces in which the private and the public are intertwined. It poses further questions about where theatre may be sited and what form it may take. It invites the public to be co-authors of the piece and a visible manifestation of it as they cycle through the city. It is precisely dependent on its local context and invites the audience to explore that context for its emotional and intellectual resonances.

    Scott Rettberg - 13.04.2013 - 15:18

  2. speculat1on.net

    Speculation is an alternate reality game that explores the culture of Wall Street investment banks in the context of the 2008 global economic crisis. From cryptographic puzzles and online simulations to live performances and geocaching, Speculation incorporates a wide range of media to build a transmedia world in which the logic of capital has accelerated beyond control. In the process of discovering, decoding, reconfiguring, and remixing Speculation, thousands of players transformed the game into a collaborative platform for speculating on the future of finance capital. (Source: GalleryDDDL description)

    Scott Rettberg - 27.04.2013 - 22:55

  3. Wittenoom: speculative shell and the cancerous breeze

    This award-winning responsive poem focuses on the Australian ghost town Wittenoom, abandoned due to toxic dust caused by asbestos mining. Each of its nine parts focuses on an aspect of the abandoned town and consists of an image from Wittenoom, generally portraying urban decay, an brief looping instrumental audio track, links to other parts of the poem, a title for the section, and a text accessible through different responsive interfaces. A brief parenthetical help text near the bottom left corner of each screen provides encouragement that hints at the interface, promting readers to explore the interactivity and intuit its internal logic. The thematic focus and consistent visual design pull the work together, while the varied interfaces lead to new explorations of the spaces, together producing an experience both jarring and immersive. (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 07.05.2013 - 12:45

  4. Life 2.0

    Life 2.0 er en spillbar versjon av kortprosateksten ved samme navn som opprinnelig ble utgitt i Arnebergs samling MEPÅNO. Livet fremstilles som en rekke funksjoner som aktivers gjennom et spillkonsoll-lignende grensesnitt. Spilleren/leseren trykker bokstaver og bokstavkombinasjoner på tastaturet som gjør at ord (KÅT - SULTEN - SULTEN - NOK) leses opp med en matt stemme og samtidig vises i bakgrunnen av skjermbildet. Livet i 2.0 versjon fremstilles som meget begrenset - kanskje som et dataspill? - og sentrerer seg rundt grunnleggende behov som mat, drikke, søvn og sex.

    Jill Walker Rettberg - 18.06.2013 - 11:57

  5. Aisle

    A work of interactive fiction.

    From IFwiki:

    • The original "one move" game. After the results of the player's command are displayed, the game pauses for a keypress, then returns the game back to the beginning so the player can make another choice.
    • Multiple endings. Although some endings are better than others, there is no best winning ending; the player is not playing to win or lose. Also, the endings, taken together, imply inconsistent past histories for the PC.
    • Puzzleless. The player is expected to explore the possibilities offered by the set-up. There is some emphasis on calling each variant a story, or part of a story.

    Jill Walker Rettberg - 29.06.2013 - 09:31

  6. Metamorphoses

    Metamorphoses is a game about transformation and aspiration, set somewhere between our own reality and the world of forms. An exercise in simulationist IF, it offers multiple solutions to most puzzles and attempts to model interactions between objects of different sizes, shapes, and materials in a realistic way, including burning and the breakage of fragile objects.

    Jill Walker Rettberg - 29.06.2013 - 09:46

  7. Zero Sum Game

    Zero Sum Game

    Jill Walker Rettberg - 29.06.2013 - 18:51

  8. Suspended

    The player's character has been embedded within a facility that controls vital systems, such as moving public transportation belts and weather control, for an Earth-settled planet called Contra. During the player's five-hundred-year tenure, the player would normally be kept in stasis while his sleeping mind serves as the Central Mentality for the largely self-maintaining systems. As the game opens, however, he is awakened by severe error messages; something is going wrong. The facility has suffered catastrophic damage from an earthquake, and the Filtering Computers are shutting down or becoming dangerously unstable. The inhabitants of the city assume that the Central Mentality has gone insane and is purposely harming the city, as a previous CM had done. The player's task is to repair the damage and restore the systems to normal states before a crew arrives at the facility to "disconnect" his mind, killing him, to be replaced with a clone.

    Jill Walker Rettberg - 02.07.2013 - 22:55

  9. Enchanter

    Enchanter is a 1983 interactive fiction computer game written by Marc Blank and Dave Lebling and published by Infocom. It belongs to the fantasy genre and was the first fantasy game published by Infocom after the Zork trilogy (it was originally intended to be Zork IV). The game had a parser that understood over 700 words, making it the most advanced interactive fiction game of its time. It was Infocom's ninth game. (Wikipedia)

    Jill Walker Rettberg - 02.07.2013 - 22:58

  10. Varicella

    Varicella is a 1999 work of interactive fiction by Adam Cadre, distributed in z-code format as freeware. It is set in an alternate history which features roughly modern technology mixed with Renaissance-style principalities and court politics. The characters of Varicella use contemporary language from their home in a Renaissance castle, continuing the contrast between old and new. The player character is Primo Varicella, palace minister in Piedmont, who has to get rid of several rivals for the regency following the death of the king. The international situation in the game is described in passing: Piedmont is part of a loose confederation of kingdoms that make up a Carolingian League and is engaged in a war against the Republic of Venice. It won four XYZZY Awards in 1999 including the XYZZY Award for Best Game, and was nominated for another four.

    Jill Walker Rettberg - 02.07.2013 - 23:02

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