Values and the meaning behind them are always an interesting topic. If I were to make a game based on values, I would make one on either respect, self-enhancement or love. Respect would be brought to life by creating a game where the player is a teacher of some kind…


Mary Flanagan’s Critical Play Radical Game Design breaks down Critical Play as “games carrying beliefs within their representation systems and mechanics”. (Flanagan 14) She then goes to further add the idea that artists using games as a medium of expression is transforming popular culture around the globe. At a first…


What does it mean to slow down? Can such a thing as stopping really be applied in today’s world? Social values such as time sensitivity or management are viewed in high regard. If such a thing is seen as wasted it’s looked down upon. For most this is the right…


“ Glitch is both the product of malfunction and artificial cre-ation.” (113 Pedro) This statement is used in Post-Digital Aesthetics in Contemporary Audiovisual Art to define glitch but from an art perspective. A perspective that many who experiences glitches may overlook at a first glance. With that in mind I…


This week I wanted to take a look at glitching. We discussed the basics of glitching/modding in the previous journal entry, but I wanted discuss glitching in a more technical way. Using Matthew Fuller’s Software Studies A Lexicon, we can assume, “ Glitch is often used as a synonym for…


This week we are going to look at Counter-gaming. This is a term that is brought to light by Alexander R. Galloway. After researching his thoughts on the matter it seems as if Galloway has associated the “work” done within a game as labor. “These days play looks more like…


For this week I wanted to look at modding and it’s relation to a game. In this particular instance I want to refer to Anne-Marie Schleiner’s concept which is “ The modder takes advantage of this digital game product at his or her fingertips, modifying the game with tools provided…


In this journal I wanted to take a look at the definition of a game engine. In this case I’ll be looking at Henry Lowood’s Debugging Game History: A Critical Lexicon and how he describes a game engine. In truth there are two main ways he breaks down an engine…


If I were to use Dovey and Kennedy’s definition of technicity, “Technicity thus enables us to look at social structures and cultural affinities in a new way — to identify the ways in which technology lies at the heart of these new connections.” ( Dovey and Kenney 17) I would…

Brandon Brennen

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