Poetic Machines - Game

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Introduction - Rationale
 The Machine
 Posthuman Cyborgs
 The difference between analogue &
digital – simulations vs representations
 Conclusion
 References

Knowledge towards the creation of
effective & specifically targeted game
based learning experiences.
An examination of ePoetry as digital
creative content can inform:
 interactive entertainment
 digital game based learning
http://youtu.be/I8cP0L5PQmg
Analogue – Representations
Aristotle – mimesis
Poetry as a likeness or imitation of the
world around us
Digital – Simulations
Giddings (2007) & Hayles (2004)
The computer as a simulation machine,
simulating the world around us
http://www.bornmagazine.org/projects/fallow
(Givens & Ong, Fallow, Online)
“My work Concatenation is a text-asapparatus. It was necessarily created
within, and necessarily experienced via the
computer” (Weight 2006).
Not only is the apparatus essential to digital
creative expression but so too are we.
We are part of the process, the human and
apparatus communication within the
exchange, the cybernetic loop (Aarseth
1997).
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Giddings, S. 2007. Dionysiac Machines : Videogames and the Triumph of the Simulacra. In Convergence: The International Journal of Research into New
Media Technologies, 13 417-431.
Gill, A.A. 2009. What is it about Poetry? In The Sunday Times Culture Supplement, 8 March. 30-31.
Givens, R., & Ong, M. (n.d.). Fallow. Retrieved from: http://www.bornmagazine.org/projects/fallow.
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