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I came into the right spirit of writing a research proposal for my PhD application with these post-its that scream colour.

Picture taken by myself.

Colourful post-its make the application process both structured and fun.

The PhD project focuses on research on digital cartographies, which ties in neatly with my research on digital space and navigation in games and game rules.

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The Center for the study of digital Games and Play has a website. And as a former research master student writing about games, I earned a place in the list of affiliated people.

Picture taken from gamesandplay.nl

The new Games and Play website.

Utrecht University hosted the one-day (New) Media and the United States conference that was organised by studentNASA (Netherlands American Studies Association).

I attended the workshop on the Future of Television, in which speakers William Urichhio, Jaap Kooijman and Britta Wielaard not only looked ahead but also turned their heads towards the past of television. Combining this knowledge with the developments of radio, telephone, film and internet, they predicted a future in which television would take over characteristics of other media in its development. This would mean incorporating the possibilities for own contributions, on-demand technology and niche markets.

At the closing session, which was a panel discussion between the main speakers, I was introduced to the wonders of Twitter for a large audience for the first time. Twitter messages with the hashtag #NMEDIAUS were displayed on a whiteboard next to the screen used for the presentations. It seems to me that this meta communication is mainly somewhat of a distraction. The screen presented an ongoing stream of wishes to close the door and comments on the looks and statements of moderator Marius Verhage.

The status of Twitter as jamming transmitter was tuned up by the fact that I could not read the tweets due to the distance between the screen at the far end of the room and myself. The audience’s attention was focussed on the tweets whenever people laughed or pointed out renewals to their neighbours. The delay that was already involved in this process was enlarged by the constant need to refresh the page on the phone of the person sitting next to me (I was lucky she was as near sighted as me).

Conclusion from this event: twitter walls are more of a background murmuring than a useful contribution to the discussion.

StudentNASA presents (New) Media and the United States.

This is the day I handed in my master’s thesis for the research master Media and Performance Studies at Utrecht University. It was supervised by dr. Joost Raessens and my second reader was dr. Jami Weinstein. This is the abstract:

“The term virtual is frequently used by game scholars to describe the space presented in computer games. This space is usually typified as unreal and contrasted with unmediated real space. The conception of virtual as fake originates in the popularity of virtual reality technology in the 1980s. There are roughly three descriptions of the virtual in the meaning of unreal: The virtual is seen as an unreal reflection of the real world, as an imitation of it that however much perfected is never the real itself, and as having very real effects.

The dichotomy between virtual and real can be traced in game literature in the conception that game space is a representation of real space. The idea that games could thus be analysed as texts prevailed at the outset of the study of games as an academic subject. However, this perspective was soon criticised by scholars who opted to study games foremost as interactive media. This focus on the interactive element of games led to a growing amount of work on the importance of the body during play and, more recently, to a focus on the role of the player as a performer who actively creates space. Studying game space from these approaches, the opposition of real versus unreal virtual space is no longer of use.

Constructing an alternative terminology of the virtual drawing inspiration from the work of Deleuze, leads to an understanding of games as processes of virtualisation and actualisation that involve affect. This enables an explanation of the reality of game space, accounts for the convergence between player, machine and game and respects the specific characteristics of games. I recommend the use of the new terminology of the virtual that I formulated, to enable a true break from the perspective of games as representations and maps for the approaches of interactivity and embodiment, and to provide a firm ground for the approach of performativity to study the creation of spatial realities in respect to the specificity of the medium.”

Front page of RMA thesis.

A virtual version of the thesis can be found on this blog on the page “Written work” and on the website of my university’s library.

Tweets (Dutch and English)