ABSTRACT
This paper considers the importance of the 1960’s project to build The Fun Palace in East London. A flashpoint for cultural-politics and design at the intersection of leisure, class, and technology, this case has important lessons for thinking about contemporary game design and game culture. Drawing on an esoteric branch of cybernetics developed by Gordan Pask for the Fun Palace and through a case study with modded Minecraft we point to directions in human-machine interaction and play that have been lost since the 60s and could be found again.
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