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1960s Cybernetics and the Unfulfilled Promise of Digital Play

Published:12 April 2023Publication History

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.

References

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  2. Usman Haque. 2007. The architectural relevance of Gordon Pask. Architectural Design 77, 4 (2007), 54–61.Google ScholarGoogle ScholarCross RefCross Ref
  3. Stanley Mathews. 2006. The Fun Palace as virtual architecture. Journal of Architectural Education 59, 3 (2006), 39–48.Google ScholarGoogle ScholarCross RefCross Ref
  4. Andrew Pickering. 2010. The cybernetic brain: Sketches of another future. University of Chicago Press.Google ScholarGoogle Scholar
  5. Katie Salen Tekinbas and Eric Zimmerman. 2003. Rules of play: Game design fundamentals. MIT press.Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Darren Wershler and Bart Simon. 2021. The Allegorical Build. Minecraft and Allegorical Play in Undergraduate Teaching. gamevironments15 (2021).Google ScholarGoogle Scholar

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  • Published in

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    FDG '23: Proceedings of the 18th International Conference on the Foundations of Digital Games
    April 2023
    621 pages
    ISBN:9781450398558
    DOI:10.1145/3582437

    Copyright © 2023 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 12 April 2023

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