RMIT University
Design and Creative Practice
This paper discusses the implications of Analogue Art Map's collaborative installation Map Me, a tactile version of a social networking application. Map-Me brings virtuality back into reality, making the act of networking, the connections... more
By blurring the boundary between game fiction and reality, Pervasive Games impact the shared space of the city areas that they use as gaming platform. Drawing on notions of spatial theory and Pervasive Gaming practice, this paper... more
Developments in retinal projection and contact lens display promise an eventual seamless experience of augmented and virtual realities. But as with the inception of all immersive technologies, this raises the fearful spectre of an... more
Review of the Documenta 13 exhibition in Kassel, Germany
/ Résumé This chapter examines the ethical concerns surrounding Alternate Reality Games and related experiences that blur distinctions between reality and fiction. Beginning with a discussion of key aspects of moral philosophy and the... more
In the last two decades, a series of games that interweave fiction with reality and often involve real world outcomes have appeared. Encompassing serious games, ubiquitous games, location based-games and gamification, these reality-based... more
During the 2019 protests in the city of Hong Kong, videogames emerged as more than key themes and sites of protest, but an all-encompassing cultural discourse around which demonstrations crystallised. Drawing extensively on reportage of... more
Responding to the unannounced spiritual mysticism surrounding contemporary technologies, a religiosity present in the prayer-like devotion of social media piety to the cultish intensity surrounding each iPhone launch, this paper aims to... more
Reflecting on the history and development of art science (ArtSci) in Australia since the late 1980's, this article surveys examples of creative practice that have emerged through Australian ArtSci collaboration over the last 35 years and... more
During Hong Kong's 2019 street protests, images of Pokémon became a recurring motif. What accounts for the presence of this videogame franchise figure among the anti-extradition demonstrators? Establishing Pokémon as a lens through which... more
In the prehistory of mobile devices, the hand-fan plays a crucial role. Extending well beyond use as an airconditioning tool, the hand-fan has evolved across centuries and cultures to become a portable screen, a game console, an artistic... more
Following Akbar Abbas’s seminal 1997 study Hong Kong: Culture and the Politics of Disappearance, this paper argues that just as Hong Kong is disappearing in the real world, it is re-appearing in the virtual world of videogames. With... more
- by Hugh Davies
This paper reviews the historical and contemporary significance of the Freeplay Independent Games Festival. This event focusing on critical issues in game production and culture, and has taken place in Melbourne, Australia over the last... more
In the heady discourse following the launch of Pokémon Go, many of the game’s influences, histories and precursors were forgotten or over-looked. Against the newness in which Pokémon Go is often framed, this article re-contextualises its... more
The popularity of Pokémon GO has been credited to its branding by the Japanese multinational consumer electronics and video game company Nintendo, the technological innovations of the game’s developer Niantic, and the historical... more
This paper discusses a sculptural work installed at the Hong Kong Centre for Heritage, Arts and Textiles (CHAT) in 2022. The work titled Omikuji, and this paper discussing it, each explore the legacies of North Asian divination and their... more
- by Hugh Davies
The Internet’s inherent paranoiac logic is inscribed into its very materiality. This chapter explores how Alternate Reality Games (ARGs) expose the reality of networked complexity. Through examining paranoid tendencies in contemporary... more