Learning from Tiny Tower: Mobile Gaming and the Post-Industrial Society

Learning from Tiny Tower: Mobile Gaming and the Post-Industrial Society

Ever since Wii came along and swept everyone from me to my seventy year old retired Teamster uncle into the world of gaming, I’ve had a sneaking suspicion that video games have become a tool by which our future robot overlords are retraining us to perform various tasks after the big takeover.* Big Brain Academy, in particular, reminded me of those later scenes in 1984, when the Party had smashed every bone in Winston’s hands and he had to learn to write again using a big pencil, like a kindergartener. 4423… 3244. Do-re-mi…mi-re-do. Memorize the faces and match the frog to the dog. When a game tells me to take an order on the phone and then tell it back to the game – “calzone, … [Read more...]

Hollywood without Hollywood: Las Vegas from the Periphery

Hollywood without Hollywood: Las Vegas from the Periphery

For the architect or urban designer, comparisons of Las Vegas with others of the world’s “pleasure zones” – with Marienbad, the Alhambra, Xanadu, and Disneyland, for instance – suggest that essential to the imagery of pleasure zone architecture are lightness, the quality of being an oasis in a perhaps hostile context, heightened symbolism, and the ability to engulf the visitor in a new role: for three days one may imagine oneself a centurion at Caesars Palace, a ranger at the Frontier, or a jetsetter at the Riviera rather than a salesperson from Des Moines, Iowa or an architect from Haddonfield, New Jersey. -- Learning from Las Vegas, pg. 53   Writing in 1977, Robert … [Read more...]

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