Becoming Sensate

New Approaches to Observing Play

Games move us (Apperley & Jayemayne, 2012; Giddings, 2009). They teach us how to play them, how to move through their worlds, how to learn their protocols, and how to negotiate their persistent blending of virtual and physical worlds. The moving parts of a situation of gameplay – the platform, the narrative, the player and her environment – act as an assemblage, a constantly changing interaction of humans and nonhumans influencing one another. The notion of play is not a fixed reality, but a result of these elements in constant contact and becoming what we recognize as play (Massumi, 2002). Continue Reading

Destructive Tumbleweeds and WereBeavers

Attuning to Time and Space in Don’t Starve Together

Dropped into a wilderness with no instructions, no inventory, and no end goal, Woodie the Lumberjack and Wilson the Scientist wait for my partner (Adam) and I to take control and guide them around Don’t Starve Together’s randomly generated world. These characters have the skills to craft tools from sticks, scavenge food from animals, and properly cook berries and meat over a campfire. In return, we as players must lead them to resources and develop a strategy for keeping the characters alive. The only problem is that we have no idea what we’re doing. Continue Reading