Great example of the application of well-established humanities critical processes to the analysis of a technological artifact.
Of all the possible options in the real world — increasing funding for education, reducing overcrowded housing, building mixed use developments, creating employment opportunities, and so on — it’s the presence of the police that lowers crime in SimCity. This is the argument that game makes, its procedural rhetoric. Naïve though it may be, the game has staked out a position on urban planning from which it cannot deviate. — Mark Sample, DHQ: Digital Humanities Quarterly.
I'd love to do a shift at these gorgeous #neovictorian workstations, created in #Blender3D...
Some new locations for my #neovictorian #steampunk personal project. Created in #blender3d...
Congrats to all the winners at the Pittsburgh 48 Hour Film Project! Bit-Sized Productions ...
An English professor tries to help ChatGPT write and revise a sonnet
ChatBot Helps Crack the Case of the Missing 45GB
The internet’s memory is fading in front of us. Preserve what you can.
One thought on “Criminal Code: Procedural Logic and Rhetorical Excess in Videogames”
RT @DennisJerz: Sitting in the #cwcon banquet hall reading @samplereality ‘s excellent DHQ article on crime and code: http://t.co/GK4iGcYfyS