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Posts tagged “A Psychogeography Of Games”

Feature: How place affects games and creators

A Psychogeography Of Games #6: Llaura Borealis

This is the last of my 6 articles in the Psychogeography of Games series on RPS, drawn from a series of performance talks given at Videobrains in London. If you’d like to support my on-going games writing, and get a reward of a super cool zine of these collected writings plus images and extras, sign up on patreon.com/hannahnicklin. Thanks for reading. - Hannah This is…

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Feature: A walk about games about walks.

A Psychogeography Of Games #5: Ed Key

This is article 5 of 6, adapted from my Psychogeography of Games series for London’s Videobrains. If you enjoy this, please consider backing me on Patreon, where there’ll be a zine of these texts coming out in the New Year, plus an exciting new project announced soon(ish). In the months running up to the walk, Ed has sent me the occasional email, each time with…

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Feature: How Place Affects Game Design

A Psychogeography Of Games #4: George Buckenham

This is article 4 of 6, adapted from my Psychogeography of Games series for London’s Videobrains. If you enjoy these articles, please consider backing me on Patreon. I’m soaked before I even get to George’s door. He lives in ‘Globe Town’ – a small part of North East London in the borough of Tower Hamlets. I call him from Globe Street and walk up and…

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Feature: On liminal spaces

A Psychogeography Of Games #3: Kerry Turner

This is the third of 6 talks I’m doing for Videobrains walking with game designers and thinking about how the landscape of their lives affects their game design. If you enjoy this series, please back me at patreon.com/hannahnicklin. This week, developer Kerry Turner, creator of indie gem Heartwood. We’re going to Brighton, the long way round. Around 12,000 years ago the ice left Yorkshire. As…

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Feature: Walk And Talk

A Psychogeography Of Games #2: Holly Gramazio

She is 25 years old. She stands in an airport in dusty cold air pushed through air conditioning units, a suitcase checked in half an hour before. 3 archive-style boxes, twice the size of a large shoebox, will follow. It’s 1991 and she is 10. A legionnaire’s hat hides her head from the Adelaide sun. Blue and white checked dress, a windcheater with the school…

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Feature: How Place Affects Game Design

A Psychogeography Of Games #1: Kentucky Route Zero

This article is a part of a series based on 6 months as resident speaker at VideoBrains called A Psychogeography of Games. Psychogeography is a big chewy word put together by drunk French dudes in 1955 to talk about how the landscape of our lives affects how we feel, think and act. Here, I’m particularly interested in how the geography of our lives affects how…

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