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#PRISOM Help Screen

System Disruption In ‘Anti-Game’ Worlds

#PRISOM Projection at Wakefield Cathedral

“It is…possible for authors to engage with gameplay through the creation of multimedia game worlds that combine textual experimentation with interactive principles of computer games…The signifying systems by which commercial games make meaning and shape player behaviour are disrupted within these ‘anti-game’ worlds: in The Dead Tower, geographical terrain is mixed with hovering textual artifacts which must be navigated around: in #PRISOM, the player is exhorted into obedient behaviours but is given no indication of possible goals or consequences of their obedience or resistance.”

Source: Assemblages of Enunciation: A Rhizopoetic Analysis of Contemporary Australian Electronic Poetry