Your fingers hover above the keyboard, hesitating to type out a response to the enthusiastic bubble that pops onto the screen, asking about your day. It’s tiring, trying to keep up the charade. When did the shift occur? At what point did communicating become a chore as opposed to a treat? A lazy res
Today, I sat alone in my house on my phone, catching, stamping, and releasing virtual paper airplanes with over 150,000 people from all over the world. I was alone, but I felt part of such a large, positive community. Created by Active Theory in celebration of Peace Day at Google’s I/O 2016 conferen
The history of the term “walking simulator” is short but heated. It’s only seen wide usage over the past few years and is often applied frivolously. There’s a lot of uncertainties around it but the one thing that’s for sure it it’s a divisive term. Some people see it as a useful way to bunch togethe
Remember Nidhogg (2014)? Before its release there was whispers of it as the 2D fencing game that people just couldn’t stop playing. After its long-awaited arrival it made its way to other platforms, until it seemed to become nearly ubiquitous—its pixels once only glanced at now brash and animated in
Heterotopias is a series of visual investigations into virtual spaces performed by artist and writer Gareth Damian Martin. /// Videogames have always had something of a preference for islands. These closed spaces, limited by a shoreline, are the perfect conceit for creating an enclosed simulation—an