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	<title>Comments on: Play Interfaces</title>
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	<link>http://grandtextauto.org/2003/07/09/play-interfaces/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: michael</title>
		<link>http://grandtextauto.org/2003/07/09/play-interfaces/comment-page-1/#comment-209</link>
		<dc:creator>michael</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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		<description>&lt;i&gt;Except perhaps the more elaborate setups at science museums and in interactive art installations.&lt;/i&gt;



It&#039;s interesting that you say interactive art installations have more interesting and sophisticated interfaces than arcade games (or pheraps games in genral). I find that the interaction design in games is far ahead of most new media art. By &quot;interaction design&quot; I include not just the design of the physical interface, but also what effects your interaction has. While new media art may in general engage more sophisticated concepts than most games, in the realm of interaction per se, I think games as a class beats new media hands down.</description>
		<content:encoded><![CDATA[<p><i>Except perhaps the more elaborate setups at science museums and in interactive art installations.</i></p>
<p>It&#8217;s interesting that you say interactive art installations have more interesting and sophisticated interfaces than arcade games (or pheraps games in genral). I find that the interaction design in games is far ahead of most new media art. By &#8220;interaction design&#8221; I include not just the design of the physical interface, but also what effects your interaction has. While new media art may in general engage more sophisticated concepts than most games, in the realm of interaction per se, I think games as a class beats new media hands down.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2003/07/09/play-interfaces/comment-page-1/#comment-210</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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		<description>Actually, I just meant that science museums and interactive installations sometimes have very elaborate setups - beyond what would be possible in a commercial arcade. For example, MeSci also has a huge &quot;physical model of the internet&quot; that people interact with by placing little balls as data packets that move along metal rails from simulated computer to simulated computer, passing them along until they reach their destinations. Pachinko can get pretty elaborate, but I think this sort of thing is still beyond that. As, say, are some of the more elaborate setups by people like Jeffrey Shaw or Simon Penny or...</description>
		<content:encoded><![CDATA[<p>Actually, I just meant that science museums and interactive installations sometimes have very elaborate setups &#8211; beyond what would be possible in a commercial arcade. For example, MeSci also has a huge &#8220;physical model of the internet&#8221; that people interact with by placing little balls as data packets that move along metal rails from simulated computer to simulated computer, passing them along until they reach their destinations. Pachinko can get pretty elaborate, but I think this sort of thing is still beyond that. As, say, are some of the more elaborate setups by people like Jeffrey Shaw or Simon Penny or&#8230;</p>
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		<title>By: nick</title>
		<link>http://grandtextauto.org/2003/07/09/play-interfaces/comment-page-1/#comment-211</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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		<description>as long as you dont start talking about &lt;a href=&quot;http://www.syberpunk.com/cgi-bin/index.pl?page=boonga&quot;&gt;Boong-ga&lt;/a&gt; &lt;a href=&quot;http://www.wired.com/news/games/0,2101,48438,00.html&quot;&gt;Boong-ga&lt;/a&gt; ...
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		<content:encoded><![CDATA[<p>as long as you dont start talking about <a href="http://www.syberpunk.com/cgi-bin/index.pl?page=boonga">Boong-ga</a> <a href="http://www.wired.com/news/games/0,2101,48438,00.html">Boong-ga</a> &#8230;</p>
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