I think about this passage in @doougle's thesis a lot. 1/3
http://doougle.net/phd/Designing_for_the_Pleasures_of_Disputation.pdf …pic.twitter.com/9NaeswsJqb
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The 'material' vs 'authority' is in many ways a misreading of Crawford and others in this vein. Materials have rules & thus always mediate.
A key aspect of looking at games as a conversation (or interaction loop) is to give players a main role. Games as human process vs artifact.
People have often used games in unexpected ways: LAN parties as a *social* event & minecraft for storytelling are not isolated examples
Computer as material, by Papert. http://www.papert.org/articles/ComputerAsMaterial.html …
G.Sussman "We Really Don't Know How to Compute". We code specific provable paths instead of generic evolving beyond what author design for.
He calls it the Dijkstra legacy and discusses with examples how to design evolving systems.
In a sense, one could argue that digital text is essentially just that: "digital material" used for code, communication, commands.
Very intriguing and opens a new angle on designi. Thanks
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