Affordance, Actionability and the Gamic Medium

This piece was written for the Beyond the Gaming Principle – User at Work conference, hosted 17 February 2022 at Prague’s Academy of Fine Arts (


Moment 1: “[February 9, 2022] French video games giant Ubisoft has teamed up with the The Sandbox metaverse platform in the latest sign of the fusion between game development and non-fungible tokens (NFTs). […] However, gamers are grappling with NFTs’ place in video games, with some pushing back because they believe it represents a new form of monetisation which could be predatory, or even ruin the game experience if abused.”[1]

Continue reading “Affordance, Actionability and the Gamic Medium”

Standing Stone: Kinship


seldom stand by the road

Save when kinsman honors his kin.


Runic writing first appeared in the second century AD in the Germanic parts of continental Europe. It was initially used to adorn various status objects, such as brooches, helms, or spearheads, the oldest datable runic find being a comb with the legend harja (ᚺᚨᚱᛃᚨ) dating to 160 ADfound in the Vimose bog on the Danish island of Funen.[1]

Continue reading “Standing Stone: Kinship”

Gaming The Aftermath

Produced and curated by Diffractions Collective – Vít Bohal, Dustin Breitling hosted by APART

Surveying a planet fraught with climatic, biodiversity, governance and social crises, this lecture series aims to understand how ‘gaming’ as the supreme medium of our time invites engagement with questions related to systems-designing, that in effect, provides tools for orienting and working through our catastrophe-laden imaginary. We reflect upon whether games themselves can accompany how we engineer strategies aligned with models of adaptive intelligence, to interface and ‘melt’ into designing counter-worlds against the lock-in of futural disintegration. Through an examination of the role of logistics operating as the arteries of our world economy, we probe into how ‘walking simulators’ and ‘management games’ compel engagement with our ‘infrastructural unconscious’ and provide templates for ‘rafting-with’ the realities of supply-chain breakdown, displaced migrations, and a form of ‘bricolaging’ our way through adverse environments.

Continue reading “Gaming The Aftermath”

Wyrdpatchworkshop I-IV: Towards the Temporary Augmented Reality Zone

This essay constitutes fallout from the Wyrdpatchworkshops (WPWS), a series of encounters which took place in the Winter and Spring of 2018/2019 in Punctum Krásovka in Prague. The structural definition is as follows: the WPWS was a socio-technical assemblage through which drives and intensities were run. 

Continue reading “Wyrdpatchworkshop I-IV: Towards the Temporary Augmented Reality Zone”