Exploring physical and virtual islands: Inchcolm Project

Research output: Contribution to conferenceOther

Abstract

Inchcolm Project was a proof of concept that aimed to make apparent the connections between video games and performance, and to blur the lines between physical and virtual worlds and bodies. In designing the two-hour journey on Inchcolm I drew on both theatre and game design methods and brought the world of Dear Esther (The Chinese Room, 2012) to life on Inchcolm. What resulted was an interplay between two islands, one real and one virtual, and three experiential worlds, the world of the performance, the world of the game and Inchcolm, as a world in and of itself, its physical presence in constant tension with the visiting worlds.
Original languageEnglish
Publication statusPublished - 3 Feb 2017
EventGame Think 2.0 - Bute Hall, University of Glasgow, Glasgow, United Kingdom
Duration: 3 Feb 20173 Feb 2017
http://videogames.arts.gla.ac.uk/events/game-think-2-0/

Conference

ConferenceGame Think 2.0
Abbreviated title#GameThink
CountryUnited Kingdom
CityGlasgow
Period3/02/173/02/17
OtherBuilding on the original event in 2015, Game Think 2.0 is a half day mini-conference that will provide students, researchers, and games industry practitioners with an opportunity to share their current video game-related research and development interests in a fun, informal way.
Internet address

Fingerprint

Physical
Journey
Virtual Worlds
Esther
Chinese Room
Video Games
Physical World

Cite this

Bozdog, M. (2017). Exploring physical and virtual islands: Inchcolm Project. Game Think 2.0, Glasgow, United Kingdom.
Bozdog, Mona. / Exploring physical and virtual islands : Inchcolm Project. Game Think 2.0, Glasgow, United Kingdom.
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title = "Exploring physical and virtual islands: Inchcolm Project",
abstract = "Inchcolm Project was a proof of concept that aimed to make apparent the connections between video games and performance, and to blur the lines between physical and virtual worlds and bodies. In designing the two-hour journey on Inchcolm I drew on both theatre and game design methods and brought the world of Dear Esther (The Chinese Room, 2012) to life on Inchcolm. What resulted was an interplay between two islands, one real and one virtual, and three experiential worlds, the world of the performance, the world of the game and Inchcolm, as a world in and of itself, its physical presence in constant tension with the visiting worlds.",
author = "Mona Bozdog",
year = "2017",
month = "2",
day = "3",
language = "English",
note = "Game Think 2.0, #GameThink ; Conference date: 03-02-2017 Through 03-02-2017",
url = "http://videogames.arts.gla.ac.uk/events/game-think-2-0/",

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Bozdog, M 2017, 'Exploring physical and virtual islands: Inchcolm Project' Game Think 2.0, Glasgow, United Kingdom, 3/02/17 - 3/02/17, .

Exploring physical and virtual islands : Inchcolm Project. / Bozdog, Mona.

2017. Game Think 2.0, Glasgow, United Kingdom.

Research output: Contribution to conferenceOther

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N2 - Inchcolm Project was a proof of concept that aimed to make apparent the connections between video games and performance, and to blur the lines between physical and virtual worlds and bodies. In designing the two-hour journey on Inchcolm I drew on both theatre and game design methods and brought the world of Dear Esther (The Chinese Room, 2012) to life on Inchcolm. What resulted was an interplay between two islands, one real and one virtual, and three experiential worlds, the world of the performance, the world of the game and Inchcolm, as a world in and of itself, its physical presence in constant tension with the visiting worlds.

AB - Inchcolm Project was a proof of concept that aimed to make apparent the connections between video games and performance, and to blur the lines between physical and virtual worlds and bodies. In designing the two-hour journey on Inchcolm I drew on both theatre and game design methods and brought the world of Dear Esther (The Chinese Room, 2012) to life on Inchcolm. What resulted was an interplay between two islands, one real and one virtual, and three experiential worlds, the world of the performance, the world of the game and Inchcolm, as a world in and of itself, its physical presence in constant tension with the visiting worlds.

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Bozdog M. Exploring physical and virtual islands: Inchcolm Project. 2017. Game Think 2.0, Glasgow, United Kingdom.