RafaelFajardo

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  • Sherry Turkle and The New Aesthetic

    fragmince: So, I turned the pages of Levy’s book with a cool eye. What if a robot is not a “form of life” but a kind of performance art? What if “relating” to robots makes us feel “good” or “better” simply because we feel more in control? Feeling good is no golden rule. One can…

    November 28, 2012
  • (via Duct tape RFID tag #1 : scanlime)

    November 28, 2012
  • #1ReasonWhy and Sexism in the Gaming Industry

    #1ReasonWhy and Sexism in the Gaming Industry heartbarf: alexleefitz: I’m sure this is already been talked about to death, but for the few who missed it: Women in the video game industry are using the hashtag #1ReasonWhy to give first hand accounts of the sexist bullshit they deal with as writers, programmers, etc. in the…

    November 28, 2012
  • RESULTS: What the researchers referred to as “forced rate activity,” others might feel is more accurately labeled “torture.” But when they calculated the brain activation of the patients forced to pedal past their comfort level, they found lasting increases in connectivity between two areas of the brain responsible for motor ability: the primary motor cortex…

    November 28, 2012
  • When emerging arts entrepreneurs are involved in the creative process associated with entrepreneurship, their first impulse would understandably be rooted in their artistic experience. This explains why they are so frequently wedded to their ideas, as they (the ideas) come out from their personal experience. It also explains why young arts entrepreneurs are frequently reluctant…

    November 28, 2012
  • It’s almost impossible to understand the Wii U in the abstract, without playing it. And even then you won’t be sure of it, because the Wii U isn’t sure of itself, and that’s its greatest virtue. In an age when showy CEOs shout hubristic, trite predictions about the inevitable future of games, The Wii U…

    November 27, 2012
  • so playing Nintendo Land offers a strange new view on Nintendo’s catalog. It’s a pretend Nintendo; it’s Nintendo admitting to pretense. In the West we often forget just how traditionally Japanese Nintendo really is. This aesthetic choice might be seen as sloppy or arrogant in the United States, a failure to make a coherent collection…

    November 27, 2012
  • A one-liner on ZombiU’s box copy helpfully summarizes that title: “Feel the tension mount as you try to keep an eye on your TV and controller screen.” This is more than just marketing copy for a single game: it’s a thesis statement for the entire console. The Wii U is a system thrust into the…

    November 27, 2012
  • conceptualjoinery: “Practice instead of theory” — One of Joi Ito’s “key principles” in shaping the direction of MIT’s Media Lab. “Why not both?” asks Lev Manovich on Twitter. “We got both!” says DMI. (via barelyconcealednuance) praxis

    November 27, 2012
  • mayamural: Graffiti & Street Art. Diagram: Daniel Feral. A special edition published on the occasion of FUTURISM 2.0

    November 27, 2012
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About us

Rafael Fajardo (he/him) is an artist, designer, researcher, and educator. Born in Colombia, he migrated with his parents to the United States in 1968 and grew up in San Antonio, Texas. Through his work with SWEAT, Rafael has been creating boundary-blurring videogames as an art form since 2000. Rafael has also collaborated with artists Adán De La Garza and Justin Ankenbauer under the moniker of Dizzy Spell to curate a series of pop-up artist game arcades.

https://rafaelfajardo.com/links.html

https://sudor.net

https://dizzyspell.xyz

Latest posts

  • Discord may be taking our data
  • Yurupari documentary series
  • Learning Pico-8
  • What I did with my June
  • Block Coding in Godot 2

Categories

  • books
  • code drawings
  • commissions
  • communities
  • games
  • toys
  • tumblr archive
  • words

RafaelFajardo

ludo ergo sum