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TDGC Search Try Notion Drag image to reposition TDGC CONTENT INTRODUCTION PHD PROJECT NFT CONCEPT AND FUNDRAISING MODEL TDGC – A BIT OF BACKGROUND TDGC IN A CONTEMPORARY CONTEXT NFT DESCRIPTION AND "THE ESSAY" AUTOBIOGRAPHICAL ESSAY: JUST A CYBER GOONIE JUST A GOONIE, NOT A HACKER EMBRACING A BIT OF GAMER THEORY THE ARTISTS: WHO WILL THEY BE? INTRODUCTION My name is Ole Wilken. I am a self-funded PhD researcher in the field of digital culture and software studies in the Department of Media, Communications and Cultural Studies (MCCS) at Goldsmiths, University of London where I am fortunate to be working with my supervisor Professor Matthew Fuller. As a PhD researcher in the field of digital culture, I am keen to pursue an alternative approach to fund my research and an established NGO focusing on digital rights with proceeds from an auction of 100 NFT artworks in a series titled: The Disillusioned Gamer Collection (TDGC). The TDGC artwork will build on an autobiographical essay I have written about the origin of the 'Disillusioned Gamer' (see below or table of contents above). Together, the essay and artwork can be seen as an emblem of the felt ambivalence of disillusioned gamers around the world who might oscillate between feeling sceptical towards or hyper-enthused by metaverse projects and associated blockchain-based technologies. TDGC seeks to embrace and reflect on this oscillation between celebration and repudiation of metaverse imaginaries. Finally, I hope to make the NFTs in collaboration with ten digital artists who's work has both shaped and been shaped by the lore and iconography of virtual worlds. From fantasy to cyberpunk and interstellar space operas that I and other gamers dream about. Meanwhile we're wrestling with a creeping sense of disillusionment which is bound to emerge when reality-changing stories and games turn into dreams and unfulfilled hopes that exists on a spectrum of human agony associated 'with blasted hopes and shattered dreams' as Martin Luther King, Jr. eloquently put it in Unfulfilled Hopes, a sermon from 1959. Please see project description below Reach me at oloeh001@gold.ac.uk. You can also find me on Twitter and Linkedin and PHD PROJECT My PhD project is titled: "Digital-material self: essays on the co-construction of software, objects and material selfhood". The project seeks to enhance our understanding of the digital dimensions of what the American philosopher and psychologist William James called the 'material self' (1890), that is human-object relations as opposed to the digital dimensions of the 'social self' (human-human relations) which are more well-understood and researched. With funding for a full-time PhD I will complete my thesis in 2025. Further, I hope to undertake post doctoral research from 2025 to 2027 and publish my PhD thesis as a book on digital objects of the material self. The objective here is to build on the work of Yuk Hui on the existence of digital objects and Nick Couldry and Ulises Mejias’ work on data colonialism, among others, to enhance our understanding of the datafication of the human 'material self', which becomes instantiated in digital objects included in smartphone logs, blockchains, and various metadata associated with physical stuff we live with in everyday life, including the physical things that enhance our personal relationship with digital assets/artifacts, like digital art/NFTs. See research objectives (← click arrow to expand section) Extended PhD proposal Essay that sparked my PhD project Read two short 'blogs' about my research Quick Gephi graph and illustration of the material self with a human-object distribution ratio (HODR) of 1/1000, so 1:10 of the actual HODR ~1/10000 which corresponds to the number of objects owned by an average person living in Germany (Trentmann 2016). NFT CONCEPT AND FUNDRAISING MODEL Image 1. "The Disillusioned Gamer" temporary exhibition space in Cryptovoxels. Displays an illustration and NFT I have created. It is an image of a gamer's alter ego, inspired by an essay I have written. The essay is included in the NFT. Leet title "|_@2[]/2 |=[](||5 []|\| ×|>" says "laser focus on XP". Alternate title, as written in the NFT description, is "Collage of/by disillusioned optimistic gamer holding on to XP arranged by algos". The NFT is currently available on Opensea.io, although it has not been fully "minted" and is still mutable/subject to change. The Disillusioned Gamer Collection (TDGC): 100 NFTs: 10 artists contribute 1 NFT with 10 editions of each (10x10=100) NFT production: 1 NFT as a portrait/illustration of 'The Disillusioned Gamer' with inspiration from an illustration I have made (see Image 1 ) and essay I have written (see further). The essay will be embedded in each NFT, as is the case with the 'seed' NFT displayed in Cryptovoxels space and accessible on Opensea.io (see ). The original NFT has not been fully minted, and can be deleted if this project is successful, so as to ensure that there are only editions of the 'Disillusioned Gamer' by contributing artists. Fundraising model: NFT auction in early 2022 with fundraising goal to support fully funded PhD research from 2022 to Oct. 2025: GBP 131,781 (incl. annual salary of ~39,600 and annual tuition of GBP 4327). Floor price for each NFT in the collection is equivalent to GBP ~1,317 (1/100 of total fundraising goal, GBP 131,781). Artist ownership and contribution: contributing artists will receive 100% of secondary market royalties from each NFT. Any proceeds from the fundraising auction above the fundraising goal will be donated as a charitable gift to an NGO such as European Digital Right (EDRi), World Wide Web Foundation, and/or Electronic Frontiers Foundation. For example, if an NFT is sold for GBP 11,317 (discounting any marketplace fees) the EDRi will receive GBP 10,000 (11,317 minus 1,317) or the equivalent value in Solana cryptocurrency. At the end of the auction (timeframe is TBD). Blockchain: NFTs will be based and minted on the Solana blockchain and in coordination with contributing artists to ensure their rights to unsold artwork and secondary market royalties. Rationale for choice of blockchain, such as Solana instead of Ethereum, focus on cost of minting NFTs and carbon footprint. Marketplace launch: is not yet decided. Donation to European Digital Rights: The Giving Block can be approached as a potential partner to create awareness around the TDGC auction and donate proceeds beyond the PhD fundraising goal to European Digital Rights (EDRi). EDRi is Europe’s largest association of civil and human rights organisations defending rights and freedoms online. EDRi has been active for nearly two decades and has received funding from The Ford Foundation, Apple, Microsoft, Mozilla and Twitter to defend civilian rights and freedoms in the digital environment. I would like to support the work of EDRi and/or the World Wide Web Foundation both with this campaign and through my research which will investigate data associated with the 'material self' (things people buy and live with) and related data privacy, policy and governance issues. TDGC – A BIT OF BACKGROUND As a piece of creative experimentation, TDGC reflects a semi-broken dream of vast virtual worlds such as 'the metaverse' – a dream that spills over into the motivation of a researcher inspired by video games, digital culture and media studies. I made a version of this illustration (image 1) just before I started my PhD research project. As such, the illustration somehow marked the beginning of a journey – a quest to geek out on software studies and reflect on how my gamer identity is somehow baked into my research interests and side projects. As you can read in the autobiographical essay below, The Disillusioned Gamer is a shard of my ego and figment of imagination. Further, as a researcher and former graphic design technician, I'm inspired by the flurry of creativity in the space of NFTs and the collaborative work of the Digital Culture Unit at Goldsmiths, which engages the intersection of computational media, art, and theory. Drawing from this inspiration, I've found it incredibly interesting and fitting to pursue PhD fundraising with an NFT collection based my initial illustration and the autobiographical essay I wrote as I was contemplating how and why I was doing research that deals with the digital-material tissue between the virtual and the physical world. My amateur piece in image 1 includes a re-presentation of objects of pop culture nostalgia and cyberpunk fetishization. From elements of Top Gun (movie), Lawnmower Man (movie), Ready Player One (found fan art), Full Stop (by Beeple), The Sims (PC game), Cryptovoxels (screenshot) to a bad derivative color design that hints at the hero figure of the Barack Obama “Hope” poster by Shepard Fairey. The image is displayed in a private space on Cryptovoxels next to a quote from Gamer Theory by McKenzie Wark (2007). The quote is illustrative of the Disillusioned Gamer’s proud self-identification with the gamer and 'trifler’ who ignores the predetermined objective and rules of computer games. Instead, the disillusioned gamer prefers to linger within and explore virtual worlds while grappling with ambivalent feelings of play and dread – the dread of gleefully submitting to a VR rig, like the constantly-jacked-in protagonist with a piss pot between his legs in the sci-fi short story The Relive Box by T.C. Boyle. In this NFT collection, each artwork will become the avatar/alter ego of the disillusioned gamer referenced and portrayed in the autobiographical essay which will be included in each NFT description. The TDGC NFTs will develop from the "seed NFT" (image 1) which is a rendering of and by a Disillusioned Gamer who dreams of much more, including the notion of seeing their alter ego (sporting a VR headset and a haptic-stillsuit of sorts) as a character created by an actual artist – especially artists who have made a unique body of work that speaks to the gamer's cyber-fetish with expressive renditions of otherworldly dystopias and utopias that are the source of metaverse nightmares, hopeful and dreams. TDGC IN A CONTEMPORARY CONTEXT With the help of NFT artwork, the TDGC aims to portray a version of a character who is at once scarred and consumed by the promissory imaginaries of massive virtual worlds and the (mis)adventures they may hold. Through this collaboration, the figure of the Disillusioned Gamer can emerge in various guises as an emblem of a digital culture marked by a zeitgeist that involves both the celebration and contestation of virtual reality on top of the slow boil of mental health issues that surface slightly in the gamer's self-conscious self-portrayal, which broaches the challenges of living with Attention Deficit Hyperactivity Disorder (ADHD). Moreover, as written in the NFT description below, the alternative title could have been: Collage of/by disillusioned yet optimistic gamer holding on to XP arranged by algos. Where "XP" refers to "experience points" (usually obtained in video role-playing games) and "Algos" refers to "algorithms" and the Greek meaning of "Algos" which happens to be "pain" or “agony”. In this story, the gamer turned to PC and video games for fun and solace, completely unconcerned by the hopes and dreams they instilled as they moulded the gamer's 'digital subjectivity', that is – in the words of Matthew Fuller – 'ways of seeing, knowing and doing'. Further, to paraphrase Ellsworth Kelly's analogue artwork from the early 1950s ('Spectrum color arranged by chance') which appear as 'pixilated' images before the dawn of the digital age: The NFTs in this collection may be understood as a collage or spectrum of hope and agony associated with pop culture arranged by algorithm (simply by way of algorithms embedded in the artefacts and the software used to produce the collection). NFT DESCRIPTION AND "THE ESSAY" Each NFT in TDGC includes a description of the NFT; including tools, media, resolution and file size. Each NFT will be titled: Disillusioned Gamer #X, from #01 to #100 The following text and the essay below is included in the NFT description: Alternative title could have been: Collage of/by disillusioned yet optimistic gamer holding on to XP arranged by algos. "XP" = "experience points", usually obtained in video role-playing games. "Algos" = algorithms. The word "Algos" also happens to be a Greek word for "Pain". In a way, the illustration is an autobiographical avatar – a collage of a gamer, a little much, an homage to an intensely mediated hero arranged as a would-be cyber-god in a haptic stillsuit of sorts by someone juiced on video games, leet, sci-fi, pop culture, and digital art. As such, the Disillusioned Gamer is part of a digital-self and it follows from the assumption that the character (alter ego) in the image would want to be an NFT. Although, what the gamer really wants, or what the think they're after, is something like the 'bodiless exultation of cyberspace' or the 'metaverse', despite the dystopian context in which such imaginaries developed in William Gibson's sci-fi novel Neuromancer from 1984 and Neal Stephenson's Snow Crash from 1992. Still, there should be no doubt that the disillusioned gamer would want to be or embody an avatar and roam virtual worlds, from today's Afflarium, to Cryptovoxels, Decentraland, Somnium Space, Star Atlas, The Sandbox, and other frontiers within the world of worlds that is the metaverse-in-the-making. The following essay provides a bit of background, a kind of origin story. Together, the essay and illustration can be seen as an emblem of the felt ambivalence of disillusioned gamers around the world who might might feel both sceptical towards and enthused by blockchain-based metaverse. AUTOBIOGRAPHICAL ESSAY: JUST A CYBER GOONIE 'It's hard to really chill and sit still.' Mos Def, Hip Hop (1999) '[Algos] raised me, and whether right or wrong, [games] gave me all I write [...] let's move along.' Jay Z , Blueprint (Momma loves me) (2001) In my mind, I began to view the virtual rift or digital-material tissue between the physical and virtual, between the analogue and the computational, as an appealing intellectual and practical problem sometime around the year 2000. It started with the computer game Diablo and the interest solidified out of frustration and indeed disillusionment with The Sims and Second Life. However, my interest in videogames, and their objects, started in the late 1980s or early 1990s when I was close to ten years old. Back then, I spent hours, if not days, glued to my videogame controller every week. I started playing a few games on a Commodore 64, like Paperboy, R-Type, and Total Recall before I moved on to Nintendo, PC, PlayStation, and eventually XBOX. I did not, however, spend much time thinking about the inside of computers, much less what I could do with them in terms of making games or writing software. To use the words of Paul Graham’s take on high school identity politics in Hackers and Painters. Big Ideas from the Computer Age; my teenage identity was more like the rebel ‘freak’ – the outsider – who enjoyed the company of ‘nerds’ – the other outsiders. Although, I would argue – following Matthew Fuller’s definition of a geek in How to be a geek: Essays on the culture of software, which goes beyond the stereotype of the STEM-enthused/-educated personae – that Graham’s freaks who are “over-informed” about, say, hip hop music and video games can be nerds or geeks as well. Anyways, in a short and stereotypical sense, I spent as much time as possible playing video games, scribbling graffiti and deciphering hip hop lyrics, while my ‘nerdier’ and more academically inclined peers would play video games, scribble code and decipher software. I did not easily take to understanding how the virtual "sausage" was made, and the question did not really spark my interest until I was about nineteen years old, sitting in my room, playing the fantasy action RPG Diablo 2. Like a (cyber) Goonie hunting for treasure, I enjoyed the game’s scavenger element of finding and customising virtual objects so much that I started exploring ways to “hack” a problem that annoyed me enough to care about the code beneath the surface of animated pixels. In this case, my problem was small, but its undoing felt necessary; if I (the gamer) wanted to augment and, thereby, upgrade an artefact (specifically a socketed item, like a piece of armour) by merging it with a magic gem or jewel, I would have to accept that the augmentation would be irreversible, the outcome seemingly random, and perhaps sub-optimal. To me, this uncontrollable randomness was hard to accept. In other words, Diablo gamers, like myself, were and are frustrated by the risk of getting a poor (negligible) upgrade via item customisation and, thereby, lose out on what could have become of an artefact, while at the same time dealing with a couple of "rare" items like, for example, a six socketed (augmentable) battle armour, and jewels and gems. These items are, of course, entirely duplicable virtual objects with an artificially low in-game rate of occurrence (i.e. “drop rate”). Hence, there had to be a workaround to these artificial constraints – I just had to “hack the game”, so to speak. But how? Surely, it was impossible, at least for me, to actually hack the game’s software. Back then, all I knew about software and hacking was pretty much derived from watching movies like Blade Runner, Hardware, Johnny Mnemonic, The Matrix, Total Recall, and The Lawnmower Man. Which is to say that I knew nothing about programming or hacking in real life, except from what I could intuit from the fiction I had witnessed. Sure, I understood the concept of mutable files which hold information or data that the computer reads and translates into the rules and features of a computer game. But I was nowhere close to knowing how to write a functional programme on my PC terminal. So, I began looking in the game's stack of folders and files on my hard drive to find a solution to my problem. If only I could find and duplicate the files containing the non-augmented items. Then I would, I thought, gain the ability to reload the game with the non-augmented items in case I lucked out and got a less than satisfactory item upgrade – a scenario that would leave me with a disappointing version of a rare item. I was, in other words, moved to care about the computational insides of a computer game through the appeal of an unknown virtual object enhancement, which promised the satisfaction of wielding a rare power that I had conjured by outsmarting the game. In a way, then, I continued in a meta-scavenger mode outside the game – in ‘gamespace … the very form of the world ”outside” where the deck is stacked, the table rigged and the fix is in’ as McKenzie Wark put it. Indeed, Diablo’s constitution in gamespace had ensured that the game was stacked against the player when it comes to the likelihood of getting a worthwhile item upgrade through in-game customisations. But I found a loophole. I found the cache I was searching for: as I remember, the cache or folder had the moniker “objects” and it could be found here: C:\Users\ \Saved Games\Diablo II. It may have been a mundane Windows folder, but it contained the files for my game character, including its inventory – augmentable weapons, armour, jewels, and gems! In my “fuzzy” non-techie naiveté – the “freak” to Graham's “nerd” – I was thrilled. Perhaps not exactly like a geek ‘juiced on dryness’, buy thrilled by something that most people would consider ‘dull as dust’. To me, like a tomb raider or would-be hacker, I had found a secret dusty tomb of infinite treasures that required only a simple spell to work; ’copy-paste character file to desktop folder’ titled, for instance, ‘non-augmented inventory’. I would copy the character file, which contained promising non-augmented items I had found throughout the game, and I would save it in a separate folder. Then, I would start the game with the original character file in the correct game folder (C:\Users\ \Saved Games\Diablo II) and perform an augmentation/customisation in-game. If the customisation did not provide what I considered to be an acceptable upgrade, I would simply quit and reload the game with my copy of the non-augmented inventory and try again. It was a tedious process, but the anticipatory excitement kept me at it for hours, because I wanted to see all the permutations of added “fire damage”, “health” and “stamina” points. That was it, I had “hacked” the game, and I wanted to reveal its possibilities. Moreover, I was thrilled by the fact that I did not have to suffer all the disappointing customisations. JUST A GOONIE, NOT A HACKER In hindsight, this experience gave me a new sense of appreciation for the intriguing mutability and contingent ontology of virtual worlds. Exhilarated by my discovery and new-found interest in cyberculture, I satisfied my hacker-curious mind with science-fiction movies – I was not much of a reader (more about that later). I must have watched Total Recall and Arnold Schwarznegger (playing Douglas Quaid) pull a bullet-shaped geo-location device through his left nostril at least fifty times. On an even more peculiar level, this is also the time when the name of my pet Chinchilla (Data) – named after my favourite character from the movie The Goonies – acquired new meanings in my cyber-interested mind, meanings that made me appreciate the name’s computational associations even more than I had previously. I still find that the word “data” carries positive, fun and “fuzzy” connotations rather than those one might associate with data-driven personal tracking, surveillance, hi-tech big data analysis, clandestine mass-manipulation, or 'data empires' as Lucy Suchman recently put it. Despite my new-found affinity for cyberculture, and indeed for data, and Data, I never aspired to become a ‘hacker’ or a data scientist, although the fact that the mysterious and intricate world of computing was vailed in dryness and neon lights made it even more appealing – as it still does. Yet, computer science seemed beyond my capabilities at the time when I identified more with the rebel figure, oft associated with a lacklustre academic record, than with the nerd-habitus of a kid who would ease through math problems and academic challenges – because I didn’t. Hence, I had little confidence in my ability to study and decipher the language of computer programming, and the prospect of writing any useful program seemed far-fetched to me. In fact, in my younger and more rebellious years, I did not enjoy learning or reading in any traditional sense. In prior years, I had gravitated more towards the thrills of the skatepark and reading hip hop lyrics than, say, homework or books like the Great Gatsby, or other books of literary canon. By seventh grade I was doing so poorly in school that I was sent to a small school for students with learning disabilities and what some might consider social misfits. Unfortunately, the school did not offer much in terms of computer science, which had sparked my interest, but I could not grasp it in any serious way. I was even afraid to try, feeling certain that I would fail and this feeling lingered for many years. While the school improved my academic acumen, it also provided inspiration for kids, including friends, from other schools to fabricate a negative social stigma around me and my new schoolmates, a stigma that I would embody in a way that hardened my rebel/outsider identity. This identity seemed to crystallise every time someone would refer to me as “one of those kids” from “the stupid-school” or the “E-class” – implying that we were so "dumb" that we could not even get an F on a school assignment. Luckily, though, I derived a lot of self-confidence from my parents and new teachers, who always told me that I could do anything I put my mind to. In fact, I would often feel like I could do anything, but then I had to sit still and do it, and that was a different and more lonely challenge to deal with. Perhaps this was partly because I was dealing with undiagnosed ADHD – "I'll tell you half the story, the rest you fill it in". EMBRACING A BIT OF GAMER THEORY When I had seen enough virtual object permutations, through a simple process of moving files, loading and restarting Diablo, I moved on to The Sims, which made me stumble over the physical-digital divide – a theme and problem underlying my PhD thesis and, as it happens, McKenzie Wark’s inspiring book Gamer Theory from 2007. However, I never actually played the The Sims in a straightforward way, as in running the life of a simulated self (avatar) in a simulated virtual home. Instead of being a “mere” player, I was a “trifler”, meaning that I would use the game’s cheat code – CTRL+shift+C followed by “Motherlode” – to gain enough Sim dollars or, “simoleons”, to use the game’s home construction feature for what I considered to be more exciting and creative exploits, namely to build fantasy houses, futuristic workspaces and superhero lairs complete with interior design objects, furniture, computers, paintings etc. As Wark put it, 'If a cheat is someone who ignores the space of a game to cut straight to its objective, then the trifler is someone who ignores the objective to linger within its space' (ibid). I was a happy trifler for a while, fully absorbed in my tiny simulation, exploring its possibilities. Then, slowly, the joy ebbed away. The space and the number of objects within it seemed too limited. Again, the game was rigged to my dissatisfaction and I was lured outside The Sims and into online communities that shared my interest in user-generated virtual design objects, like furniture and hardware, stuff we would make up, and stuff we had seen in movies or magazines. I was frustrated by the low number of Sim-compliant virtual objects available in the default game option or online as I faced what seemed like a huge unnecessary gap between the virtual universe of things at my disposal and the physical universe of things that I wanted to engage and include as participants in my fantasy 'mirrorworld'. I tried using software to build virtual objects and fill the gap, as it were, but the learning curve was either too steep or the upside too small to keep me interested. For sure, my visceral disappointment with The Sims seems to have seeded my interest in the virtual-physical divide which also continues to haunt the spectre of a fully fledged virtual world. In the words of investor Jonathan Lai: 'one of the biggest challenges with building the Metaverse is figuring out how to create enough high-quality content to sustain it.' I moved on, disappointed by what the virtual world of The Sims had to offer in terms of the scope of its real-life simulation. As Wark describes classic gamer critique, I held the game accountable as a failed representation of the world. In a contemporary context, however, I find it more interesting to follow Wark’s critical game theory as I find that the world outside the game at our present juncture 'appears to be an imperfect form of [an RPG] computer game', in that the digital augmentation of the analogue world appears less suited to our present moment than it could be. The storied and hotly debated inventory management systems of RPGs somehow seem relevant to our current moment, a moment characterized by philosopher Tristan Garcia as 'the time of an epidemic of things', which is to say that human societies are clearly struggling to manage the accumulation of things. As the emergence of 'dark tourism' clearly indicates, meatspace is filled with panoramas of techno-dystopian wastelands reminiscent of your favourite cyberpunk novel. Contrary, however, to Wark’s view of computer games as perfections of social order, more often than not, it appears that the RPG genre and visions of a metaverse aims to recreate the uncertainty, messiness, and arbitrary encounters that seem to be a source of terror and delight in Wark’s gamespace, that is, “the real world”. Again, in the words of Jonathan Lai on the metaverse 'Fully emergent social experiences that model the serendipity of the real world will become the norm' – thus goes the socio-technical imaginary of the metaverse. Meanwhile the architects of everyday life in Warks' "gamespace" aspire to build the order and convenience of virtual worlds that are less tied by material constraints than life on earth, and far less chaotic. On one hand, then, it seems that developers behind metaverse-like virtual worlds aspire to build a perfectly chaotic yet harmless replica of gamespace to cut loose from reality – aiming for the ultimate simulation. On the other hand, those developing gamespace – engineers of human sociality and analogue matter – aspire to conjure in-game features to scratch an itch (like managing messy matter with inventory management systems complete with digital-material twins), which seems easily justified in a capitalist utilitarian system if one aims to minimize uncertainty and optimize for convenience. Moving along, as I remember, my Sims-experience also deterred me when my friends started playing Second Life (a game taking place in a online world, where people can meet and do stuff with virtual avatars). Anticipating my future disillusionment with the limited scope of the game’s virtual reality, I decided against playing Second Life. I wanted a much more extensive simulation – sort of like the metaverse in Neal Stephenson's cyberpunk classic or the very similar massive multiplayer online (MMO) RPG The Oasis, dreamed up by Ernest Cline for his novel Ready Player One from 2011 which was accompanied by a movie adaptation by Steven Spielberg in 2018. Although, this is my contemporary post-hoc rationalisation of what I think I was after back then, around the year 2000. Since my disillusionment with the promises of a vast virtual multi-verse, I have preferred to read about MMORPGs or play single player action RPGs with a dramatic storyline, epic and phantasmatic worlds based on novel and inspiring graphic designs. But this is also not really what I'm after. My fascination with the closed universe of each game always fades. First, it is a creeping sense of disillusion and then suddenly a very clear sense that I am not where want to be or doing what I really want to be doing – I am just simulating, "jerking off", so to speak. Then, I turn off the game and realize, once again, that I am the archetype of McKenzie Wark's 'trifler' who daydreams about metaverse exploits and the possibility of roaming a universe of virtual worlds complete with a seamless transition and perhaps even epic voyages in-between each adventure. Starting from my own (autoethnographic) experience — that is, ‘XP IRL’ to the gaming cognoscenti — the methodological biases and thematic interests worked into my research are rooted, at least partially, in years of direct gamic experience from digital-material self-immersion into the computer RPGs. As Chris Goto-Jones put it in his book The Virtual Ninja Manifesto on the topic of learning and knowledge-making through video games: "[…] we find ‘philosophy in the flesh in various times and places emphasizing the fundamental importance of the body and embodiment as basic aspects of the constitution of human knowledge and thinking'. Here, the point is that gamic experience can be embodied and felt as a kind of knowledge and experience which in turn shapes how we think about the world. In other words, gaming has shaped my epistemic lens and fantasies about digital-material entanglements in the worlds I inhabit online and offline, in cyberspace and meatspace, in the game and in gamespace. Molded by computer games, and Wark's Gamer Theory, I have found the words to reflect on my subjective position which seems to constantly train my gaze on the 'curious gap between the games [I] love and an everyday life which, by the light of the game, seems curiously similar, and yet somehow lacking'. THE ARTISTS: WHO WILL THEY BE? ANDREA UCINI PORTFOLIO NAME PORFTOLIO NAME PORFTOLIO NAME PORFTOLIO NAME PORFTFOLIO NAME PORFTOLIO NAME PORFTOLIO NAME PORFTOLIO NAME PORFTOLIO NAME PORFTOLIO Hosted at Hostnotion – custom domains for Notion