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Ghost Cities encourage us to ask more questions as opposed to arriving at conclusions: “Who built this city?” and “Why has no one occupied it in so long?”

When we think of cities, we often think of a buzzing metropolis, streets with entrepreneurs and merchants trying to make their mark…


Exploring Liminal Spaces with Japan Based Magazine, Sabukaru

Liminal spaces are those weird, atmospheric, and sometimes eerie places, that look like the gateway to another realm.

In fact, they’re a bit hard to explain, prompting discussions about what constitutes a “liminal space”.

What we do know for sure, Liminal Spaces…


35 Important Things to Remember about Curating

Cover.

I recently read the book; Culture of Curating and The Curating of Culture(s) by Paul O’Neill. It's a really amazing, succinct, dense, and explorative journey into the world of curating and its implications in a cultural and sociological context.

O’Neill examines just how…


Why the Kids Today Still Need to Play SNES and SEGA Genesis

Todays generation is the internet generation….

….They need a reason to reference the past. To say, “learn your history” is just not enough- for they will never see themselves as being a part of history. …


or How Colonial Powers are Forced to Adapt to the Beat of Hip-Hop

Fab 5 Freddy, Spike Lee, Jean-Michel Basquiat, Andy Warhol

Historically, when outsider institutions colonize, they don’t merely occupy the land of the locals, exploiting them through material and physical force; they also commodify and colonize the ideas and arts of the native people. …


or How Gamers can Control their Future…

Perhaps the most notable points of interest concerning arcades pertain to the very word itself.

The term “arcade” contains the french root “arc” relating to an “arch” or “bow: This would make sense when we think of the first Arcades, being simply a…


Fighting games are inherently tactical and hands-on. Not only do these games encourage incredible reflexes and adaptation, but they also encourage players to solve a problem head-on, communicate with the opponent as well as the boundaries within the arena.


How Arcade Cabinets Are Machines For Time Travel

Stanley Kubrick’s 1968 film “2001: A Space Odyssey” is as symbolic as it is a masterpiece. The most memorable icon in the film (and perhaps the most memorable icon in film history) is The Monolith; a giant rectangular machine built by an…


The Past is The Key to The Future

Perhaps the most notable points of interest concerning arcades pertain to the very word itself.

The term “arcade” contains the french root “arc” relating to an “arch” or “bow: This would make sense when we think of the first Arcades, being simply…


Tekken 2 (1995)

Brilliantly, the Tekken team was able to tell a fascinating story in just 30 seconds without any dialogue. …

RAMCPU

Aesthetics and Culture — ramcpu.carrd.com

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