Ben Hudson | University of Kent (original) (raw)

Ben Hudson

PhD in Drama, Practice as Research. Researcher in comedy and digital media performance. Instructional Designer and education consultant - e-learning, participatory facilitation, and arts education.
Address: United Kingdom

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Papers by Ben Hudson

Research paper thumbnail of Funny Games: Understanding Videogames as Slapstick and the Experience of Game-Worlds as Shared Cultural References

Engaging With Videogames , 2014

Videogames can be comedies that are amusing as a result of artistic choice, but they can also b... more Videogames can be comedies that are amusing as a result of artistic choice, but they can also be seen as artifacts: objects (or virtual objects) that have their own intrinsic man-made qualities that are often unintentionally funny or can be exploited for comic value. Players experience videogames by interacting with an imperfect simulation – virtual worlds pre-defined by rules and boundaries that govern the player’s ability to express their ideas and individuality. The virtual environment is therefore immersive, yet incongruous with the experience of reality. This chapter will examine this incongruity as a potential source of humour. By embodying avatars and inhabiting virtual realities, it will be suggested that individuals must confront what Bergson terms a ‘mechanical inelasticity... where one would expect to find the wide-awake adaptability and the living pliableness of a human being.’1 This chapter will look at examples of online gaming culture, from shooters such as Valve’s Counter-Strike (2000) to experimental modifications such as Dean Hall’s Arma 2 ‘mod’ DayZ (2012), where communities of players have found comic ways to utilise artificially limited ranges of expression and draw on the game world as a shared reference-point for humour. Fan-made internet memes and ‘Machinima’ proliferate videogame-based humour, lampooning videogame tropes and logic for an audience familiar with their subjects, but discussion will also include the impact of videogame slapstick in popular culture, looking at the work of comedians such as Dara O’Briain and Seann Walsh who have recently parodied videogame content in their acts. Lastly, with reference to the practice as research presentation Ben Hudson, Live in Virtual Reality (2009), a Stand-up Comedy performance hosted in Sony’s online social network PlayStation Home, this chapter will examine the potential for virtual spaces to act as venues for comedy performance.

Research paper thumbnail of Dead Funny: Posthumous liveness in mediatized stand-up comedy performance.

Talks by Ben Hudson

Research paper thumbnail of Virtual Tricksters

Research paper thumbnail of Funny Games: Understanding videogames as slapstick and the experience of game-worlds as shared cultural references.

Conference Presentations by Ben Hudson

Research paper thumbnail of Playing with Time and Technology in Stand-up Comedy

Research paper thumbnail of Funny Games: Understanding Videogames as Slapstick and the Experience of Game-Worlds as Shared Cultural References

Engaging With Videogames , 2014

Videogames can be comedies that are amusing as a result of artistic choice, but they can also b... more Videogames can be comedies that are amusing as a result of artistic choice, but they can also be seen as artifacts: objects (or virtual objects) that have their own intrinsic man-made qualities that are often unintentionally funny or can be exploited for comic value. Players experience videogames by interacting with an imperfect simulation – virtual worlds pre-defined by rules and boundaries that govern the player’s ability to express their ideas and individuality. The virtual environment is therefore immersive, yet incongruous with the experience of reality. This chapter will examine this incongruity as a potential source of humour. By embodying avatars and inhabiting virtual realities, it will be suggested that individuals must confront what Bergson terms a ‘mechanical inelasticity... where one would expect to find the wide-awake adaptability and the living pliableness of a human being.’1 This chapter will look at examples of online gaming culture, from shooters such as Valve’s Counter-Strike (2000) to experimental modifications such as Dean Hall’s Arma 2 ‘mod’ DayZ (2012), where communities of players have found comic ways to utilise artificially limited ranges of expression and draw on the game world as a shared reference-point for humour. Fan-made internet memes and ‘Machinima’ proliferate videogame-based humour, lampooning videogame tropes and logic for an audience familiar with their subjects, but discussion will also include the impact of videogame slapstick in popular culture, looking at the work of comedians such as Dara O’Briain and Seann Walsh who have recently parodied videogame content in their acts. Lastly, with reference to the practice as research presentation Ben Hudson, Live in Virtual Reality (2009), a Stand-up Comedy performance hosted in Sony’s online social network PlayStation Home, this chapter will examine the potential for virtual spaces to act as venues for comedy performance.

Research paper thumbnail of Dead Funny: Posthumous liveness in mediatized stand-up comedy performance.

Research paper thumbnail of Virtual Tricksters

Research paper thumbnail of Funny Games: Understanding videogames as slapstick and the experience of game-worlds as shared cultural references.

Research paper thumbnail of Playing with Time and Technology in Stand-up Comedy

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