Focuses on the changing role of "play" and its impact on contemporary cultural production. Investigates the following topics: how we currently define play - is it aimless, productive, meaningful; production of "play" and use of game-based models in consumer, educational and corporate culture; shifting boundaries between work and leisure. Integrates studio assignments with theoretical research and analysis from a broad range of platforms including: digital and non-digital gaming, virtual worlds, public space and situated technologies, interactive and environmental design.