

Blast Theory has a range of strong relationships with research organisations in the UK and the EU. The group has worked with the Mixed Reality Lab at the University of Nottingham since 1997, one of the longest and deepest collaborations between an artists’ group and a university in the world. The collaboration has yielded Desert Rain, Can You See Me Now?, Uncle Roy All Around You, I Like Frank, Day Of The Figurines, a range of awards and over a dozen published papers.
The group has participated in research projects such as eRENA, Equator, IPerG and Participate. IPerG – the Integrated Project on Pervasive Gaming – is an EU project with 9 partners (including Sony Net Services, Nokia, the Swedish Institute of Computer Science) that runs from 2004-2008. The project explores how games that extend temporally, spatially or socially might develop. More information is at www.pervasive-gaming.org.
Participate is a DTI and EPSRC funded project with 6 partners (including British Telecom, Microsoft Research and the BBC) that runs from 2006-2008. The project will build and roll out a mass participation science project with an environmental theme taking advantage of the proliferation of mobile devices. More information is at www.participateonline.co.uk
See below for a selection of papers about Blast Theory’s work or co-authored by Blast Theory.
| Title | Date | Availability |
| Technology transfer present and futures in the electronic arts by Brian Degger | 2008 | Read Online |
| Day Of The Figurines by Gabriella Giannachi | 2007 | Read Online |
| Blast Theory - The Politics and Aesthetics of Interactivity by Natasha Lushetich | 2007 | Download |
| The Presence Project: Introduction Blast Theory by Gabriella Giannachi | 2006 | Read Online |
| Can You See Me Now? | 2006 | Download |
I like Frank: A Mixed Reality Game for 3G Phones |
2005 | Download |
| The Frame of The Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences | 2005 | Download |
| The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game | 2004 | |
| Orchestrating a Mixed Reality Game ‘On the Ground’ | 2004 | Download |
| Uncle Roy All Around You: Implicating the City in a Location-Based Performance | 2004 | Download |
| Designing Interfaces for Public Places | 2004 | - |
| The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game | 2003 | Download |
| Ambiguity as a Resource for Design | 2003 | Download |
| The Design and Experience of the Location-Based Performance Uncle Roy All Around You | 2003 | Read Online |
| Provoking Reflection Through Artistic Games | 2003 | Download |
The Social Life of Uncle Roy: Executive Summary |
2003 | Download |
| Where On-Line Meets On-The-Streets: Experiences with Mobile Mixed Reality Games | 2003 | Download |
| Uncle Roy All Around You: Mixing Games and Theatre on the City Streets | 2003 | Download |
| Coping with Uncertainty in a Location-Based Game | 2003 | Download |
| Staging and Evaluating Public Performances as an Approach to CVE Research | 2002 | Download |
| Towards a Citywide Mixed Reality Performance | 2002 | Download |
A Guide to Good Practice in Collaborative Working Methods and New Media Tools Creation, Chapter 13 - Documenting Live and Mediated Performance - The Blast Theory Case Study by Fiona Wilkie, University of Surrey, Roehampton |
2001 | Read Online |
The group’s biography is here.