Memory Insufficient is an online design history magazine specializing in feature-length explorations of games, interactive art and digital architecture.


Zoya Street

Founder, Editor-in-Chief

Zoya is a historian and journalist of games and playful art. His writing looks at play, games and software within material and symbolic systems.

Claris Cyarron

Creative Director

Claris is a writer, multi-disciplinary designer, transgressive architect, and art historian. Her work seeks to complicate notions of reality, materiality, and normativity.

Editorial Ethos

Originally a games history publication, Memory Insufficient is now as much about the future as it is about the past. It is not only about games, but games provide a useful anchor point for us in an ocean of spatial, technological and experimental media.

We want the material we publish: to empower people to ask how their work and their society could change in the future; to enable them to choose the futures they create with intention; to develop strategies for making those changes happen. Read more about our current approach.

To encourage public conversations about how online critical writing is edited and presented, our style guide is freely available for everyone to read. If you are interested in writing for us you can pitch us here.

Testimonials and Accolades

Featured in the New Inquiry’s “Syllabus on Gaming and Feminism

“The brilliant Memory Insufficient had a stellar year” – Amsel von Spreckelsen

“A foundation and a history for accessible, inclusive, substantive writing on games big and small” – Lana Polansky

“There are very few places where such insightful writing on games is being done… Memory Insufficient is making a real political intervention…” – Cameron Kunzelman

“[A] cultural discourse around videogames is already emerging in an ad-hoc fashion beyond the walls of the academy… aided by the emergence of digital periodicals, such as Five Out Of Ten and Memory Insufficient” – Brendan Keogh, Journal of Games Criticism

“…a “third way” between the poles of: assimilation to the mainstream gaming press and simply giving up entirely… putting gaming crit and study before new audiences and speaking to them in the multiplicity of tongues that prevail outside our sometimes narrow milieux in gaming.” – Kat Cross, Feministing