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Ed Parker

Press Start to Continue: Toward a New Video Game Studies - 1 views

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    From HASTAC: "In the unsettledness of this field, this forum recognizes those disciplinary forces that frequently attempt to silo the study of digital games into a narrow set of purposes, such as edutainment or gamification, or relegates digital gaming completely into the margins of "low" or "pop" culture. We seek to address how games have contributed to the digital humanities specifically, and how they might impact its future. In other words, where is video game studies in the digital humanities? And more broadly where can we identify intersections in cultural criticism, video game studies, and video game development? "
John Fenn

Video-Game Rooms Become the Newest Library Space Invaders - Technology - The Chronicle ... - 1 views

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    The facilities are following scholar­ship. Games are now used in English classes studying interactive narratives, media-studies classes looking at the cultural impact of violent games, as well as courses in game design offered at about 300 colleges. "The argument is really pretty simple," says David S. Carter, an engineering librarian at Michigan. "We have faculty who are doing stuff involved in video games, so the library needs to be doing something to support that teaching and that research."
Doug Blandy

Video-Game Rooms Become the Newest Library Space Invaders - 0 views

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    "Ian Bogost, an associate professor in Georgia Tech's School of Literature, Communication and Culture who studies video games, puts it simply: "If you want to study things, you have to have them."
David Baker

RESEARCH+DESIGN | Critical Gaming Project - 0 views

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    Upcoming colloquium by the good folks at Washington. From the CFP: Send a brief abstract or rationale (500 words or less) for your presentation to critgame@uw.edu by 5 PM on Friday, April 6, 2012. Colloquium sessions will be roundtable, discussion format organized around short programs (6-8 "lightning" talk presenters) or long programs (1-3 presenters or extended performance or demonstration). Short program presentations should be less than 5 minutes to allow for question and answer and conversation. These should not be conference paper style presentations, but rather provide introductions, provocations, or focused interventions into your work, your project, or your idea.
Doug Blandy

Information technology use and creativity: Findings from the Children and Technology Pr... - 1 views

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    Abstract This research examined relationships between children's information technology (IT) use and their creativity. Four types of information technology were considered: computer use, Internet use, videogame playing and cell phone use. A multidimensional measure of creativity was developed based on and test of creative thinking. Participants were 491 12-year olds; 53% were female, 34% were African American and 66% were Caucasian American. Results indicated that videogame playing predicted of all measures of creativity. Regardless of gender or race, greater videogame playing was associated with greater creativity. Type of videogame (e.g., violent, interpersonal) was unrelated to videogame effects on creativity. Gender but not race differences were obtained in the amount and type of videogame playing, but not in creativity. Implications of the findings for future research to test the causal relationship between videogame playing and creativity and to identify mediator and moderator variables are discussed.
Ed Parker

Gameful.org - 0 views

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    Gameful is an online "Secret HQ" where you can connect with other people who believe in the power of games to make us better and change the world. It is a free resource - a place for you to: * Set up a profile sharing your expertise, skills, abilities, and interests * Search the network for collaborators and talent * Spread the word about your new projects * Meet journalists who want to write about interesting games or research like yours * Find new and cutting-edge game projects to inspire you * Join a Gameful book club and discuss big ideas * Join a Gameful game club and play big ideas! * Brainstorm and submit conference panels or sessions together * Plan Gameful meet-ups at conferences and festivals * Nominate your own work, or work you love, for the annual Gameful Awards (in the categories of Reality-Changing, Life-Changing, and World-Changing)
John Fenn

Critical Play - The MIT Press - 1 views

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    I'm reading this book right now...Here is the blurb from MIT: "For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games-games that challenge the accepted norms embedded within the gaming industry-and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of "playing house" include Dadaist puppet shows and The Sims; her discussion of language play includes puns, palindromes, Yoko Ono's Instruction Paintings, and Jenny Holzer's messages in LED. Flanagan also looks at artists' alternative computer-based games, examining projects from Persuasive Games and Gonazalo Frasca and other games created through the use of interventionist strategies in the design process. And she explores games for change, considering the way activist concerns-among them Darfur, worldwide poverty, and AIDS-can be incorporated into game design. Arguing that this kind of conscious practice-which now constitutes the avant-garde of the computer game medium-can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices."
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    Looks like a great read! I'm adding this to my Amazon book list.
Doug Blandy

Games Theory: Video - 2 views

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    "One middle school is teaching its students by having them design and play video games."
Lauren Silberman

NPR's "On The Media" explores the influence of gaming - 3 views

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    I heard this great hour segment on gaming during my drive back to Eugene. It inspired me to join this group!
Ed Parker

Gamification Patterns & Pitfalls (Free Webcast) - 1 views

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    Gamification is a hot topic, with big brands and startups alike trying to leverage the power of points, badges, levels, challenges and rewards to engage users, generate virality and solve problems. Join Gabe Zichermann, Gamification Expert and Author as he discusses some of the main ways that gamification will change your business. He'll share examples of gamification done right - and done poorly, and give you a preview of some of the amazing content that will be shared at the upcoming Gamification Summit in San Francisco
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