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Brett Boessen

Press Start to Continue: Toward a New Video Game Studies | HASTAC - 3 views

  • being a gamer is less an inherent attribute—either you are or you aren’t—than it is a malleable description of practices that change throughout one’s lifetime, whether from “hardcore” to “casual,” single-player to “social,” or genre to genre
  • one could argue that part of the origin story of game studies was the struggle to establish the idea that games are not narratives--that they were a radically "new" textuality, but this just delayed the needful discussions of how games related to the inherited media ecology, how they used narrative, music, video, etc. to new effects
  • students tend not to be "well-played," on an analogy to "well-read," but knowledgeable in one or a few genres
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  • what about our students' physical abilities and skill sets? How does skill play into their experiences of games?
  • Can or should one philosophize about a medium one has not embraced to the point of design?  I vote:  no.
  • In an academic paper, I don't think that I would feel legitimate in citing something from a designer. It doesn't feel credible, even though the designer may be someone like Ron Gilbert
  • a senior-level seminar in “Digital Games and Culture”
  • Betty Hayes and I have been teaching an undergrad games studies course uniting new media reading/writing, academic readings across disciplines, and gameplay across genres for two years now
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    HASTAC has started a forum (a blog post with lots o' comments) to discuss video game studies.
Ed Webb

Video games are the answer to the New Boring | Technology | guardian.co.uk - 0 views

  • And then there's Saint's Row 3, an open-world crime shooter, that seems to have been concocted entirely by hyperactive 14-year-olds force fed on a diet of sherbet, Red Bull and Korean gangster movies. This is a game in which the player can, entirely at random, bludgeon passers-by with a giant dildo. To the best of my knowledge, Downton Abbey features nothing even remotely comparable – although, to be fair, I skipped most of season two, and may have missed a key scene in which Hugh Bonneville attacks his butler with some nightmarish Edwardian device intended for the cure of female hysteria.
  • Please, if you are a parent and you want something to do with your kids on a wet Sunday afternoon, don't rent the latest heavily marketed CGI bore-fest from a Hollywood studio more interested in selling you merchandise and the moral agenda of its self-serving financers, buy Zelda. Buy Zelda and share a genuinely thrilling, heart-warming escapist fantasy with your children. Certainly, it's not as 'good' as taking them to a museum or getting them to play footie in the park, but if the only alternative is Horrid Henry, it is spectacular – and they will never forget it.
  • Interactivity is a blunt but effective tool to ensure attention and alertness. And as such, video games have never sought to stultify or repress. Video games are not interested in teaching us to make the most out of our tired soft furnishings.
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  • Forget mainstream TV, forget it. It's over – at least in terms of water cooler discussion. Apprentice and X-Factor may reliably trend on Twitter, but it's all ironic chatter mixed with barely-disguised collective embarrassment and culpability. There's nothing enriching there.
  • games demand immersion and investment. Traditionally, this has formed a stereotype of dead-eyed zombies slumped in front of monitors, but of course, through XBox Live and PSN, gamers now constantly communicate with each other, as well as share creative tasks in titles like Little Big Planet and Minecraft. New research from Michigan State University suggests that gamers are more imaginative story-tellers – the findings are far from conclusive, but they don't surprise me. The game worlds in Zelda, Uncharted and Dark Souls are rich and deep. They are cluttered with possibilities.
  • Games get to us on some primal level, they speak to the machine code of the human id – and that can be a good thing.
  • You have your doubts and so do I. But the very least mainstream games do is give us a platform to discuss amazing things. When you talk about Zelda or Uncharted 3, you can talk about beauty, art, mythology and adventure; when you talk about the forthcoming Bioshock: Infinite, you can cover architecture, paranoia and politics and it all makes perfect sense. These elements aren't hidden away, to be teased out by cultural studies students desperate to apply their knowledge of Derrida and Saussure. They're there in the very form, the very function of the games. Modern Warfare 3 and Battlefield 3 are idiotic and politically suspect, but give them five minutes and they'll show you more about the computerised lunacy of contemporary conflict than most of those MOD-arranged shaky cam war reports beamed into your living rooms by over-stretched 24-hour news channels
Bryan Alexander

Bringing new life to a 'dead' language | News Center | Wake Forest University - 0 views

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    Published: April 19, 2013 Role-playing game energizes Latin class Choose your character, write spells, map the dungeon and move up levels. It sounds like Dungeons and Dragons, but it's not. It's Latin class. Each student plays a hero from Graeco-Roman myth with a backstory, personality and actions determined largely by the student.
Rebecca Davis

News: 'The Warcraft Civilization' - Inside Higher Ed - 1 views

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    new book on world of warcraft
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    Anyone read this yet?
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    Not yet. Do you have a copy? If not, I'll get one and we can share. Different person than this guy, maybe: http://www.professorbainbridge.com/
Rebecca Davis

THATCamp Games - The Humanities and Technology GAMES Camp / Date: TBA / Location: Maryland - 2 views

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    THATCamp Games, a themed humanities and technology unconference embracing games of all kinds, will take place January 20th to 22nd at the University of Maryland in College Park. If you're interested in learning more about games and game design in the humanities, as part of research, or in relation to pedagogy and learning, this unconference is for you. No matter how much knowledge of games in the humanities you have coming in, you'll leave with new skills and new ideas.
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    I fear I will be in North Africa then, otherwise I'd go. If my plans change, I'll do my best to be there. Sounds great.
Lisa Spiro

Gaming Area - New Student Center - Campus Life - Carthage College - 0 views

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    Interactive Gaming Area planned for Carthage's new student center
Ed Webb

BBC News - Minecraft maker reveals new 'hard science-fiction' game - 2 views

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    Want.
Ed Webb

BBC NEWS | Technology | Battling swine flu in cyberspace - 0 views

  • Dubbed "The Great Flu", the game is based on the threat that the emergence of a new flu virus and its rapid spread across the globe would pose to humanity. "The game is based on the need to increase public awareness to the threat posed by a pandemic and the measures in place to contain it," said Albert Osterhaus, head of virology at the Erasmus Medical Centre and one of the experts involved in creating the game.
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    Good catch. Disease games seem to be a standard form for education, now.
Ed Webb

`Champions' to unleash virtual heroes and foes - Yahoo! News - 0 views

  • Launching next month, the new massively multiplayer online role-playing game "Champions Online" will let gamers create their own virtual superheroes.
  • "One of the things I like about having the `Champions' universe to play with is that players don't know what to expect," he said. "So they get to explore. They get to build, and they get to become the important heroes in the world, as opposed to having to live in the shadows of iconic characters that they've known and been reading about forever."
  • the hairy beast organically spawns in the game's Monster Island enclave and can only be taken down with a team of other superheroes.
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  • players can try to stop their adversary solo or invite other players to assist in throwing him in The Stronghold, a supervillain prison located in the game's virtual desert.
Ed Webb

cyoa - 3 views

  • I’d be very curious to know the reason for this progression toward linearity. Presumably the invisible hand was guiding this development, but whether the hunger was for less difficulty in the books or simply for something with more in the way of traditional storytelling is harder to unravel. I could also imagine that this balance between interaction and exposition was peculiar to the individual writers, so this could merely reflect a changing set of practitioners. In another way, this trend mirrors the adoption of more recent new media. In the early days of the web, people flocked to what was unique to HTML, namely links, animated gifs, and the <blink> tag. A similar cautionless exuberance marked the appearance of affordable typesetting systems – the first time people without phototypositors had access to typefaces beyond a choice of monospaced typewriter fonts.When a world of new possibilities has just opened, it’s hard to find the will for restraint. But, in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material. It could be that the glut of choices in the early books reflected more a rush toward the new than a well-considered balancing of storytelling and reader-directedness. As the genre developed, the choice-based structure ceased being so novel that it was an experiential end in itself. Perhaps only then could it recede into its proper role as a gameplay mechanic – all the more potent when used judiciously.
  • a peek into the construction process the authors went through as they folded their nonlinear stories into a sequential medium
  • In a computer game, tracking this kind of inventory state is a simple matter. By flipping bits in memory, the program itself can keep a running tally of items you’ve encountered and possibly picked up. In a book this responsibility falls to the reader, and with it an expectation of honesty. To encourage a degree of fair play, the Cavern of Doom engages in a form of entrapment by asking the reader, in the midst of a dicy situation, whether they have a magic item that would clearly save the day. What the book knows and the reader may not is that this item does not even exist. Woe upon the adventurer who angers the gamebook in this way.
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    Very nice to see this. CYOA is a vital antecedent for digital storytelling, from hypertext to gaming to branching YouTube videos.
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    I feel sheepish for not tagging this to our group when I saw it months ago, but thanks to Ed for remedying that. :) I wish I had the skills in infographic production the author has, but it reminds me that enriching your argument with different media forms is becoming more and more essential.
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    This might be a good time for humanists to identify a bunch of easy, low-cost tools for that. Like Wordle.
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    Agreed, Bryan. There are quite a few low-cost (in terms of learning curve and the general attentive economy) visualization tools that we could all learn to use more frequently. I've been playing again, after a break of a couple of years, with Dipity, for instance, to generate timelines. Word clouds and mind maps might be forms with applications in discussing digital storytelling in games and other media.
Ed Webb

Top News - Can gaming change education? - 0 views

  • "Moving Learning Games Forward: Obstacles, Opportunities, and Openness," by Eric Klopfer, Scot Osterweil, and Katie Salen of the Education Arcade, an MIT research division that explores games that promote learning through play, explains why educational games have seen an increase in popularity: mainly owing to the advances in consumer games.
  • A report from the Joan Ganz Cooney Center, "Game Changer: Investing in digital play to advance children's learning and health," claims that on an average day, children as young as eight spend as many hours engaged in media activity as they spend in school. Seventy-five percent of American children play computer and video games, it says.
Ed Webb

Pakistan bans 'Call of Duty,' 'Medal of Honor' for showing country as terrorist haven |... - 1 views

  • A Pakistani security official speaking on the condition of anonymity told Fox News that these games are part of psychological warfare. He said, “These games are an effort to malign the minds of youth against Pakistan.” The security official views these games as American attempts to prepare the minds of Pakistanis to accept reports of Pakistan as a failed state, a place that is harboring terrorists, to justify any future action where youth would accept the killing of Pakistanis.
Brett Boessen

Why I Blog - Andrew Sullivan - The Atlantic - 4 views

  • For a long time, columns were essentially monologues published to applause, muffled murmurs, silence, or a distant heckle. I’d gotten blowback from pieces before—but in an amorphous, time-delayed, distant way. Now the feedback was instant, personal, and brutal.
    • Brett Boessen
       
      Instant Feedback -- blogging is the gamification of authorship?
  • The form was more accountable, not less, because there is nothing more conducive to professionalism than being publicly humiliated for sloppiness.
  • The blog remained a superficial medium, of course. By superficial, I mean simply that blogging rewards brevity and immediacy
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  • the key to understanding a blog is to realize that it’s a broadcast, not a publication. If it stops moving, it dies. If it stops paddling, it sinks.
  • But the superficiality masked considerable depth—greater depth, from one perspective, than the traditional media could offer. The reason was a single technological innovation: the hyperlink.
  • in reading it on paper, you have to take the columnist’s presentation of the material on faith, or be convinced by a brief quotation (which can always be misleading out of context).
  • a hyperlink to the original source transforms the experience.
  • A blog, therefore, bobs on the surface of the ocean but has its anchorage in waters deeper than those print media is technologically able to exploit.
  • The blogger
  • a node among other nodes, connected but unfinished without the links and the comments and the track-backs that make the blogosphere, at its best, a conversation, rather than a production.
  • If you compare the meandering, questioning, unresolved dialogues of Plato with the definitive, logical treatises of Aristotle, you see the difference between a skeptic’s spirit translated into writing and a spirit that seeks to bring some finality to the argument.
  • Perhaps the greatest single piece of Christian apologetics, Pascal’s Pensées, is a series of meandering, short, and incomplete stabs at arguments, observations, insights. Their lack of finish is what makes them so compelling—arguably more compelling than a polished treatise by Aquinas.
  • Montaigne was living his skepticism, daring to show how a writer evolves, changes his mind, learns new things, shifts perspectives, grows older—and that this, far from being something that needs to be hidden behind a veneer of unchanging authority, can become a virtue, a new way of looking at the pretensions of authorship and text and truth.
  • To blog is therefore to let go of your writing in a way, to hold it at arm’s length, open it to scrutiny, allow it to float in the ether for a while, and to let others, as Montaigne did, pivot you toward relative truth
  • Some e-mailers, unsurprisingly, know more about a subject than the blogger does
  • The role of a blogger is not to defend against this but to embrace it.
  • He is similar in this way to the host of a dinner party. He can provoke discussion or take a position, even passionately, but he also must create an atmosphere in which others want to participate.
  • You can’t have blogger’s block. You have to express yourself now, while your emotions roil, while your temper flares, while your humor lasts. You can try to hide yourself from real scrutiny, and the exposure it demands, but it’s hard.
  • Alone in front of a computer, at any moment, are two people: a blogger and a reader.
  • The proximity is palpable, the moment human
  • friendship
  • Bloggers can be spun and misled as easily as traditional writers—and the rigorous source assessment that good reporters do can’t be done by e-mail. But you’d be surprised by what comes unsolicited into the in-box, and how helpful it often is.
  • A good blog is your own private Wikipedia.
  • There is a distinction here, of course, between the edited use of e-mailed sources by a careful blogger and the often mercurial cacophony on an unmediated comments section. But the truth is out there—and the miracle of e-mail allows it to come to you.
  • The reason this open-source market of thinking and writing has such potential is that the always adjusting and evolving collective mind can rapidly filter out bad arguments and bad ideas. The flip side, of course, is that bloggers are also human beings.
  • You can disappear into the partisan blogosphere and never stumble onto a site you disagree with. But linkage mitigates this. A Democratic blog will, for example, be forced to link to Republican ones, if only to attack and mock.
  • If all this sounds postmodern, that’s because it is. And blogging suffers from the same flaws as postmodernism: a failure to provide stable truth or a permanent perspective.
  • To use an obvious analogy, jazz entered our civilization much later than composed, formal music. But it hasn’t replaced it; and no jazz musician would ever claim that it could. Jazz merely demands a different way of playing and listening, just as blogging requires a different mode of writing and reading.
  • The reason they talk while listening, and comment or link while reading, is that they understand that this is a kind of music that needs to be engaged rather than merely absorbed.
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    Good one, Brett. Some people were talking about social media as gamification, in terms of checking points (hits, links) and getting rewards. Can't remember where.
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    If you think of it, drop me a line; I'd be interested to see what came of that discussion.
Ed Webb

Alan Kay, Systems, and Textbooks « Theatrical Smoke - 3 views

  • I discuss his key idea: that systemic thinking is a liberal art, and I explain a corollary idea, that textbooks suck
  • if you don’t have a category for an idea, it’s very difficult to receive that idea
  • the story of the last few hundred years is that we’ve quickly developed important ideas, which society needs to have to improve and perhaps even to continue to exist, and for which there are no pre-existing, genetically created categories. So there’s an idea-receiving capacity gap.
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  • Education’s job should be, says Kay, to bridge this gap. To help, that is, people form these necessary new idea-receiving categories–teaching them the capacity for ideas–early on in their lives, so that as they grow they are ready to embrace the things we need them to know. Let me say that in a better way: so that as they grow they are ready to know in the ways we need them to know.
  • cultivate the ability to conceive of, work with, create, understand, manipulate, tinker with, disrupt, and, generally, appreciate the beauty of systems
  • The point is to be able to see connections between the silos. Says Kay, the liberal arts have done a bad job at “adding in epistemology” among the “smokestacks” (i.e. disciplines)
  • a game, or a simulation, thought of as a thing we might create (rather than a thing we only act within), is a visceral example of systems thinking
  • It’s the Flatland story–that we need to train our 2D minds to see in a kind of 3D–and Kay’s genius is that he recognizes we have to bake this ability into the species, through education, as close to birth as possible.
  • Systems thinking is to be conceived of as a platform skill or an increased capacity on top of which we will be able to construct new sorts of ideas and ways of knowing, of more complex natures still. The step beyond seeing a single system is of course the ability to see interacting systems – a kind of meta-systemic thinking – and this is what I think Kay is really interested in, because it’s what he does. At one point he showed a slide of multiple systems–the human body, the environment, the internet, and he said in a kind of aside, “they’re all one system . . .”
  • Seeing systems is an epistemology, a way of knowing, a mindset
  • What happens when you’re stuck in a system? You don’t understand the world and yourself and others as existing in constant development, as being in process; you think you are a fixed essence or part within a system (instead of a system influencing systems) and you inadvertently trap yourself in a kind of tautological loop where you can only think about things you’re thinking about and do the things you do and you thus limit yourself to a kind of non-nutritive regurgitation of factoids, or the robotic meaningless actions of an automaton, or what Kay calls living in a pop culture
  • A downside of being epistemologically limited to thinking within a system is that you overemphasize the importance of the content and facts as that system orders them
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    Seems like, among other things, a call for learning with games.
Ed Webb

BBC News - Blizzard cuts off Iranian access to World of Warcraft - 0 views

  • "This week, Blizzard tightened up its procedures to ensure compliance with these laws, and players connecting from the affected nations are restricted from access to Blizzard games and services," read the statement. Unfortunately, said Blizzard, the same sanctions meant it could not give refunds to players in Iran or help them move their account elsewhere. "We apologise for any inconvenience this causes and will happily lift these restrictions as soon as US law allows," it added. Although the block on Wow has been imposed by Blizzard, other reports suggest a wider government ban might have been imposed. Players of Wow and other games, including Guild Wars, said when they had tried to log in they had been redirected to a page saying the connection had been blocked because the games promoted "superstition and mythology". Blizzard said it had no information about Iranian government action against online games.
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    Interesting to compare this with those various US moves against Euro banks for trading with various enemies.
Brett Boessen

MIT TechTV - Part 2 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center) - 3 views

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    Lantz, designer of Drop7 and head of the NYU Game Center, which has a new game design MFA, talks about aesthetic characteristics of games in this second part of his three-part talk at MIT (part 1 lays out his thinking about aesthetics and art in general, and part 3 is the QnA). I especially like his provocations that "all games are digital" and "games created computers", both of which have to do with his definition of games as "the aesthetics of interactive systems."
Ed Webb

Why Mass Effect is the Most Important Science Fiction Universe of Our Generation - 4 views

  • The value of Mass Effect as a science fiction universe is that it is a critical starting point for discussion about the purpose of humanity in a materialistic universe. Without an answer to that question, there is no real reason for Ender to defeat the Buggers, or for humanity to seek out new life and new civilizations, or for us to not let non-organic life be the torch bearer for intelligence in the universe. Mass Effect confronts us with a female hero of our own creating, with the deepest implications of diversity, with the most dramatic questioning of the value of what it means to be human. Whether you are a feminist, a transhumanist, a theologist, a proponent of space exploration, a pacifist, a human exceptionalist, a bioethicist, a scientist, or a philosopher, Mass Effect demands you rethink your world.
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    Bold claims, but 1+2 are really good.
Ed Webb

BBC News - Why Minecraft is more than just another video game - 2 views

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    Nice. One of the few games my children play together.
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