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Todd Bryant

Ludwig, physics game - 4 views

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    Says 11+ for audience, but review is very promising
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

CIR's Hairnet Hero Turns School-Lunches Journalism Into Game For Kids - Eric Johnson - ... - 1 views

  • Center for Investigative Reporting
  • It’s an interesting twist on “advergaming” — think Chipotle’s buzzy Scarecrow game — in which games are served up with a targeted message, explicitly or implicitly. Unlike edutainment (another unwieldy portmanteau), the goal isn’t to teach a skill, but rather to sell a brand’s value. In CIR’s case, that’s trustworthy donation-funded journalism.
  • sometimes investigative pieces like the ones found at CIR also pertain to children. To get those same facts across in a kid-friendly format, the nonprofit is this week rolling out a game, Hairnet Hero, with the help of a Berkeley, Calif.-based animation studio, Coco Studios.
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  • Noting that CIR is “aware of the digital divide,” Farnsworth said that a physical card-game adaptation will also be distributed in some California schools.
Ed Webb

The Life-Changing $20 Rightward-Facing Cow - 4 views

  • The A Slow Year limited sets include the poetry book and the game on Atari cartridge, all set in black velvet and red leather, gold foil stamping, all hand-numbered, hand-made. While a manic counter was screaming the end of Bogost's journey to challenge social gaming norms, the creator was quietly, manually, assembling a physical art object. Only 25 will ever be made; they will sell for $500 apiece. Most have already been sold. To Bogost, like the poetry book that accompanies the Atari game, the handcraft and limited nature of A Slow Year's special edition help establish the project uncompromisingly as an art object, a creation bigger than "video game."
    • Ed Webb
       
      Sounds like something in a Wm Gibson or Bruce Sterling story
  • "I never expected that would happen," reflects Bogost. "A lot of the serious players… just like clicking a cow sometimes. It's very innocent; they just like clicking a cow."
  • Cow Clicker was never supposed to be fun. It was supposed to be silly, insultingly simple, a vacuous waste of time, and a manipulative joke at the expense of its players-–in other words, everything Bogost thought that Facebook games like the Zynga-made hit FarmVille are. In Cow Clicker, players get a cow, they click it, and then they must either pay to click it again or wait six hours; an embarrassing, joyless labor that to him represented the quintessential aspects of the games that were flourishing all over the social network.
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  • the story of a person whose joke project became more successful than the one on which he lavished love and intellect, the climate that caused that to happen and how ultimately he decided to learn from it instead of becoming upset
  • Then came the Gamification movement, the shiny new idea that if people were assigned goals and extrinsic "rewards," they'd be more motivated to engage with tasks-–and brands-–than they would have otherwise been
  • Cow Clicker developed an active player base–-people who missed the humor and attached to it as if it were a "real" game. These players unquestioningly spent real-money Facebook credits to enjoy their cows and sent Bogost innocent player feedback in the hopes of improving their experience. It subverted every expectation that he had, even as it reaffirmed his worst fears about the exploitive sadism of Facebook game design. Its success also became something to dread.
Bryan Alexander

International Games Day Comes to Cairo @AUC - 0 views

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    Very interesting meeting. Note the importance of student-generated games, hacking foreign games for local context, and physical (board, tabletop) games.
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