this article compares video games and digital texts, not in terms of their supposedly shared narrative content (not in terms of their content at all) but, rather, formally-in terms of how they model complex systems, how both video games and digital-text environments work by creating networked environments for the production, reproduction, transmission, and reception (indeed for the continual reediting) of their respective content-objects. Both texts and video games are systems, with their own special affordances and constraints, that provide both "spores" and "spurs," seeds and provocations, prompts for new performances of meaning.
"The Arcane Gallery of Gadgetry is a sort of narrative wunderkammer of an alternate reality game, a "cabinet of curiosities" combining a rich and oftentimes mysteriously fragmented historical tapestry with what Rob MacDougall has called "playful historical thinking.""
The event explored how the latest online and scenario-driven simulations and 3D virtual environments can be applied to sharpen decision-making skills and lay the foundation for more effective peace operations, negotiation, and cooperation.
Steve York and Ivan Marovic
“A Force More Powerful,” York Zimmerman
I'm not only amused by the way the author of this post has taken the simulation so clearly as an accurate analog for what could happen in the real world, but am also intrigued at how widely this story is being re-posted and commented on. I've seen it everywhere: blogs in my RSS, Twitter, and Facebook. I wonder if that is a function of how widely Civ has been played, how closely the analogy to RL adheres for readers, or something else?
Great example of how the process of game design can be powerfully educational. If they've carried out the R&D process well, including beta testing, then the end-product should be educational as well, of course. I hope we'll see more of this kind of project, particularly from liberal arts institutions.