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What’s Wrong with NPCs?—One of Numerous Questions Austin Walker Nails Perfectly

In most video games most of the time, non-player characters are the meat in the player character’s power fantasy sandwich. It might taste great and satisfyingly fire up the player’s neural tastebuds,...

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Brianna Wu Is Third Woman Since August to Be Driven From Home by Death and...

After attending the European Conference on Game-Based Learning in Berlin last week, I was looking forward to writing about exciting papers and newly-won friends (and a few scientific lemons, to be...

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The “Actually, It’s About Ethics in Journalism!” Game

The game “Actually, It’s About Ethics in Journalism!” pitches the player against hordes of badly coded Turing bots set up to propagate a fictitious media conspiracy. The challenge is how long the...

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#GamerGate Isn’t Over But

#GamerGate isn’t over. Actually, GamerGate might never be over. Or at least won’t be for a very long time. And it can’t, because institutionalized misogyny—very much like its sibling institutionalized...

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“#GamerGate Isn’t Over But” Addendum

Brianna Wu: Something has to change. I have 3 games to get out the door–Revolution 60 PC, which is almost done, Cupcake Crisis and Project: Gogo. My team needs me leading them, not fighting Gamergate....

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#ECGBL2014: Welcome and Keynote

Last year’s ECGBL 2014 (8th European Conference for Game-Based Learning), October 9–10, in Berlin, which included the satellite conference SGDA 2014 (5th International Conference on Serious Games...

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#ECGBL 2014: The Pitfalls of Gamified Learning Design

The first #ECGBL2014 presentation I attended was “Experimenting on How to Create a Sustainable Gamified Learning Design That Supports Adult Students When Learning Through Designing Learning Games”...

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Thing Is, Austin Walker Is Creating Great Video Game Criticism (And You Can...

Austin Walker, whose eye-opening article “Real Human Beings: Shadow of Mordor, Watch Dogs and the New NPC” I referenced in an earlier post, writes terrific video game criticism at New Statesman, Paste...

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Breaking Down Siloed Educational Subjects & Learning with Computer Games:...

Recently, I asked about the possible effects of “one-size-fits-all educational methodology with predetermined curricula and standardized testing” and, especially, “conditioned learning of siloed...

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On Flow and Flow Control

The general principle to put players in control of their flow channels is to design the game’s challenge structure in a way that concurrently escalates risk, relief, and reward, and not just over time,...

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Entering Game Space: A Very Compact Primer

Passage is structure, not story. It’s not about challenges or plot points, it’s about rules and mood. As a passage, it should serve as an introduction when the game is played for the first time, and...

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Book Release: Ludotronics

Hot off the press: my book release Ludotronics: A Comprehensive Game Design Methodology From First Ideas to Spectacular Pitches and Proposals, 576 pages, 100+ illustrations. March, 2019. It’s a...

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Ludotronics: On Lectures, Levels, and Learning Outcomes

For my very first set of university courses, to navigate monster schedules and sleep deprivation, I employed the time-honored strategy of putting everything that seemed remotely relevant on a load of...

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The Thing on the Doorstep: Technology and the Classroom

In my lecture on media psychology/media didactics for game designers, reverse-questioning how school lessons and school curricula relate to technology and games counts among my favorite exercises. For...

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The Other Thing on the Doorstep: Games and the Classroom

The second reverse question I love to discuss in my lecture on media psychology/media didactics for game designers is to ask, instead of what games can bring to the classroom, what the classroom brings...

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Boss Exam!, or: Grading in Games

Among the great advantages of game-based learning is, in well-designed games, that players are “tested” exclusively on skills, knowledge, understanding, or attitude that they have learned, or should...

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Academic Paper: “Making Sense: Juxtaposing Visual, Auditory, and Kinesthetic...

As I wrote last year, I committed myself to generating one academic paper per year from the research I’m doing for my book on game design methodologies, Ludotronics. (The website ludotronics.net is up,...

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Academic Paper: “Tuning Aristotle: An Applied Model of Emotions for...

Hooray, my third paper! As I wrote here two years ago, I committed myself to writing one paper each year while I’m researching and writing my book on game design methodologies. Which has a full title...

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Academic Paper: “Learning to Play, Playing to Learn: An Integrated Design...

This is my fourth paper, certainly not my last, but the last paper I will prepublish before my book comes out. (For those of you who haven’t followed or forgotten all about it, three years ago I...

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Native Informants in Game-Based Learning: Gender

Game-based learning comes in many different shapes and styles that encompass everything from dedicated educational content in serious games to training simulations to communicating knowledge about...

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