Ian Bogost: Project Management: Avoiding Mistakes… If I Only Knew Then What I Know Now

Serious Games Summit DC 2005 Ian Bogost: Project Management: Avoiding Mistakes… If I Only Knew Then What I Know Now (Jerz’s Literacy Weblog) Bogost reminded the group that, despite the fact the room was arranged for a lecture, this is a roundtabe. Why is an academic talking about project management? “After all, uiversities are not exactly known…

Sharon Sloane: Exploring Game-Based Instructional Methodologies that Reach the Cognitive and Affective Learning Domains

Serious Games Summit DC 2005Sharon Sloane: Exploring Game-Based Instructional Methodologies that Reach the Cognitive and Affective Learning Domains (Jerz’s Literacy Weblog) The presentation, by Sharon Sloane, president of CEO of Will Interactive, began with a long video clip showing a military leadership training game, focusing not on combat but routine decisions, careerism, inappropriate comaraderie (a superior…

Dolly Joseph and Mable Kinzie: Boys [sic] and Girls [sic] Game Play Preferences: Survey Results

Serious Games Summit DC 2005 Dolly Joseph and Mable Kinzie: Boys [sic] and Girls [sic] Game Play Preferences: Survey Results (Jerz’s Literacy Weblog) I’m hemmed into an awkward back corner, so I hope the presentation’s good, since I won’t be able to get out easily. I didn’t catch the speaker’s name at first, but it was…

Tim Holt:

Serious Games Summit DC 2005Tim Holt:  (Jerz’s Literacy Weblog) Remediating the classic Atlas body-building cartoon, Holt presented the scenario in which a big burly organization kicks sand in the face of a scrawny game designer. He suggested that modding is a way to create a great-looking game, that can be used to get further funding,…

Perla and Whatley's Keynote Address: What's So Serious about Game Design? The Art or the Science?

Serious Games Summit DC 2005Perla and Whatley’s Keynote Address: What’s So Serious about Game Design? The Art or the Science? (Jerz’s Literacy Weblog) Quick Take: I thought both speakers did a fair job contextualizing serious games, but as a humanist I am used to attending conferences in which speakers are meticulous about plugging their individual observations…

Blasts From the Past: What today's game designers can learn from Space Invaders.

For the last decade, most game companies have been governed by one obsessive idea: that making games more lifelike?more three-dimensional and hyperreal?will make them more fun. But this hasn’t worked. Even the crappiest game today has an elaborate 3-D world you can wander around and marvel at the superb rendering of shadows, the elaborate tattoos…

The Uncanny Valley

The uncanny valley itself is where dwell monsters, in the classic sense of the word. Frankenstein’s creation, the undead, the ingeniously twisted demons of animé and their inspirations from legend and myth, and indeed all the walking terrors and horrors of man’s imagining belong here. In essence, they tend to be warped funhouse-mirror images of…

But I, for one, do not believe that journalism’s future is gloomy. In fact, I think that when we look back on the early years of the 21st century, we will recognize it as a period of exploding opportunity for journalists and the start of an exciting new era for journalism. I also think it’s…

We Need Humanities Labs

I wonder how an English professor would feel spending a week in a physics lab. Not about the scientific work, but about the frequent, ongoing interaction between students and peers, post-docs and faculty. Scientists see each other in the lab, if not daily, then at least weekly. They have frequent lab meetings, colloquia and interaction…