The Critical Study of Computer Games: A Brief Introduction

The Critical Study of Computer Games: A Brief IntroductionJerz’s Literacy Weblog) Part of: Princeton Video Game Conference reflections. While I mostly wrote those conference reflections for the benefit of game theorists who weren’t able to attend the conference, if you’re new to the subject, you might appreciate a general introduction. Over the past few years,…

Web News Brief 7

Tell your kids, there are more and more ways to make a career out of video games! They could become game designers; they could also play games all the time (or observe other people doing so) for academic research. — Anne Collier —Web News Brief 7 (Net Family News) Tell your kids — maybe it’s not…

FilmCroft: I'm Ready for My Close-up

FilmCroft: I’m Ready for My Close-upJerz’s Literacy Weblog) Part of: Princeton Video Game Conference reflections. Jordan Hall’s presentation was the only one that relied heavily on cinema theory, though she showed an admirable awareness of the problems such an approach causes. To take just one example, she suggests that the default method of playing the…

Way Out of the Box

Today’s computer constructs were made up in situations that ranged from emergency to academia, which have been piled up into a seemingly meaningful whole. Yet the world of the screen could be anything at all, not just the imitation of paper. But everybody seems to think the basic designs are finished. It’s just like “Space,…

Risks of Quantitative Studies

It’s a dangerous mistake to believe that statistical research is somehow more scientific or credible than insight-based observational research. In fact, most statistical research is less credible than qualitative studies. Design research is not like medical science: ethnography is its closest analogy in traditional fields of science. —Jakob Nielsen —Risks of Quantitative Studies (Alertbox) Note… he’s…

Content Creation Online

44% of Internet users have created content for the online world through building or posting to Web sites, creating blogs, and sharing files In a national phone survey between March 12 and May 20, 2003, the Pew Internet & American Life Project found that more than 53 million American adults have used the Internet to…

Interactive Fictions

Most non-arcade games that retain a rabid fan base years after they’ve become technically obsolote fall into one of two categories. They have a obsessively complex world that’s been built up around them (Nethack, say, or tabletop roleplaying games), or they have a simple rule set with much greater depth in the gameplay and strategy…

Games Galore

Games Galore Two interesting Slashdot threads… one is “Gaming Academia Gets More Mainstream Press“, a response to the recent NY Times article on the upcoming Princeton conference, and another is discussion of Magic Words: Interactive Fiction in the 21st Century, a beautiful nine-part article on interactive fiction, featuring interviews with Emily Short, Stephen Granade, Andrew…

The Ivy-Covered Console

“Games are big, big objects,” said Barry Atkins, who teaches in the English department at Manchester Metropolitan University in England. “The days when you could play a couple of hours of Myst and write about it are over.” | Dr. Atkins admitted that he didn’t finish Half-Life before writing about it in his 2003 book,…