Learn all about the academic field of game studies!
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Interviews with scholars of game studies about their books.
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Philosophy is like plumbing for ideas - it makes connections and keeps everything flowing. In this podcast, Graham and his guests are doing some philosophical plumbing for game studies. We'll be asking questions like: Why are philosophers always talking about games? Is philosophy itself a game? How can we use games to understand philosophy - and how can we use philosophy to understand games? This podcast will use philosophy to study games and games to study philosophy. Anyone interested in p ...
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Welcome to Game Studies for Everyone, the podcast where complex game research becomes accessible to everyone! Join our co-hosts as they break down cutting-edge research in games and interactive media. Each 15 to 20 minute episode transforms academic findings into bite-sized, engaging discussions that everyone can enjoy. Whether you’re a gamer, developer, or just curious about the science behind the games you love, Game Studies for Everyone is your go-to source for easy-to-digest insights. No ...
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This podcast is en excerpt of my devlog in which i talk about one ludological topic each week. I will try to deconstruct a mechanic or part of a game, see what its benefits and drawbacks are and try to come up with ideas on how to use it and what can be improved.
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Conversations in Game Studies is a series of talks with scholars who research video games in their academic work, covering specific areas of research, as well as game studies in a broader context.
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GameStudiesAudiofied: Dein deutschsprachiger Interview-Podcast mit SpieleforscherInnen: Was erforschen sie? Was treibt sie an? Was spielen sie? Das Logo stammt seit Juli 2017 von Michael Förtsch und löste das alte von einem jungen Mode-Designer, der unter dem Pseudonym eykhlas auf fiverr zu finden ist, ab. Audio-Intro und -Outro stammen von Monaco F. Rudolf Inderst: *1978 in München. Doppelt promoviert arbeitet er als Ressortleiter für digitale Spiele bei nahaufnahmen.ch. Coacht & trainiert ...
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René Reinhold Schallegger, "A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames" (McFarland, 2024)
40:14
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40:14We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need…
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78 – Dibbell – My Tiny Life
2:07:02
2:07:02
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2:07:02We talk about Julian Dibbell’s My Tiny Life. Buy the shirt! Support this show on Patreon! Buy books from our Bookshop.org page! Follow Ranged Touch on Twitter. Follow CMRN on Twitter. Follow Michael on Twitter. Chris Hunt created the theme song for this show.De către Ranged Touch
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The Malaise of Modern Video Games -- Simon Parkin
46:18
46:18
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46:18Simon Parkin, host of the podcast My Perfect Console and contributing writer (mostly on video games) to The New Yorker, joins Plumbing Game Studies to talk about his recent NYTimes article on modern video games. (Paywalls on both articles - no paywall on My Perfect Console though!) Simon and I discuss the difference between modern video games and t…
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Réjane Dreifuss et al., "Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers" (Transcript Publishing, 2024)
32:33
32:33
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32:33Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, Live Performance and Video Games: Inspi…
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Marijam Did, "Everything to Play For: An Insider's Guide to How Videogames are Changing Our World" (Verso, 2024)
55:43
55:43
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55:43Everything to Play For: How Videogames Are Changing the World (Verso, 2024) by Marijiam Did asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novice…
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Marco Arnaudo, "The Tabletop Revolution: Gaming Reimagined in the 21st Century" (McFarland, 2023)
27:19
27:19
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27:19The Tabletop Revolution: Gaming Reimagined in the 21st Century (McFarland, 2023) is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers hav…
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Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)
36:40
36:40
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36:40The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most…
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James Malazita, "Enacting Platforms: Feminist Technoscience and the Unreal Engine" (MIT Press, 2024)
40:01
40:01
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40:01An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories …
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Andrew S. Latham, "Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda" (McFarland, 2024)
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39:25How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by …
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77 – Flanagan and Jakobsson – Playing Oppression
2:13:56
2:13:56
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2:13:56We talk about Mary Flanagan and Mikael Jakobsson’s Playing Oppression. You can read the book open access on The MIT Press website: https://direct.mit.edu/books/oa-monograph/5547/Playing-OppressionThe-Legacy-of-Conquest-and Buy the shirt! Support this show on Patreon! Buy books from our Bookshop.org page! Follow Ranged Touch on Twitter. Follow CMRN …
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John Eglin, "The Gambling Century: Commercial Gaming in Britain from Restoration to Regency" (Oxford UP, 2023)
56:42
56:42
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56:42John Eglin talks with Jana Byars about The Gambling Century: Commercial Gaming in Britain from Restoration to Regency (Oxford UP, 2023). Gambling captures as nothing else the drama of the "long eighteenth century" between the age of religious wars and the age of revolutions. The society that was confronted with games of chance pursued as commercial…
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Julien Mailland, "The Game That Never Ends: How Lawyers Shape the Videogame Industry" (MIT Press, 2024)
40:39
40:39
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40:39A guide to the fascinating legal history of the videogame industry, written for nonlawyers. Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan’s Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Du…
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Matthew S. Smith, "EverQuest" (Boss Fight Books, 2024)
38:29
38:29
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38:29“You’re in our world now.” This bold tagline led Sony’s 1999 ad blitz for EverQuest (Boss Fight Books, 2024), the year’s most anticipated massively multiplayer game. Though just five words long, it challenged players to live in a virtual world beyond anything they’d experienced before—and delivered. The game that proved the MMORPG’s potential, Ever…
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Tom Boellstorff and Braxton Soderman, "Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie®" (MIT Press, 2024)
35:27
35:27
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35:27The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogam…
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76 – Trammell – Repairing Play
1:45:56
1:45:56
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1:45:56We talk about Aaron Trammell’s Repairing Play. It is open access on The MIT Press’s website: https://direct.mit.edu/books/oa-monograph/5530/Repairing-PlayA-Black-Phenomenology Note: Did one last final check — Riven did eventually release for the Sega Saturn. Buy the shirt! Support this show on Patreon! Buy books from our Bookshop.org page! Follow R…
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Games "You" Should Know: Breaking the Game: Finding Meaning in "You"
15:24
15:24
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15:24What if the point of a game wasn’t to win, but to question why we play at all? In this episode, we explore the thought-provoking and unconventional video game You, a critical gameplay experience that flips traditional gaming conventions on their head. Set in a platformer world where words shape your path, players guide the character “You” through a…
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A Board Game Whose Rules Will Never be Known -- Amabel Holland
48:38
48:38
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48:38Board game designer Amabel Holland joins me to discuss her recent board game The City of Six Moons. City of Six Moons isn't an ordinary game - the game is presented as an alien object, and the rules are in an unknown language. Amabel joins me to talk about what this means for games, rules, systems, communication, and knowledge itself. Along the way…
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Gabe Durham, "Bible Adventures" (Boss Fight Books, 2015)
29:15
29:15
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29:15In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough. Based on e…
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Seth E. Jenny et al., "Routledge Handbook of Esports" (Routledge, 2024)
35:37
35:37
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35:37The Routledge Handbook of Esports (Routledge, 2024) offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the compet…
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Games You Should Know: Breaking Boundaries and the Surprising Impact of Stolen Kisses
14:49
14:49
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14:49In this episode, we explore the groundbreaking mobile game Stolen Kisses, designed to upend the heteronormative tropes of traditional affection games and create a more inclusive, diverse experience for players. Developed as both a game and a social experiment, Stolen Kisses offers a variety of characters for players to engage with, challenging norm…
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Yaraslau Kot, "Central and Eastern European Histories and Heritages in Video Games" (Routledge, 2024)
35:52
35:52
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35:52Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, Central and Eastern European Histories and Heritages in Video Games (Routledge, 2024) looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches…
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The Emulation Game of Japanese Culture -- Morgan Pitelka
1:12:50
1:12:50
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1:12:50This episode is co-hosted by David Hall, PhD Candidate in ECL at UNC. David and I are joined by Morgan Pitelka, Professor of Asian and Middle Eastern Studies and of History at UNC - Chapel Hill, joins us to discuss representations of the early modern period in Japan, video games and otherwise. Over a discussion ranging from 8th century historiograp…
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Games You Should Know: Emoji, Literature, and Play: The Game of Meaning
7:00
7:00
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7:00What happens when you adapt a literary classic into a game using only emoji? In this episode, we dive into The Unbearable Lightness of Meaning, a game inspired by Milan Kundera's The Unbearable Lightness of Being. We explore how this innovative adaptation uses emoji as its primary storytelling tool, pushing the boundaries of what these tiny symbols…
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Games you should Know: Unplaying War: The Radical Mechanics of 'Healer
7:00
7:00
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7:00In this episode, we explore a fascinating case study from the "Critical Gameplay" series, focusing on the video game Healer and its bold reimagining of what it means to play. Healer challenges the traditional mechanics of war games by flipping the script—players aren’t there to fight; they’re there to heal. Through its innovative "unshooting" mecha…
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Breaking the Game: The Power of Critical Games in Challenging Conventions
20:54
20:54
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20:54What happens when games go beyond fun and entertainment to challenge societal norms and player expectations? In this episode, we dive into the growing field of "critical games," a transformative genre in the video game industry. These aren't your typical games; designed with a critical lens, they disrupt conventional gameplay to provoke thought and…
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Code & Creativity: Unveiling the Philosophy Behind Software Design
15:25
15:25
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15:25Ever wondered how the software you use shapes your creativity? In this episode, we unpack a thought-provoking study from the International Journal of the Humanities that dives into the philosophy behind software design. The author reveals how every design choice in software isn’t just functional—it’s philosophical, influencing how we create and int…
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Games as Art, in Scotlands Blank Arcade 2016
16:52
16:52
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16:52Step into the immersive world of digital games and interactive art with our latest episode, where we dive deep into Blank Arcade 2016, an early and pioneering exhibition that showcased games as art worthy of the gallery space. Join us as we explore the catalog's most captivating entries, guided by curators Lindsay Grace and Emilie Reed, who highlig…
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Richard Moss, "Tale of Two Halves: The History Of Football Video Games" (Bitmap Books, 2024)
37:28
37:28
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37:28Painstakingly researched and written by football-obsessed writer and experienced game journalist, historian, and documentarian Richard Moss – author of Bitmap's own The Secret History of Mac Gaming – A Tale of Two Halves: The History Of Football Video Games stays keenly on the ball as it shares the rich and influential history of video game footbal…
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75 – Jameson – Postmodernism
2:30:56
2:30:56
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2:30:56We talk about Fredric Jameson’s “Postmodernism, or The Cultural Logic of Late Capitalism” which was originally published in New Left Review in 1984. Note: Checked one more time — Riven did eventually release for the Sega Saturn. Buy the shirt! Support this show on Patreon! Buy books from our Bookshop.org page! Follow Ranged Touch on Twitter. Follow…
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Play with Purpose: Unraveling the Art of Critical Gameplay Design
12:00
12:00
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12:00In this episode, we dive into the fascinating world of "critical gameplay design," an innovative form of game development that challenges the norms of traditional gaming. Discover how critical gameplay is more than just entertainment; it's a powerful platform for questioning societal values and sparking conversations about social and political issu…
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Tom Smith, "Anatomy of Game Design" (CRC Press, 2024)
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28:05People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design (CRC Press, 2024) takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the system…
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Breaking the Mold: Enculturation and Creativity With Games and Creative Software
7:00
7:00
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7:00Are the cultural norms of the art world stifling true creative breakthroughs? In this thought-provoking episode, we dive into Lindsay Grace's exploration of enculturation and its impact on artistic production. Grace pulls back the curtain on the culture of art critique, academic consensus, and the processes that shape how creativity unfolds. She di…
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Games Beyond Play: Exploring the Art of Blank Arcade 2014
19:35
19:35
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19:35Dive into the world where gaming meets art in our latest episode! We explore the fascinating catalog of Blank Arcade 2014, an extraordinary showcase from the Digital Games Research Association (DiGRA) conference. This collection highlights early examples of games as artistic and conceptual expressions, pushing boundaries far beyond traditional play…
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Level Up: Blank Arcade 2015 – Exploring the Art of Games
12:05
12:05
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12:05Dive into the groundbreaking world of Blank Arcade 2015, a second event showcasing games as you’ve never seen before. In this episode, we uncover how this experimental exhibition transforms traditional game design into a powerful art form. From the physical challenge of 'Shapes,' a neurorehabilitation game that redefines physical therapy, to the di…
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Game On: Curating Digital Art in the 21st Century
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20:55In this episode, we explore the challenges and opportunities of exhibiting interactive media in today's museums and galleries. Drawing from her extensive global experience organizing game art exhibitions, Grace breaks down the different approaches—exhibitions, festivals, and showcases—revealing the strengths and limitations of each. We dive into th…
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The Rise of eSports: Mental Agility and the Shift in Modern Values
15:18
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15:18In this episode, we dive deep into the world of eSports, exploring how its rapid rise mirrors evolving social values in the digital age. We’ll discuss how eSports, much like traditional sports, showcase exceptional skills—but with a twist. Instead of physical dominance, eSports champions mental agility, strategic thinking, and problem-solving prowe…
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Games, Addiction, and Violence: Unpacking the Moral Panics
11:02
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11:02In this episode, we dive into the ongoing debate surrounding video games and their impact on society. From accusations of fostering addiction to claims of inciting violence, games have long been a target of moral panics. But how much of this is rooted in fact, and how much in fear? Join us as we explore the history of moral panics, the science behi…
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Can Games Keep Up with the News? Inside the Newsjam Experiment
7:25
7:25
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7:25In this episode of Game Studies for Everyone, we explore the exciting potential of newsgames as a tool for delivering timely news in a fast-paced media world. Based on a Newsjam—a 36-hour event where participants collaborated to create newsgames based on current events. Can games be created quickly and effectively by non-experts? We’ll discuss the …
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Newsgames: The Future of News Delivery or Too Much for Newsrooms?
13:36
13:36
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13:36In this episode of Game Studies for Everyone, we explore the fascinating world of newsgames and how they’re reshaping the way we consume news. Using a case study from a major national newspaper, we dive into the challenges of creating newsgames—from the fast pace of news to the evolving game literacy of audiences. We’ll also discuss the exciting op…
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The Rise of Newsgames: Exploring the State of Interactive Games & Journalism
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10:06
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10:06We dive into the "State of Newsgames 2020" report, which analyzes 50 newsgames from 2015 to 2020. Discover how interactive news experiences use familiar game mechanics to tackle real-world topics in short, shareable formats. We'll explore the editorial nature of newsgames, their aesthetic qualities, and how they’re shaping the future of news storyt…
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5-Minute Games You Should Know: Playable Polls – A New Era of Opinion Gathering Through Games
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6:01
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6:01What if gathering public opinion could be fun and interactive? In this episode, we dive into the groundbreaking research of Lindsay Grace, who explores the use of games as polling systems. Grace introduces the concept of playable polls—interactive games designed to collect player opinions and sentiment in a more engaging and effective way than trad…
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Microgames vs. Health Misinformation: A Game-Changing Approach
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14:23In this episode, we dive into an innovative research project that explores how microgames can combat health misinformation in vulnerable communities. The researchers behind the study developed three unique microgame prototypes—a trivia game, a social media simulation, and an interactive fiction narrative—each designed to engage and educate players.…
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Maurice Suckling, "Paper Time Machines: Critical Game Design and Historical Board Games" (Routledge, 2024)
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35:18James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of…
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Part 2 of Fake News: Combatting Misinformation & Disinformation Through Video Games
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14:00n this second installment of our series, we continue to delve into the world of misinformation and disinformation games, but this time, we’re focusing on the powerful emotional and psychological effects these games can elicit. Using Excitation Transfer Theory and Transportation Theory, we’ll explore how emotions, empathy, and narrative immersion pl…
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Part 1 of Fake News: Combatting Misinformation & Disinformation Through Video Games
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7:51
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7:51In this exciting debut of our series on misinformation and disinformation, we dive into the world of disinformation games—engaging, thought-provoking interventions designed to combat the spread of fake news. We'll explore how these games are harnessing the power of play to change the way we interact with media, focusing on two major communication t…
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Breaking the Rules: How Critical Indie Games Challenge the Status Quo
1:09:35
1:09:35
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1:09:35In this episode of Game Studies for Everyone, we explore the critical design movement in indie games, led by visionary artists like Nicky Case, Lindsay Grace, and Zach Gage. These games push the boundaries of traditional game design, using gameplay to critique social conventions and question player assumptions. We’ll break down the key traits of cr…
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