Recent Posts

Colonialism, Privilege, and Meaningful Play in Dog Eat Dog

Apr 24, 13 Colonialism, Privilege, and Meaningful Play in Dog Eat Dog

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Game designer Liam Liwanag Burke describes Dog Eat Dog as a ”fun, compelling game about colonialism and assimilation in the Pacific Islands.” That’s right – Burke created a fun roleplaying game about the inequality inherent to colonialism and its consequences. One player acts as the Occupation (all of it...

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Epic Life: Immersion and Metaphor in Papo & Yo

Apr 17, 13 Epic Life: Immersion and Metaphor in Papo & Yo

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In this post I read the ruleset of Papo & Yo as an example of the same kind of creative manipulation of immersion I located in the Odyssey in my last post. My argument for better living through epic springs from a model of immersion that at its simplest level finds in the experience of having one’s immediate reality...

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Epic Life: Immersion and Identification among the Phaeacians

Apr 03, 13 Epic Life: Immersion and Identification among the Phaeacians

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In this post I outline an argument for trying to study immersion as I described it in my last post. To put that argument simply, the reason to study immersion as identification is that to do so allows us cultural traction over an essential part of the experience of practomime–a part that composers and performers have been...

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Zeitgeist of Netrunner: The Corp

Mar 27, 13 Zeitgeist of Netrunner: The Corp

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In my previous installment, I argued that one could look at the re-release of Netrunner by Fantasy Flight Games and compare it to the original Wizards of the Coast version, released sixteen years ago, in order to take a zeitgeist measurement of the social and technological milieu’s that spawned each iteration.  While last...

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Epic Life: Describing Immersion

Mar 20, 13 Epic Life: Describing Immersion

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In the posts in this series so far I’ve demonstrated that games condition humanities. The rulesets of the past, beginning (from the perspective of the traditional canon of Western literature) with the homeric epics, enable the performances of the present; those performances iterate the rulesets, inviting future performances in...

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Of Carrots and No Sticks; or, on Teaching Digital History with Gamification

Mar 13, 13 Of Carrots and No Sticks; or, on Teaching Digital History with Gamification

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I’m teaching HIST3812: Digital History (Games and Simulations for Historians) this term.  Past experience has taught me that whenever I actually try to force students to learn some digital skills – to do digital history – I encounter pushback and resistance. Why that should be is fodder for another day, but I...

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Epic Life: The Big Break of BioShock, part the last

Mar 06, 13 Epic Life: The Big Break of BioShock, part the last

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I promised to deal with one last problem in my “Games are Humanism” line of argument (now that the non-essentiality of the academic ruleset and the incipient humanism of even the least self-aware performance have been established): if we grant that playing BioShock can be doing humanities, where does that leave games...

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