Recent Posts

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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Let’s Use Toys to Teach about Playing in the Past!

Feb 27, 13 Let’s Use Toys to Teach about Playing in the Past!

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The other week when I was teaching a lovely group of 7th graders, I demonstrated how a colonial buzz saw toy works. Grasping both handles firmly, I spun the toy’s wheel around its string a few times and then firmly pulled the handles away from the wheel. I let the string unwind and then repeated this motion – spinning,...

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Zeitgeist of Netrunner

Feb 20, 13 Zeitgeist of Netrunner

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One of the most anticipated games of 2012 to be reworked from it’s original design was Netrunner: Android, released by Fantasy Flight Games.  Based on the critically acclaimed 1996 original game by Richard Garfield, known to many as the designer behind the collectible-card-game behemoth Magic: The Gathering, Netrunner:...

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Epic Life: The Big Break of BioShock 3: Humanism of the Walkthrough, or, What happens when the prisoner doesn’t notice he’s been freed

Feb 13, 13 Epic Life: The Big Break of BioShock 3: Humanism of the Walkthrough, or, What happens when the prisoner doesn’t notice he’s been freed

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So is it still humanities if the player, invited to interrogate the méconnaissance that constitutes the epistemology of what s/he perceives as interactivity, says “Meh”? It seems hard to deny that the vast majority of players of BioShock have never thought about the Death-Disarm sequence as a critique of their...

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