Epic Life: Immersion and Identification among the Phaeacians
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–aContinue Reading
Zeitgeist of Netrunner: The Corp
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 eachContinue Reading
Epic Life: Describing Immersion
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 theContinue Reading
Of Carrots and No Sticks; or, on Teaching Digital History with Gamification
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,Continue Reading
Epic Life: The Big Break of BioShock, part the last
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 thatContinue Reading
Let’s Use Toys to Teach about Playing in the Past!
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 theContinue Reading
Zeitgeist of Netrunner
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: Android broughtContinue Reading
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
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 theirContinue Reading
The Future of the Civil War through Gaming: Morgan’s Raid Video Game
The following is a guest post from Ron Morris, Professor of History at Ball State University. This is a draft of a position paper he is developing for a panel discussion on games as tools for public history presentation and interpretation. He also served as the history consultant on Morgan’s Raid, a game aboutContinue Reading
At the Gates: An Interview with Jon Shafer
I had the opportunity to sit down with Jon Shafer of Conifer Games last week. Some of you may know him as the modder turned lead game designer of a little game called Civilization V. Currently, he’s working on a new project called At the Gates, a single-player turn-based strategyContinue Reading