Luke Pullen is a long-time player of strategy and role-playing games with a BA in Classics and German from the University of Tasmania. He is interested in the ways games portray past and present cultures as functioning systems. Luke sternly disapproves of “this Twitter business”, but can be contacted via
The following is a guest post from Angela Cox, a graduate student in English at the University of Arkansas. You can follow her on twitter at @KQscholar. She previously wrote for Play the Past on Space Quest. The very title of the Age of Empires series invites postcolonial readings. Reading real-time strategy (RTS)
In an unusually redemptive reading of the widely disparaged Atari VCS game E.T. (1982), Ian Bogost observes that the game perfectly (though perhaps not intentionally) captured the essence of Spielberg’s hit movie. “It was a film about alienation, not about aliens,” Bogost writes in How to Do Things with Videogames.
I was about 13 years old when I read Orson Scot Card’s Pastwatch: The Redemption of Christopher Columbus. The title might make you think its some pro-colonization read, but its actually a pulpy blend of science fiction and alternate history. If memory serves me right, I read it straight through
Mark Sample recently posted a short talk he gave at the 2011 MLA, called “Criminal Code: The Procedural Logic of Crime in Videogames.” There is a lot in this little talk that’s worth reading. (I applaud Mark’s call for humanists to do close readings of code, something we tried to
For years, researchers have discussed the educational potential of digital games within learning environments (either formal or informal). It’s only relatively recently that those discussions have started to bear fruit in the form of robust serious game development and (more importantly) published research. The problem (at least from the perspective