Archive for November, 2008

Our Fair City: using games to scaffold real-world interventions

Tuesday, November 25th, 2008

Recently I’ve taken an interest in turning real world actions into gameplay, using MyBO as an example. While other games we’ve discussed have focused on “moral learning,” this class of games instead aims to shape or nudge behavior through game-like features. Well, I’m now working on one such game that would support civic activism, particularly [...]

U.S. military making big gaming research buy

Monday, November 24th, 2008

Hi, everyone. I come across these stories with some frequency, and Gene asked me to share them. Enjoy! –AH “GRAFENWÖHR, Germany — The Army has created a video game unit and will invest $50 million over five years on games and gaming systems designed to prepare soldiers for combat.” In July 2006, Hal Halpin founded [...]

Empathy for pixels

Thursday, November 20th, 2008

Intriguing quote in recent Escapist review of Multiwinia: In some crucial ways, Multiwinia’s sound design establishes a stronger emotional connection with the on-screen carnage than some gory AAA first-person shooters. Perhaps simplicity breeds empathy, but in any case I felt more guilty sending mobs of rudimentary sprites into the teeth of rapid-fire gun turrets than [...]

Morality and “Gamer Guilt” in Fable 2

Wednesday, November 19th, 2008

by David Nieborg (nieborg@uva.nl) Does Fable 2 live up to its promises? That depends on the player. Those willing to play the game several times will find a well-designed, deeply engrossing, morally challenging game. Conversely, the casual gamer will see ‘just’ see a well-designed action game. The game’s biggest problem though, is its lack of [...]

Talk on Games, Morals, and Ethics

Tuesday, November 18th, 2008

I gave a talk yesterday morning on video games, morals, and ethics in Doris Rusch’s class at MIT:

My.BarackObama.com as Augmented Reality Game

Sunday, November 16th, 2008

It featured minimal graphics, no sound effects, and deeply flawed gameplay. Yet one of the most important game titles of 2008 was played by thousands and helped change the face of American politics. I’m writing about My.BarackObama.com. Game designer and scholar Ian Bogost considered it a washout election cycle for political games. McCain had his [...]

Ian Bogost on Games and Politics – liveblogging from Harvard KSG

Thursday, November 13th, 2008

Nicco Mele of Dean for America fame has been hosting a weekly study group on politics and the Internet; today he’s brought in Ian Bogost of Georgia Tech and Persuasive Games to talk about politics and video games. Ian has been ruminating on this topic a bit of late, most recently on Gamasutra, where he [...]

Budget games largely lack human engagement

Tuesday, November 11th, 2008

Nancy Scola of TechPresident recently excoriated a budget calculator put out by NY Governor Patterson, primarily on the ground that it’s “more a dull-edged hatchet than a scalpel” and ignores revenue options. Strangely, though, she ignores the glaring fact that the tool is painfully meaningless to any normal taxpayer. Never mind how ugly it is [...]