Not Just Child's Play
False chronologies aside, some professors are using off-the-shelf historical video games to engage students.
http://insidehighered.com/news/2005/11/28/civ
Fueled by New Mexico State University's Learning Games Initiative and Learning Games Lab, this blog will chronicle issues we deal with in creating educational games. We'll be posting responses to research we've done or read, musing on challenges we've faced in creating games, and pondering activities to help new game developers learn. The Learning Games Initiative and Lab is run by Barbara Chamberlin, Ph.D. and administered by Agricultural Communications.
False chronologies aside, some professors are using off-the-shelf historical video games to engage students.
The results for the 2005 Interactive Fiction Competition are in.
Raph Koster, author of the A Theory of Fun textbook we're using in this semester's game design class, just posted a series of presentation slides for a talk he gave at a game development conference called The Destinty of Online Games.
There's a post on BoingBoing today about a free and open-source alternative to Dance Dance Revolution called StepMania that's brewing:
Two dance pads plus a USB controller are about $30 (shipping included) on eBay and they work great with Stepmania... even on my Mac.Since we're interested in personal motion games, this might be a great thing to look into. More importantly, since it's open source, we could learn from the code for reading the dance mat input in order to create our own personal motion games.
MOVE - andrew hieronymi: "MOVE is an interactive installation divided into six distinct modules, JUMP, AVOID, CHASE, THROW, HIDE and COLLECT.
During Friday's game lab, we prepared an activity in which the participants would begin work on creating a video game review. One of our objectives with this project was to have the kids provide more in-depth discussion of individual games. Although previous video reviews had been relatively informative, we wanted to push them to give more detail and explanation about what they did or did not like and why. The two participant format seemed to support this effort to a greater degree than previous methods because each individual could elaborate and add in details about the views expressed by the other.
I happened to meet up with one of my friends from College yesterday. He's a police officer now, which suits him well because I've always admired both his facility with people and his cool head in an emergency. He's smart, empathetic, and level-headed, all things that you want in a dedicated public defender.
Particularly as we do work with games for obesity prevention, many of us have yearned to really take advantage of full body interface design... game play that makes the player Move to MOVE. DDR comes close... but has just not really been taken advantage of in game design. (There are 8 ways to move in a DDR pad, with combo steps as well... why are they only used to dance? They can be used to hop, skip and jump and would be great for an adventure game... I dunno...).
Tom Higgins recently posted a blog entry about his thoughts on the Austin Games Conference. In particular, he talks about the growing interest in the casual games market.
Everyone agreed that the casual games business is a looming opportunity that will only grow in the coming years. Just a few years ago the notion of casual games being an industry itself would likely have been laughed at, especially if one tried to claim that revenue numbers from casual games would soon be approaching levels similar to traditional games (high-end PC or console titles).