I rarely have the time or energy to play video games these days. My waking life seems sufficiently suffused with challenges, tasks, and the pursuit of “achievements” that gaming often feels more like self-induced stress rather than relaxing escapism. But I’m still fascinated by the medium: games can be counted on to innovate technologically (if … Continue reading 2022 in Video Games
Category: Game Studies
Niantic responds to Pokemon Go players, acquires scanning company
In an earlier post I wrote about how Pokemon GO developer Niantic was rolling back some gameplay changes implemented during the pandemic, and how many players were pushing back against the reversion to the pre-pandemic status quo. Last week Niantic posted a response to the Pokemon GO community: “We have heard your feedback about one … Continue reading Niantic responds to Pokemon Go players, acquires scanning company
Pokemon Go & post-pandemic mobility expectations
I haven’t played Pokemon Go since the early days of its release. It was nearly impossible to avoid the buzz surrounding the game’s launch. And as I wrote back in July 2016, the hype around the game was infectious and the game itself offered an exciting new way of interacting with public spaces in your … Continue reading Pokemon Go & post-pandemic mobility expectations
The Soul in Cyberpunk: Consciousness, Higher Selves, and the Tarot of 2077
“The tarot will teach you how to create a soul.” Jodorowsky, The Holy Mountain Cyberpunk 2077 released last week, and like so many others I’ve been exploring the game (to the best of my ability considering the performance issues on my console hardware...but that’s currently being discussed ad nauseum across the Internet, and I am … Continue reading The Soul in Cyberpunk: Consciousness, Higher Selves, and the Tarot of 2077
Watch_Dogs: Legion, part 1: Open Worlds
I love the Watch_Dogs franchise. Or rather, I want to love it. I certainly love the overall concept. The distinguishing features of the series incorporate some of my favorite elements from video games in general, as well as more particular niche interests. For one thing, the games are set in contemporary urban open worlds that … Continue reading Watch_Dogs: Legion, part 1: Open Worlds
The unreal urbanism of Pokémon Go
Earlier this month the mobile-app game Pokémon Go was released in the U.S., and the game has been ubiquitous ever since. Aside from being a sudden pop culture phenomenon, the game's success poses some significant implications. First of all, this is clearly a breakthrough moment for augmented reality. Pokémon Go is not the first augmented reality game, … Continue reading The unreal urbanism of Pokémon Go
Gamification: educational applications and the rise of engagement
This EdTech article by D. Frank Smith showcases an app designed by a UW-Madison professor to teach campus sustainability through gamification: One of the app's games lets students practice waste sorting to reinforce good habits in distinguishing waste from recyclable materials. Different objects scroll down the side of the screen on a conveyer belt, and … Continue reading Gamification: educational applications and the rise of engagement
Ludology grab bag: video games and authenticity, semiocapitalism, and geography
Tim Biggs wrote an article at IGN considering video games in relation to the human search for authenticity: The postmodern condition presents a constant struggle and conflict between our own desires and a world that seems fully available to experience but devoid of concrete or objective meaning. Video games, by virtue of their most basic … Continue reading Ludology grab bag: video games and authenticity, semiocapitalism, and geography
Ender’s Game analyzed, the Stanley Parable explored, Political Economy of zombies, semiotics of Twitter, much more
It's been a long time since the last update (what happened to October?), so this post is extra long in an attempt to catch up. I haven't seen the new Ender's Game movie, but this review by abbeyotis at Cyborgology calls the film "a lean and contemporary plunge into questions of morality mediated by technology": … Continue reading Ender’s Game analyzed, the Stanley Parable explored, Political Economy of zombies, semiotics of Twitter, much more
Manifesto for a Ludic Century, ludonarrative dissonance in GTA, games and mindf*cks, and more
Kotaku recently posted a "manifesto" by game designer Eric Zimmerman declaring that the 21st century will be defined by games: Systems, play, design: these are not just aspects of the Ludic Century, they are also elements of gaming literacy. Literacy is about creating and understanding meaning, which allows people to write (create) and read (understand). … Continue reading Manifesto for a Ludic Century, ludonarrative dissonance in GTA, games and mindf*cks, and more