2022 in Video Games

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

Metaverse Madness

Late last month Facebook CEO Mark Zuckerberg announced that the company was changing its name to Meta Platforms Inc., or simply Meta for short. The timing of the announcement led many commentators to interpret the re-branding as an attempt by Facebook leadership to direct attention away from the leaked documents and whistleblower testimony that were … Continue reading Metaverse Madness

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

Interpassivity, Reaction Videos, and Emotions as Content: Why Pablo Hidalgo is (maybe) Right

Amidst all the Cyberpunk 2077 discourse over the past month-and-a-half, I was struck by the opinion expressed by gamepressure’s Michael Chwistek that the game perhaps offers more potential as an interactive movie than as an open-world RPG. The article begins thusly: “I don't like games that complete themselves. Take Telltale games, for example. I only … Continue reading Interpassivity, Reaction Videos, and Emotions as Content: Why Pablo Hidalgo is (maybe) Right

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

Urban Communication: media ecology & infrastructure, neighborhood narratives, rhetoric & rebranding, and more

In Urban Media Ecology news, several recent studies reported correlations between characteristics of the built environment and human health. A study from the University of Kansas (in my birthplace of Lawrence) found that "neighborhoods that motivate walking can stave off cognitive decline in older adults": The researcher judged walkability using geographic information systems — essentially … Continue reading Urban Communication: media ecology & infrastructure, neighborhood narratives, rhetoric & rebranding, and more

McLuhan Monday: Print and Islam, mobile gaming medium theory, McLuhan’s relevance, and more

In an article for Haaretz reflecting on last week's terror attacks in Paris, Michael Handelzalts invokes McLuhan's infamous aphorism in relation to the emergence of print culture in the Islamic world: So, in the Muslim world, books and literacy became generally accessible (instead of being accessible only to the educated male and the wealthy) about a … Continue reading McLuhan Monday: Print and Islam, mobile gaming medium theory, McLuhan’s relevance, and more

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