Parable of the Polygons

“This is a story of how harmless choices can make a harmful world…Our cute segregation sim [Parable of the Polygons] is based off the work of Nobel Prize-winning game theorist, Thomas Schelling. Specifically, his 1971 paper, Dynamic Models of Segregation. We built on top of this, and showed how a small demand for diversity can…

Platform Studies (Book Series)

“The Platform Studies series promotes the investigation of underlying computing systems and how they enable, constrain, shape and support the creative work that is done on them. The series investigates the foundations of digital media — the computing systems, both hardware and software, that developers and users depend upon for artistic, literary, and gaming development….

Medication Meditation

Curator: Steve Wilcox Steve Wilcox is an assistant professor in the Game Design & Development program at Wilfrid Laurier University where he researches & creates knowledge translation games. He is also the co-founder & former editor-in-chief of First Person Scholar.

Pipe Trouble

Curator: Steve Wilcox Steve Wilcox is an assistant professor in the Game Design & Development program at Wilfrid Laurier University where he researches & creates knowledge translation games. He is also the co-founder & former editor-in-chief of First Person Scholar.

Writing characters, not symptoms

“Many people are aware of autism spectrum disorders, but few people understand them. The term encompasses a wide spectrum of disorders characterized by impairments in social, communication and imaginative skills that affects everybody who has them differently. That’s why the word “spectrum” is used. Unfortunately, the common image of people with autism put forth by the media…

Ion: A Compound Building Game

“An Explosively Fun Card Game for 2 -7 players about the chemistry of basic elements, ionic bonding, and everyday compounds!” – Ion Kickstarter Curator: Steve Wilcox Steve Wilcox is an assistant professor in the Game Design & Development program at Wilfrid Laurier University where he researches & creates knowledge translation games. He is also the…

" While looking at a game as it is presented as a boxed product may tell us something about the given structure of the artifact or its imagined player, understanding it as a lived object—as a playful artifact—comes via an attention to the assemblage that constructs our actual games and play. "- T. L. Taylor,

The Semiotics of Controller Design

“The Konami code—up up down down left right left right B A Start—was created in 1986 for the release of Gradius on the NES. It has worked on every single Nintendo console ever since. It has also worked on every single Microsoft console and it works in most internet browsers; the only change is necessary…

Five Things I Didn’t Get About Making Video Games (Until I Did It)

“Before I joined Gearbox Software, I worked at Destructoid as a features editor. I worked there from 2006 to 2010 and specialized in highlighting indie games and spewing vitriol at big-budget games I didn’t like. It turns out there were a shitload of things I didn’t know about games development.” Continue reading… Curator: Steve Wilcox…