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.
“Inspired by observing the ongoing battle between corporations & street culture, Corporate Vandals pits corporate vandals and the city against indies and their activist allies. Corporate Vandals is a fast paced sticker turf warfare game using physical stickers on boards to spread your brand across the city of East Fulton (aka Beatdown City).” About Corporate Vandals, IndieCade
“…this article seeks to explore lesbians of color and their experiences “gayming” out and online. Exploring identity development, community building, and connectivity via social networking, the women within this study articulate what it means to be lesbian online and how this impacts their physical and digital experiences.” – Kishonna L. Gray, “Gaming Out Online.”
“There are over two million prisoners in America—men, women, and children who are confined to prisons, jails, or detention facilities. And despite the fact that they cannot walk to a GameStop or load up Steam, many of them play games. This week, Waypoint is devoting a substantial portion of our publishing schedule to exploring this part of games culture. We’re calling it At Play in the Carceral State.” – Austin Walker, Waypoint
“This might sound blasphemous, but the women in Mafia III and Luke Cage fascinate me most. These women are simultaneously complex and maddeningly shallow. I say this to mean there is centuries of tears, laughter, abuse, and love tied up in each and every one of them, but at the same time all of this history and all of these emotions all seem to (by design) fall in service to the narratives’ main male protagonists. ” – Samantha Blackmon, Not Your Mama’s Gamer
“The artists at Studio MDHR, the Canadian company which developed [Cuphead], have done an impressive job recreating the dynamic rubber-hose character animation that producers like the Fleischers and Walt Disney made famous in the 1930s. By setting their game in this aesthetic, however, Studio MDHR also dredge up the bigotry and prejudice which had a strong influence on early animation.” – Yussef Cole, Unwinnable
“When I encounter the fat body in a video game, the disappointment that follows is so hot and pure that there is, as a matter of self-care, an urgent need to remove myself from the moment and get on a plane. I refuse to accept that in the world of prestige video games — AAA in industry speak — a body like mine and those of the people I love and admire, can only exist in one of two ways: a cheap laugh or a site of disgust, usually both.” – Anshuman Iddamsetty, The Outline
“The Breakout EDU Kit is a unique collection of resettable locks, boxes, and items that can be used to play 100s of immersive learning games.” – “Getting Started,” Breakout EDU
“This game is designed as a narrative investigation where you must piece together elements from the different applications, messages and pictures to progress. Scrolling through the phone’s content, you will find out everything about Laura: her friendships, her professional life and the events that led to her mysterious disappearance and the loss of this phone.” – Developer
“There has been a debate about whether these loot boxes are in fact gambling ever since their first inception. While the ESRB may not consider them to be gambling, they unequivocally are and considering them not to be due to a technicality is a tone-deaf interpretation of their function and history…” – Matthew Perks