Tropes vs. Women in Videogames

“The Tropes vs Women in Video Games project aims to examine the plot devices and patterns most often associated with female characters in gaming from a systemic, big picture perspective. This series will include critical analysis of many beloved games and characters, but remember that it is both possible (and even necessary) to simultaneously enjoy media while also being critical of it’s more problematic or pernicious aspects.” – Feminist Frequency

Sim Sweatshop

“You are invited to enter the world of the sports shoe maker. Your wage will be $6.05 for a full days work. A standard working here is 12 hours. Work hard and you will be paid your full wage. If you make a mistake you will be punished accordingly.” – Sim Sweatshop

The Scratchware Manifesto (2000)

“The machinery of gaming has run amok. Instead of serving creative vision, it suppresses it. Instead of encouraging innovation, it represses it. Instead of taking its cue from our most imaginative minds, it takes its cue from the latest month’s PC Data list. Instead of rewarding those who succeed, it penalizes them with development budgets…

Learning by Design

“So the question is: How do good game designers manage to get new players to learn long, complex, and difficult games? The answer, I believe, is this: the designers of many good games have hit on profoundly good methods of getting people to learn and to enjoy learning. They have had to, since games that were…

Includification – A Practical Guide to Game Accessibility

“This document does not explain the technical ways to design a video game. Instead, it explains the most important accessibility options that can be included into a video game and what each one of them means to the end-user. In a three-tier style, we will explain the options that need to be included to assist those with mobility, hearing, visual and cognitive disabilities.” – Includification – A Practical Guide to Game Accessibility

Digital Media and Learning (Book Series)

“This book series is founded upon the working hypothesis that those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. This is reflected in expressions of identity, in how individuals express independence and creativity,…