“I first heard the term “gameplay” when I interviewed for a job at Atari in 1982. It was used by someone who had just played a new arcade game, Zaxxon, I think. “It has good gameplay.” Since then, the term has become ubiquitous in the fi eld. People talk about gameplay, as if it’s some magical, mystical thing that…
Geertz’s Deep Play is an essay (I think) everyone should read. So much so I wrote about it: http://t.co/s1VP6L3rP5 #gamestudies101 — Casey O’Donnell (@caseyodonnell) March 25, 2015
" One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games. "- Carl G. Jung
“ArenaNet game designer Daniel Achterman will share general guidelines and best practices he’s picked up over the years for crafting and tuning game systems.
My name is Daniel Achterman, and I’m a game designer. I’ve been doing gameplay and system design in a variety of genres for about 8 years, mostly RPGs, at companies like Gas Powered Games and ArenaNet…”
A summary post that introduces games and health, including references to related games, publications, and organizations.
A collection of academic, critical, and enthusiast games publications.
“Substantial resources are being committed to the development of so-called ‘serious’ video games as interventions for health issues. Health educators and others with an agenda for educating young people are well aware that this group buys video games and spends a lot of time playing them. Games therefore seem to have promise as a vehicle for…”
“Every time I talk or write about ecology as a tool or merely an inspiration for hermeneutic approaches to cultural artifacts, I feel like I need to start off with a confession: I am no hardcore, dyed-in-the-wool environmentalist. Not only do I have serious doubts about the compatibility of hardcore environmentalism and dyed wool, I find it hard to subscribe to any sort of Ism, doctrine, or universal approach. And still, with all the relativism of the comparatist whose only creed is that there are always two (or more) ways of looking at any matter, I have become deeply fascinated with ecocriticism lately. “
“This article examines the role of weather in games, from both a gameplay and a wider ecological perspective. While weather is usually introduced merely as decoration, the author argues that more direct effects on gameplay would make games both more realistic and ecologically savvy. While some progress has been made in certain areas (wind blowing on the grass, rippling water, rain or storms affecting planes in flight simulators), there is still much room improvement and challenges for aspiring game developers and graphics artists.” – Abstract