The News Game: Using Neverwinter Nights To Teach Journalism

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by [name redacted]

Back in 2001, Nora Paul of the University of Minnesota started to think about tossing together journalists with game designers and theorists to discuss ways in which the medium’s give-and-take trial-and-error self-motivated approach to learning could be academically applied to the process of news-gathering. The timing was unfortunate, however, coming just after the dot-com implosion.

A few years later she pulled together a more academic discussion group on the matter, yet quickly became frustrated with the substitution of chin-stroking for practical application of any of their ideas. Whenever she suggested developing an actual teaching tool, everyone backed away, afraid how it would reflect on his tenure to be actively involved with anything using the word “game”.

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Video Games To Build And Retain A TV Audience

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by [name redacted]

In describing his recent game based on Discovery Channel Canada’s Race to Mars TV serial, Virtual Heroes‘ Randy Brown admitted that people often question how his project was a “serious game”. As an audience member asked toward the end of the session, what makes a community-fostering game more serious than a traditional licensed game? The general answer is that whereas, say, EA’s Lord of the Rings games are just designed to entertain, the games in this session are meant to further understanding of and enthusiasm for the associated subject, through providing the audience a realistic or “synergistic” experience – a slower, quieter exploration of the concepts at hand than would be feasible in a dramatic context.

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Sawyer, Smith On Serious Gaming For Life

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by [name redacted]

As a specific concept, serious games have been drifting around the design sphere since at least the turn of the millennium. Yet for all the hype, and all of the yearly GDC conferences on the subject, the theory has had some trouble gaining traction as more than an academic or industrial curiosity.

According to Ben Sawyer of Digitalmill and Peter Smith of the University of Central Florida, some of the problem in the serious games movement is a general haziness as to exactly what serious games are, and are for.

Sawyer and Smith observe that the traditional view of serious games is vague exactly because of its specificity. “Often when we see people talk about serious games, we see them talking about them in a sort of narrow way,” Peter Smith mused.

Yet, at the same time, “Everyone has their own name for what serious games should be called. When they’re using these terms, they’re still talking about serious games… It’s not that these words are wrong. It’s just, they’re trying to categorize things. And there’s nothing categorical about any of these names.”

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This Week’s Releases (April 3-7, 2006)

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by [name redacted]

Week thirty-four of my ongoing, irreverent news column; originally posted at Next Generation.

Game of the Week:

Tourist Trophy
Polyphony Digital/SCEA
PlayStation 2
Tuesday

Back when the PlayStation was new, Ken Kutaragi asked all his employees for new game ideas. It didn’t matter how silly; he just wanted input. In particular, he wanted a mix of input from people who were deeply invested in videogames and people who barely had anything to do with them. Kazunori Yamauchi’s response was that he wanted to be able to drive his own car on his television screen. Kutaragi thought that was sort of clever, so he put Yamauchi in charge of producing that game; what Yamauchi turned up with, of course, was Gran Turismo.

Gran Turismo is, as these terms go, a very hardcore game – not necessarily in the “hardcore videogame” sense, except as far as a person who is hardcore about anything technical can usually apply that to something else hardcore and technical; it’s hardcore in the sense that it is an ode to the motorcar in all the layers of obsessiveness you might ascribe to a Gundam. Each game incorporates an increasingly disturbing number of makes and models, each tuned to as close an approximation as possible, given the current state of videogames – all for the ultimate goal of allowing the player to reproduce his exact car (or perhaps his dream car) and drive it from the safety of his living room.

That’s an impressive effort for an idea that, on the surface, sounds so pointless.

How Serious Games is Helping the Commercial Industry

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by [name redacted]

The Monday afternoon session featured Sherpa Games founder and president Warren Currell moderating a panel of three: Dean Ku, the vice president of marketing for dance pad manufacturer RedOctane; Ubisoft Director of New Business Management James Regan; and Roger Arias, from Destineer Studios. The format was question and answer with Currell directing a series of three questions to his panel regarding Serious Games and the consumer market. With those questions expended, an audience Q&A session would begin.

( Continue reading at GamaSutra )