Game Studies for Everyone
Welcome to Game Studies for Everyone, the podcast where complex game research becomes accessible to everyone! Join our co-hosts as they break down cutting-edge research in games and interactive media. Each 15 to 20 minute episode transforms academic findings into bite-sized, engaging discussions that everyone can enjoy. Whether you’re a gamer, developer, or just curious about the science behind the games you love, Game Studies for Everyone is your go-to source for easy-to-digest insights. No jargon, just fascinating research from peer-reviewed, published research in the humanities, computer science, narrative and more. Learn what’s new and how is shapes the way we play, learn, and develop. Hosted by Eliza Jiqiren and Nat Weizenbaum.
Episodes
Wednesday Oct 30, 2024
Wednesday Oct 30, 2024
In this episode, we dive into the fascinating world of "critical gameplay design," an innovative form of game development that challenges the norms of traditional gaming. Discover how critical gameplay is more than just entertainment; it's a powerful platform for questioning societal values and sparking conversations about social and political issues. From its historical roots to the pedagogical and rhetorical impact of critical games, we unpack the transformative potential of this artistic practice. Get ready to rethink what games can be and how they shape our perceptions in this thought-provoking episode!
Source:
Dunne, Anthony, and F. Raby. De sign noir. Lon don: Birkhäuser, 2001.
Grace. L. 2010. Critical game play: soft ware studies in computer game play. 28th of the international conference on Human factors in computing systems (CHI EA '10). ACM, New York, NY, USA, 3025-3030.
Grace, L. 2011. Understanding the Art Practice of Critical Game play Designs, 17th International Symposium on Electronic Art (ISEA), Istanbul, Turkey
Friday Nov 01, 2024
Friday Nov 01, 2024
Step into the immersive world of digital games and interactive art with our latest episode, where we dive deep into Blank Arcade 2016, an early and pioneering exhibition that showcased games as art worthy of the gallery space. Join us as we explore the catalog's most captivating entries, guided by curators Lindsay Grace and Emilie Reed, who highlight the innovative, sensory experiences crafted by each creator. Discover how these groundbreaking games redefine play and art, pushing boundaries and inviting players to interact beyond the screen. Whether you’re a gamer, an art lover, or simply curious about the intersection of these worlds, this episode is a must-listen!
Source:
https://www.youtube.com/watch?v=ol-rIjQtqSg
Saturday Nov 02, 2024
Saturday Nov 02, 2024
Ever wondered how the software you use shapes your creativity? In this episode, we unpack a thought-provoking study from the International Journal of the Humanities that dives into the philosophy behind software design. The author reveals how every design choice in software isn’t just functional—it’s philosophical, influencing how we create and interact. We explore a groundbreaking framework that blends critical design, postmodern philosophy, and creative process theory to analyze how software’s 'feedback loops' guide our interactions and even our thinking. But that’s not all—discover the intriguing concept of 'software misuse' and how it can expose the hidden intentions and constraints built into the programs we rely on. And finally, we introduce the idea of 'software viscosity'—the subtle resistance some software imposes that can either challenge or block your creative flow. If you're a designer, a creative, or just curious about the tech shaping our world, you won’t want to miss this deep dive into the intersection of design and philosophy!
Sources:
Lanier, J. (2003). One half a manifesto. In J. Brockman (Ed.), The new humanists: Science at the edge (pp. 233-262). New York, NY: Barnes and Noble.
Grace, L. 2009. The Philosophies of Software, Handbook of Research on Computational Arts and Creative Informatics, IGI Global & Towson University
Tufte, E (1993). The Cognitive Style of PowerPoint. New London, CT. Yale University Press
Chomsky, N (2006). Language and mind. New York, NY: Cambridge University Press.
Monday Nov 04, 2024
Monday Nov 04, 2024
What happens when games go beyond fun and entertainment to challenge societal norms and player expectations? In this episode, we dive into the growing field of "critical games," a transformative genre in the video game industry. These aren't your typical games; designed with a critical lens, they disrupt conventional gameplay to provoke thought and incite social commentary. We explore an insightful analysis that maps these games along two key axes: social critique vs. game mechanic critique, and continuous vs. discontinuous delivery of critique. This framework offers a fresh perspective on how critical games break boundaries, revealing that they are not examples of poor design but rather powerful tools for engagement and commentary. Tune in as we unravel how these innovative games offer new ways to understand gaming conventions and the societal issues they bring to light—transforming play into a form of activism!
Bashiri, K. (2008). You Have to Burn the Rope. [Web-Flash]. http://www.mazapan.se/games/burnTheRope.php played 22 March 2013
Cox, J. (2012). Don’t Kill the Cow. [Windows PC]. Seemingly Pointless. Oxford USA. played December 2012.
Grace, L. 2014. Critical Games: Critical Design in Independent Games. In Proceedings of the 7th Digital Games Research Association Conference (Digra 2014), Salt Lake City, Utah
Flanagan, M. (2009). Critical play: radical game design. MIT press.
Moynihan, D. (2010). One Chance. [Web-Flash]. Awkward Silence Games. England: played 12 February 2014
Pedercini, P. (2011). Phone Story. [Android], Molleindustria. Pittsburgh USA: played 2 March 2014
Tuesday Nov 05, 2024
Tuesday Nov 05, 2024
In this episode, we explore a fascinating case study from the "Critical Gameplay" series, focusing on the video game Healer and its bold reimagining of what it means to play. Healer challenges the traditional mechanics of war games by flipping the script—players aren’t there to fight; they’re there to heal. Through its innovative "unshooting" mechanic, where bullets are removed rather than fired, Healer compels players to confront the consequences of violence and reflect on the desensitizing effects of typical war reenactments in gaming. We dive into the philosophical and psychological insights behind this approach, uncovering how play can be a practice in empathy, not just action. We also discuss the challenges developers face when software tools themselves are biased toward conventional mechanics, limiting creative expression. Whether you're a gamer, a developer, or just curious about the power of play, this episode will open your eyes to the potential of video games as tools for critical thought and reflection!
Wednesday Nov 06, 2024
Wednesday Nov 06, 2024
What happens when you adapt a literary classic into a game using only emoji? In this episode, we dive into The Unbearable Lightness of Meaning, a game inspired by Milan Kundera's The Unbearable Lightness of Being. We explore how this innovative adaptation uses emoji as its primary storytelling tool, pushing the boundaries of what these tiny symbols can express. Can emoji truly capture the depth of human emotions and complex themes, or do they fall short? We also discuss other creative projects that experiment with non-traditional storytelling methods, highlighting the challenges and opportunities of translating literature into interactive, playable experiences. Whether you're a literature lover, a gamer, or just curious about the future of storytelling, this episode will make you rethink the power of symbols in the digital age!
Source:
The Unbearable Lightness of Meaning, The Art Exhibit at the ICIDS 2019 Art Book, ETC Press
https://press.etc.cmu.edu/file/download/1870/065aabe5-4c24-45f9-ac32-39d6876a2be1
Thursday Nov 07, 2024
Thursday Nov 07, 2024
In this episode, we explore the groundbreaking mobile game Stolen Kisses, designed to upend the heteronormative tropes of traditional affection games and create a more inclusive, diverse experience for players. Developed as both a game and a social experiment, Stolen Kisses offers a variety of characters for players to engage with, challenging norms and expanding representation in the genre. We dive into the fascinating data uncovered by its creator, who analyzes the unexpected global interest in the game—from players in Indonesia, Russia, and Arabic-speaking countries. Discover how this research reveals the untapped potential of affection games to bridge cultures, foster positive digital interactions, and redefine what gaming can mean for a global audience. If you’re curious about how games can shape social dynamics and open new doors for inclusivity, you won’t want to miss this episode!
Source:
https://isea-archives.siggraph.org/presentation/subverting-the-conventions-of-affection-games-in-the-digital-wild/
Game Studies for Everyone
Game Studies for Everyone, or GS-E, is the podcast series that brings cutting-edge research in games and game studies to everyone! We take peer-reviewed, academic studies and break them down into bite-sized, engaging episodes. Whether you're a gamer, student, or just curious, Game Minds makes complex research fun and accessible. Learn how games impact society, culture, and innovation—all in quick, digestible episodes designed for listeners on the go.