08 . 11 . 10

This weekend, 3G


The 3G Summit a visionary 4-day initiative in Chicago that convenes 50 urban teenage girls with five leading women game designers and scholars for intensive dialogue, inquiry, game-play, and mentorship. Through multi-faceted workshops and a public forum, this initiative will critically confront gender representation and participation in our society’s fastest growing cultural medium.

Posted by tiltfactor in Games in the News, Gender Politics, News | No Comments »

08 . 05 . 10

04 . 25 . 10

Friends of Tiltfactor in the News!

News about game development, from USC’s great games program to the island of Malta! Tracy Fullerton’s game innovation lab is featured in the New York Times. Tiltfactor is happy to be honored with not only her work on various advisory boards, but also her insiprational pedagogy and loyal, generous students who also contribute to Tiltfactor and to Dartmouth’s games courses.

The University of Malta is part of an initiative to develop a games industry in the country.

Posted by tiltfactor in Education, Games in the News, News, critical play | No Comments »

01 . 26 . 10

D&D banned in prison

In our director Mary Flanagan’s home state (coincidentally also home to D&D creator Gary Gygax and GenCon), Dungeons & Dragons is not allowed to be played in prison. In a recent New York Times article, prison officials were noted as saying that Dungeons & Dragons could “foster an inmate’s obsession with escaping” his or her incarceration situation. Another great discussion on this situation by Professor Ilya Somin at George Mason at this legal blog.

It is difficult to imagine anything but D&D as a wholesome family activity after this commercial:

Perhaps this old classic Tom Hanks movie
Mazes and Monsters, may have had more influence than one would have imagined.

Posted by tiltfactor in Games in the News, News, Uncategorized | No Comments »

11 . 18 . 09

This just in from Tiltfactor at Sea correspondent E McNeill via games(TM) magazine.

critplay

Posted by tiltfactor in Games for Social Change/Activism, Games in the News, News, Uncategorized, art, critical play | No Comments »

05 . 14 . 09

Report: Action Games Improve Eyesight (What’s Next?)

goggles
From Serious Game Source: researchers have found that action-oriented video games can improve players’ eyesight.

Hope for game-related vision treatment?

“The findings, reported in the March 29 issue of Nature, indicate that action games offer players the chance to improve their contrast perception by as much as 58 percent…
Researchers divided a group of 22 students into two groups. The first group played Unreal Tournament 2004 and Call of Duty 2. The second group played The Sims 2.”

“After 50 hours of game playing over the course of nine weeks, students in the first group showed a 43 percent improvement in their ability to distinguish between shades of gray. Students in the second group showed no improvement.”

So FPS and action gamers come out on top this time, but claims have been made about games affecting all sorts of things: surgery skills, childhood violence, racial bias, increased creativity… even “troubled relationships.”  The findings are rarely cohesive, amounting either to overly positive or negative overgeneralizations. Why is this the case?

As SGS suggests: “Often video game study findings correlate with the funding organization’s political and social agenda, a coincidence that raises questions about the validity of the science that produced the findings… one should bear in mind that video game playing also has been associated with computer vision syndrome and musculoskeletal disorders.”

If only we could find some unbiased bias research. Is this study, partially funded by the armed forces, leaning in a certain direction? I don’t think so; repeatedly looking at objects flying around might actually improve your ability to watch objects fly around. The experiment was well structured and apolitical.

scopesight

What we should take note of here is that video games influence us (mentally and physically) in ways that they aren’t designed to. This time we’re getting better eyesight, next time we might be more likely to be aggressive. In the end the human effects will depend on how we choose to make games and how we choose to consume them.

Tiltfactor recommends that you remember to blink once in awhile.

[Source for this article was originally published by InformationWeek, a division of Gamasutra parent United Business Media.]

Posted by brendan in Games and Health, Games in the News, News | 1 Comment »

05 . 10 . 09

There Is No “Third Person” In War

More from therawfeed.com:

“US Marines have shared their personal videos, photos and diaries with the Japanese game giant Konami to help that company make its Six Days In Fallujah game more realistic. But some Iraq War veterans in the UK oppose the game, saying it’s “crass” and “insensitive” to make a game about a war that’s still going on. One former SAS man who is now an author says that the difference is culture. Americans have a lot more exposure both to the Iraq War in the media, and also to gaming culture, than Brits do, he said.”

This game actually ended up being canceled due to an uproar within the United States:

“After seeing the reaction to the videogame in the United States and hearing opinions sent through phone calls and e-mail, we decided several days ago not to sell it.” (via shacknews.com)

So I guess one question is: how soon is too soon? World War Two shooters are released by the dozen. The cultural perspective from which those battles are viewed is pretty one sided. Does the war have to be over? Does there need to be a clear victor before the “good guys” can be discerned from the “bad guys” in historical simulations.

Maybe they should have let players take the role of Iraqis as well?

fallujah

Posted by brendan in Games in the News, Media and culture, Popular Culture, videogame violence | No Comments »