• Layoff Game
    Grow A Game
    Playcube
    Metadata Games



  • 07 . 12 . 10

    07 . 11 . 10

    Computers don’t auto-educate

    There have been a variety of recent news reports on the relationship between computer ownership and education patterns around the world. The NY Times article from 9 July 2010, Computers at Home: Educational Hope vs. Teenage Reality, is one of the many articles discussing the recent studies by economists about class, income, computers, and academic achievement. Duke researchers just released a National Bureau of Economic Research working paper called “Scaling the Digital Divide.” It examined the introduction of broadband internet service from 2000-2005 in North Carolina. Their study examined the simultaneous effects on middle school testing scores in that period. Unfortunately, there were lower math scores as broadband was introduced, and after several broadband providers appeared to serve an area, there was a decrease in reading scores.

    The study ultimately suggests that home computers and Internet access may have a negative effect for those already poor, and can contribute to widening academic achievement gaps between groups. Indeed, a study with middle schoolers and free laptops in Texas noted “there was no evidence linking technology immersion with student self-directed learning or their general satisfaction with schoolwork.”

    07 . 07 . 10

    07 . 03 . 10

    Try Grow-A-Game online!

    Try our online version of the Grow-A-Game© cards!

    We are currently waiting for the arrival of our new editions of Grow-A-Game, so our ordering area is offline for the moment until they are in.



    06 . 29 . 10

    Tiltfactor Interns + Bling Arrive

    The lab is in full swing with several projects: Metadata Games, a game exploring biodiversity, and some games for health– right now, HIV games and games to combat sexual assault. Interns this summer are: Max Seidman, Alicia Driscoll, and visiting for the summer from USC, Mike Ayoob. Folks working with us this summer include Playmatics, Cecile Williams, Robinson Tryon, Vanessa Moy, and Sukdith Punjasthitkul. Welcome!

    and…Finally!  After 7 years, we have Tiltfactor bling! Soon available on our web site.

    06 . 24 . 10

    Games + Playculture, Virtual Cinema courses begin!

    The 2010 Summer courses at Dartmouth have begun: Virtual Cinema, which is an exploration of Machinima practices as well as a hands-on studio course in game-related movie making, and Games and Playculture, a theory seminar on play.

    Visitors to the classes include designer and theorist Celia Pearce, designer Tracy Fullerton, machinima maker Claus-Dieter Schulz, senior level designer Zach Wilson, screenwriter Lisa Dethridge, and Hugh Hancock of Strange Company (machinima).  A very exciting term in a very beautiful New Hampshire/Vermont summer (rainbow spotted today! reminding me of the students’ beloved game…)

    06 . 16 . 10

    A Unique Design Approach

    A recent article highlights Dartmouth College’s rather unusual approach to game design by basing the process in humanistic thinking. Influenced by Professor Mary Flanagan’s commitment to social change design and human values through the Values at Play project, the students enrolled in Dartmouth’s games courses bring their eclectic backgrounds to the design process to make unique games. Currently in the works at the lab: games for pressing healthcare issues, a game on sustainability and biodiversity, metadata games, and research with the Games for Learning Institute, focusing on the links between industry designers’ everyday knowledge and popular learning theories.