Episoder

  • 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/

  • 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

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  • 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!

  • 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

  • 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.

  • 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

  • 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

  • Are the cultural norms of the art world stifling true creative breakthroughs? In this thought-provoking episode, we dive into Lindsay Grace's exploration of enculturation and its impact on artistic production. Grace pulls back the curtain on the culture of art critique, academic consensus, and the processes that shape how creativity unfolds. She distinguishes between innovation, which refines and builds upon established ideas, and invention, the daring leap into the unknown. How does the art world’s preference for the familiar hinder radical, groundbreaking work? Tune in as we unpack Grace's argument that stepping beyond traditional methodologies is essential for invention—and the potential for an artistic revolution when we do. Get ready to challenge your perspective on creativity and discover what it really takes to break the mold!

    Sources:

    Manovich, L. (2002). The Language of New Media. Cambridge, Ma: M.I.T. Press.

    Grace, L. 2009. The Challenge of Enculturation in the Arts, Handbook of Research on Computational Arts and Creative Informatics, IGI Global & Towson University (2009)

    Bishop, A. (1991). Mathematical Enculturation: A Cultural Perspective on Mathematics. Melbourne, Australia: Kluwer Academic Publishers.

    Grau, O. (Ed.). (2007). Media Art Histories. Cambridge, Ma.: M.I.T. Press.

  • Dive into the world where gaming meets art in our latest episode! We explore the fascinating catalog of Blank Arcade 2014, an extraordinary showcase from the Digital Games Research Association (DiGRA) conference. This collection highlights early examples of games as artistic and conceptual expressions, pushing boundaries far beyond traditional play. From experimental narratives and innovative mechanics to visually stunning designs, these games redefine what it means to engage with interactive experiences. Join us as we navigate through the diverse range of titles and discuss how these playful creations challenge the norm and deserve a place in the exhibition halls of the art world. Perfect for game enthusiasts, artists, and anyone curious about the evolution of gaming as a form of artistic expression!

    Grace, L 2014, Blank Arcade: An exhibition at the 2014 Digital Games Research Association Conference, exhibition catalogue, August 4, DiGRA Conference, Salt Lake City, Utah, USA. ISBN 978-1312375680 [PDF]https://www.lgrace.com/blankarcade2014/

  • Dive into the groundbreaking world of Blank Arcade 2015, a second event showcasing games as you’ve never seen before. In this episode, we uncover how this experimental exhibition transforms traditional game design into a powerful art form. From the physical challenge of 'Shapes,' a neurorehabilitation game that redefines physical therapy, to the digital odyssey of 'Arthur Rimbaud in Liberty City,' where the poetic world collides with the virtual streets of Grand Theft Auto IV to explore identity, these games push the boundaries of what games can be. We discuss concept-driven pieces that tackle pressing social, political, and environmental issues, revealing how game mechanics can engage players in complex conversations. This episode is your backstage pass to a revolutionary moment where games transcend entertainment and step into the realm of art—an exhibition you won’t want to miss!

    Source:

    https://www.lgrace.com/blankarcade/

  • In this episode, we explore the challenges and opportunities of exhibiting interactive media in today's museums and galleries. Drawing from her extensive global experience organizing game art exhibitions, Grace breaks down the different approaches—exhibitions, festivals, and showcases—revealing the strengths and limitations of each. We dive into the complexities of displaying digital games, the importance of archiving, and the evolving roles of curators and judges in this exciting field. Whether you’re a game enthusiast, an art aficionado, or just curious about the future of digital media in art, this episode is your backstage pass to the thrilling intersection of gaming and art. Tune in to discover why recognizing the artistry and efforts behind game creation is more important than ever!

    Sources:

    Smithsonian American Art Museum’s Indie Arcade, Washington, DC, USA. http://www.IndiePopup.com (accessed April 2, 2017)

    Smithsonian Institutes. Permanent Collections. http://americanart.si.edu/collections/mediaarts/ uri: http://edan.si.edu/saam/id/object/2013.70

    Strong National Museum of Play, Rochester, New York, USA, http://www.museumofplay.org/

    Grace, L. Heuristics from Curating and Exhibiting Game Art in the 21st Century, In proceedings of the 8th International Conference on Digital Arts (Artech 2017), Macao, China

    Aesthetics of Gameplay. 2014. Digital Arts Community, http://gameartshow.siggraph.org/gas/ (accessed March 25, 2017)

    Huhtamo, Erkki. "On the origins of the virtual museum." Museums in a Digital Age (2010): 121-135.

  • In this episode, we dive deep into the world of eSports, exploring how its rapid rise mirrors evolving social values in the digital age. We’ll discuss how eSports, much like traditional sports, showcase exceptional skills—but with a twist. Instead of physical dominance, eSports champions mental agility, strategic thinking, and problem-solving prowess.

    Our conversation will focus on how this shift reflects a broader cultural change, where society increasingly prizes cognitive skills over physical strength. From the complexities of digital environments to the role of mental sharpness in mate selection, we’ll unpack how eSports may symbolize a new era in how we define success and skill. Join us as we examine the intersection of play, culture, and the changing landscape of human values.

    References:

    Grace, L. eSports as Evolution: Shifting Social Values in Sport, Future of Information and Communication Conference, San Francisco, CA, March 2023

    Jordan-Vallverdú, V., Plaza-Navas, M. A., Raya, J. M., & Torres-Pruñonosa, J. (2024). The intellectual structure of esports research. Entertainment Computing, 49, 100628.

    Brown, S.L.: Play: How it shapes the brain, opens the imagination, and invigorates the soul. Penguin (2009)

    Kaplan, H.S., Gangestad, S.W.: Optimality approaches and evolutionary psychology. In: The Evolution of Mind: Fundamental Questions and Controversies. pp. 121–129 (2007)

  • In this episode, we dive into the ongoing debate surrounding video games and their impact on society. From accusations of fostering addiction to claims of inciting violence, games have long been a target of moral panics. But how much of this is rooted in fact, and how much in fear? Join us as we explore the history of moral panics, the science behind gaming and behavior, and the cultural shifts that shape our understanding of games today. Are games truly as dangerous as some claim, or is the conversation missing something bigger? Tune in for a short, thoughtful discussion on the intersection of gaming, society, and the stories we tell ourselves.

  • In this episode of Game Studies for Everyone, we explore the exciting potential of newsgames as a tool for delivering timely news in a fast-paced media world. Based on a Newsjam—a 36-hour event where participants collaborated to create newsgames based on current events. Can games be created quickly and effectively by non-experts? We’ll discuss the findings, including how teams with game development experience produced the most impactful games and what this means for the future of news delivery.

    https://dl.acm.org/doi/10.1145/3196697.3196702

  • In this episode of Game Studies for Everyone, we explore the fascinating world of newsgames and how they’re reshaping the way we consume news. Using a case study from a major national newspaper, we dive into the challenges of creating newsgames—from the fast pace of news to the evolving game literacy of audiences. We’ll also discuss the exciting opportunities ahead, including the rise of mobile gaming and low-cost development tools, which are making newsgames a timely and accessible medium for serious journalism.

    Grace, L., Treanor, M., Totten, C. and McCoy, J. 2016. A Case Study in Newsgame Creation: Why Game Designers and Journalists are Still Learning to Work Together, 66th International Communication Conference, Fukuoka, Japan

  • We dive into the "State of Newsgames 2020" report, which analyzes 50 newsgames from 2015 to 2020. Discover how interactive news experiences use familiar game mechanics to tackle real-world topics in short, shareable formats. We'll explore the editorial nature of newsgames, their aesthetic qualities, and how they’re shaping the future of news storytelling. Whether you're a journalist, game designer, or just curious, this episode uncovers the current trends in newsgame development.

    Based on:

    https://www.youtube.com/watch?v=KcFvoAOBWDM

    https://www.researchgate.net/publication/342664738_A_snapshot_analysis_of_interactives_toys_and_games_in_journalism_and_allied_industries_STATE_OF_NEWSGAMES_2020

    https://www.amazon.com/State-Newsgames-2020-interactives-journalism/dp/1716907527

  • What if gathering public opinion could be fun and interactive? In this episode, we dive into the groundbreaking research of Lindsay Grace, who explores the use of games as polling systems. Grace introduces the concept of playable polls—interactive games designed to collect player opinions and sentiment in a more engaging and effective way than traditional methods. Through the design and testing of three prototype games focused on identifying fake news, Grace reveals how these playable polls can gather meaningful data while keeping players entertained.

    We'll take you behind the scenes of the third prototype, tested at an international conference with 287 play sessions, and explore the potential of this innovative method to transform how we understand public perception. Whether you're into gaming, data collection, or just curious about the future of polling, this episode is one you won't want to miss!

    https://dl.acm.org/doi/abs/10.1145/3334480.3375230

  • In this episode, we dive into an innovative research project that explores how microgames can combat health misinformation in vulnerable communities. The researchers behind the study developed three unique microgame prototypes—a trivia game, a social media simulation, and an interactive fiction narrative—each designed to engage and educate players. Through real-world testing with healthcare providers, community educators, and the target audience, the interactive fiction narrative emerged as the most engaging and impactful, showcasing the power of storytelling in promoting behavior change.

    Join us as we uncover the potential of microgames as cost-effective and powerful tools for tackling health misinformation head-on. Discover how these bite-sized games could reshape health education and empower communities to make informed decisions. If you're passionate about health, gaming, or innovative solutions to modern challenges, this episode is a must-listen!

    Grace, L. Orrego Dunleavy, V., Ahn, R., Mayo, D. 2024 . "Designing Game Based Microgames as Intervention for Health Misinformation", The 57th Hawaii International Conference on Systems Science (HICSS), Oahu Hawaii, January 2024. https://hdl.handle.net/10125/107047

  • n this second installment of our series, we continue to delve into the world of misinformation and disinformation games, but this time, we’re focusing on the powerful emotional and psychological effects these games can elicit. Using Excitation Transfer Theory and Transportation Theory, we’ll explore how emotions, empathy, and narrative immersion play a critical role in shaping player behavior. Discover how carefully crafted emotional responses and immersive storytelling are used to heighten awareness and resilience to fake news in games like Fake It to Make It and FakeYou!.

    We’ll also discuss the role of empathy—how aligning player sympathies with the victims rather than the creators of misleading information can profoundly impact behavior in the real world. Join us as we break down the psychology behind these games and how they create lasting emotional impressions that help players fight back against the tide of misinformation.

    Tune in for a deeper understanding of the emotional and narrative strategies at play in this critical battle for media literacy!

    Source: https://hdl.handle.net/10125/107025

  • In this exciting debut of our series on misinformation and disinformation, we dive into the world of disinformation games—engaging, thought-provoking interventions designed to combat the spread of fake news. We'll explore how these games are harnessing the power of play to change the way we interact with media, focusing on two major communication theories: Inoculation Theory and Transportation Theory. These theories provide insight into how narratives and strategic exposure can protect and shift player behavior. Featuring the wildly popular games like Harmony Square and Bad News, this episode breaks down how disinformation spreads, why we fall for it, and how game design can help us fight back. Whether you’re a gamer, a media enthusiast, or simply curious about the impact of fake news, this episode is for you. Stay tuned as we uncover the psychology and strategy behind these innovative educational tools!

    Tune in for a deep dive into the fusion of game design, psychology, and the fight against misinformation!

    To understand the science, read https://hdl.handle.net/10125/103204