Q&A with Riot's Jeffrey Lin, Ph.D.

on Jul 2, 2013
As part of our coverage of this year's Game Developers Conference, I offered a summary of Jeffrey Lin's (Lead Designer of Social Systems for Riot Games) talk on research-informed design and his teams's work managing toxic player behavior in League...

Can games change minds?

on Jun 30, 2013
Pop quiz: For each of the following descriptions, can you name a person (fictional or real, living or dead) who meets the criteria? You have 30 seconds: go! Generous president Hispanic lawyer Visionary underwriter Female computer...

GDC: A brighter future for collaboration between i...

on Mar 27, 2013
Motivate. Play. "seeks to form a bridge between the gaming and scientific communities, offering analysis and commentary on games from a social sciences perspective"--it's right there in our mission statement. As such, it's exciting (and somewhat...

What Can Serious Games Learn from Soap Operas?

on Oct 24, 2012
The serious games industry—if “industry” is the right word for a ragtag handful of academics and idealistic startups—is in a deceptively precarious position. Funding for games and gamified applications is at record levels in the public and...

Interview with Evan Brown of the Carnegie Mellon E...

on Oct 8, 2012
At GDC last March I spoke with Evan Brown a digital artist working for Carnegie Mellon University. Earlier that day Evan had participated on a GDC panel where he talked about the Augur Project  at the Carnegie Mellon ETC. According to the Augur...

Managing player tension with Nevermind

on Sep 21, 2012
The idea of implementing physiological sensing and dynamic player-system feedback loops in game design has been previously touched on here at MP.   And, more recently, we've considered the potential role and implementation of fear within...