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,...

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...

Behavior-Change Gaming – An interview with Michael...

on Aug 28, 2012
As part of MP’s coverage of last March’s GDC conference, I discussed a few interesting sessions on the growing application of games, game mechanics, and player psychology to behavior change projects and interventions.  One such session included...

Gee, what a future: A response to James Gee’s talk...

on Apr 16, 2012
A more detailed summary of James Gee’s lecture can be found in the companion piece titled: Problems in education, as solved by James Paul Gee As a student, it’s incredibly distressing to hear James Gee speak about the future of the...