Monthly Archives: April 2017

La Region Centrale

From online description: “La Région Centrale” was made during five days of shooting on a deserted mountain top in North Quebec. During the shooting, the vertical and horizontal alignment as well as the tracking speed were all determined by the … Continue reading

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Atari / Nintendo for Class Play

The Game of the Overland Mail (1852), Courtesy of Mitch Fraas, U Penn Libraries: 1852Boardgame Pong (Atari, 1972):  http://www.ponggame.org/ Space Invaders (Atari, 1978): http://www.retrobill.com/invaders.htm “During the Cold War, games like Missile Command (1980) presented a protorealistic anxiety narrative about living under the … Continue reading

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On Context and Realism

In Alexander Galloway’s “Social Realism in Gaming,” Galloway claims that “it is because games are an active medium that realism in gaming rewires a special congruence between the social reality depicted in the game and the social reality known and … Continue reading

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Social Realism in Gaming

In his essay, “Social Realism in Gaming,” Galloway reflects on the possibility video games containing elements of social realism.  Galloway indicates that there is a difference between realism and realistic-ness.  Galloway states that realistic-ness is “a yardstick held up to … Continue reading

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Immediacy and Hypermediacy in Game Time

While reading Jesper Juul’s “Introduction to Game Time/Time to play: An examination of game temporality,”  I was reminded of our discussion Immediacy, Hypermediacy, and Remediation, and how the layers of time in the gaming world might effect the goals of … Continue reading

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Time and Suspended Disbelief

Juul in his “Introduction to Game Time” discusses what can be “highly problematic” for games in which event time is not chronological. He offers the conclusions that flash forwards mean a player’s actions do not affect the next step of the game, demotivating … Continue reading

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Freedom and Compulsion in Video Games

We tend to think we have some sort of freedom when playing a game — I can choose to walk one way opposed to the other side; however, do we truly have any freedom, when in fact, everything has been … Continue reading

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Interpretation: From Film to Gaming

Jesper Juul’s Introduction to Game Time/Time to play–An Examination of Game Temporality and Alexander R. Galloway’s Social Realism in Gaming discuss the interactions between the gamer and the interface and the corresponding theoretical and societal implications. Juul contends that, while … Continue reading

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Playing video games is an imperfect allegory for life

In “Introduction to Game Time/Time to play–an examination of game temporality, Jesper Juul claims that “[m]ost computer games project a game world, and to play them is therefore to engage in kind of pretense-play: you are both ‘yourself,’ and you … Continue reading

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Tensions Run High

One might argue that the value in books lies in tension. Tension between characters, tension between themes, even tension between the written words and the message they deliver. I love books because of this tension; it evokes feeling and promotes … Continue reading

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