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25 Awesome Women in Gaming - Den of Geek (US)

Google News - Fri, 05/02/2014 - 06:19

Den of Geek (US)

25 Awesome Women in Gaming
Den of Geek (US)
She has been a member of the International Games Developers Association since 2009 and is the principal organizer for Melbourne's Global Game Jam, which attracted 169 developers to the city for a 48-hour creation jam in 2014. Rosman was also ...

and more »
Categories: Gaming Feeds

LD29 Pick: collect cargo and deliver it post-haste in Sub Diver

IndyGames.com - Fri, 05/02/2014 - 04:26

Sub Diver is a delightful Ludum Dare 29 entry (Unity, in-browser) where you direct an underwater craft around to pick up cargo, and deliver it to the sea base beneath the waves.

The controls are WASD or arrow key based and simple to pick up. You just rotate the sub until it's pointing the direction you want, then press up to get it moving in that direction. Navigating around rocks, past exploding mines and toward your haul is fun, though a big drain on your fuel reserves, so it's important to scoop up any canisters you see around as well.

Categories: Gaming Feeds

Slightly NSFW Browser Pick: The Sadness of Rocky Barbato (PaperBlurt)

IndyGames.com - Thu, 05/01/2014 - 23:04
Rocky Barbato, the fictional, ageing pornstar from the '70s, stars in a beautifully (albeit SFW) illustrated Twine with (NSFW) quality texty-bits by PaperBlurt: The Sadness of Rocky Barbato. Play it for the lovely words, bitter humour, nice illustrations, retro references and excellent twine-coding.
Categories: Gaming Feeds

Freeware Pick: shady restaurant sim Bistro Cafard

IndyGames.com - Thu, 05/01/2014 - 17:57

Arjan Oudendijk of Vivid Reality shared his team's Ludum Dare 29 entry, Bistro Cafard, a Cooking Mama inspired game that explores what's beneath the surface of a restaurant's meal preparation. It ain't pretty.

With a "consult the book" mechanic inspired by Papers, Please, players must read the somewhat scribbled cursive instructions to determine what the ingredients are for each meal and what which items need to be boiled or fried before combined on the cutting board and then served. Be quick, or the customers will leave!

Once the restaurant closes for the night, the game goes from being Cooking Mama to Duck Hunt, with a slowly reloaded shotgun used to procure extra meats to serve. Shoot anything that moves, as this restaurant will turn a profit on it. Cook, serve, revolting!

[Download Bistro Cafard]

Categories: Gaming Feeds

Demo + Kickstarter: physics-based swinging platformer Grabbles

IndyGames.com - Thu, 05/01/2014 - 13:21

If you've ever enjoyed monkeying around in a game, particularly the swinging back and forth bit, you should try the demo for Grabbles and consider giving it your support. This physics-based platformer is basically a Worms ninja rope obstacle course where the challenge is to get through as fast as possible.

In Grabbles, you play a colorful blob with two sticky, stretchy appendages that can be shot out to grab onto what appear to be cilia on the walls and on floating orbs around the levels. Your goal is to use your stretchy appendages to get from the beginning of the level to the end in the shortest amount of time possible, with stars earned on a level being dependent on how fast you complete it. You basically want to stop as little and for as short a time as possible. The browser demo has leaderboards for each level, showing you where your time ranks on the list so far.

You can also download the demo for Windows, Mac, and Linux from IndieDB. The game supports both controller and mouse controls, with controller being developer Noble Whale Studios' recommended control scheme. If you like the game, consider backing it on Kickstarter.

[Grabbles Kickstarter]

Categories: Gaming Feeds

New Humble Co-op Bundle: good initiative and games, unbalanced package

IndyGames.com - Thu, 05/01/2014 - 10:55

The new Humble Weekly Bundle focuses on co-op games and offers ways to purchase 2 or 4 copies of the games, but not all of its offerings require multiple Steam keys. The Humble Weekly Bundles have always been a bit hodge-podge, but here "co-op" merely acts as an umbrella to collect local co-op, and online 2- or 4-player games.

The bundle is solid for a single purchase: Awesomenauts, Sanctum 2, Wanderlust: Rebirth, Rocketbirds: Hardboiled Chicken, Orcs Must Die 2, Aces Wild, and Risk of Rain. Ignoring the fact that more than half the games are missing their soundtracks, it takes a little research to reveal which games would take better advantage of the 2x or 4x deal.

Sanctum 2, Risk of Rain, and Wanderlust offer 4-player online play. Rocketbirds and Orcs Must Die 2 are 2-player online games. Awesomenauts is 3-player-local and 3-on-3 online multiplayer, and Aces Wild is local co-op only.

With more careful curation, Humble could offer bundles with all local 2- or 4-player co-op or online 2- or 4-player games, to make the purchasing decision a little bit easier. Humble gets all the big games for its staple bundles, but could a little more pride and care be taken in curating these more frequent bundles, or they dial back their frequency until the package is more tight?

Humble's not the only site with inconsistent bundles, but as the premiere bundle service, why not continue to lead with more polished examples?

[Humble Co-op Bundle]

Categories: Gaming Feeds

UKIE to host Global Accessibility Awareness Day game jam in London - Pocket Gamer.Biz

Google News - Thu, 05/01/2014 - 08:55

UKIE to host Global Accessibility Awareness Day game jam in London
Pocket Gamer.Biz
British trade association UKIE has announced a two-day game jam in honour of Global Accessibility Awareness Day (GAAD). GAAD is a community-driven initiative aimed at introducing the topic of accessibility in highly digital fields - such as gaming ...

Categories: Gaming Feeds

Sony shows commitment to indies with slew of PS4 announcements

IndyGames.com - Thu, 05/01/2014 - 08:41

Today at an event on its San Mateo campus, Sony announced a slew of indie games coming to its platforms -- primarily the PlayStation 4. Many are making their console debuts with Sony after successful PC launches.

The PlayStation 4 announcements:

- Nidhogg
- Jamestown Plus
- Apotheon
- Chasm
- Starwhal: Just the Tip
- Ironclad Tactics
- Escape Goat 2
- Source

- An updated version of Spelunky

The PlayStation 4 and Vita announcements:

- Axiom Verge
- Drifter
- Skulls of the Shogun: Bone-a-Fide Edition

It's a clear sign that Sony is aggressively courting indie developers -- if anything, it seems to be an even bigger push than the company was making a year ago, when we spoke to Adam Boyes, head of its publisher and developer relations team, about his efforts to get them onto the PlayStation 4.

At the event, Boyes said that over 1,000 independent developers are licensed to self-publish on Sony's platforms, CVG reports. This is having big results: Destructoid reports that there are over 100 independent games in development for Sony platforms, according to Boyes.

The company made a huge show at last year's Gamescom of emphasizing its interest in indies, too. Notably, the company does fund both development and ports of games via its Pub Fund initiative.

The slate of games is also a clear sign that the company is no longer prioritizing the PlayStation 3 with its independent developer programs.

Alongside the announcements, Sony has updated its official PlayStation Blog with entries from each and every one of the developers whose games were announced at the event. Curious about the man in charge of all of this madness at Sony? Gamasutra recently profiled Boyes.

[Christian Nutt wrote this article for sister site Gamasutra]

Categories: Gaming Feeds

Java Pick: The Mask of Us makes a serious point without sacrificing fun

IndyGames.com - Thu, 05/01/2014 - 06:46

In Ludum Dare 29 entry The Mask of Us by Calvin Lu, you play a person whose mask is malleable. You can change the shape of your face any time you choose. Most people aren't so lucky, however, and changing how you present yourself to the NPCs affects how they treat you.

Mechanically speaking, all you can really do in the game is change the shape of your face, talk to NPCs, and move around. The story is very short, making the game feel like a playable fable that uses interactive mechanics to make its point before you get to the overtly spoken moral at the end. It's much more powerful than simply warning someone not to judge a book by its cover.

The game is short and avoids being a downer by using cute graphics and ending with a joke. Not everyone gets the joke; if you try the game and don't understand why the ending is supposed to be funny, see the spoilerific hint below.

[Play The Mask of Us]

SPOILER: It's a pun.

Categories: Gaming Feeds

Slice of Trope

Grand Text Auto - Wed, 04/30/2014 - 10:15

Slice of MIT, an MIT alumni publication, has an article on my work with poetry and computation. It’s by Kate Hoagland, was written for National Poetry Month, and is an excellent short discussion of several recent projects and some themes in my work and that of my lab, The Trope Tank.

Categories: Gaming Feeds

Happy 50th to BASIC

Grand Text Auto - Tue, 04/29/2014 - 12:42

Dartmouth is celebrating the 50th anniversary of BASIC tomorrow with several events, including the premiere of a documentary on BASIC that I hope to see soon. I teach two classes tomorrow; those and my other meetings will make it impossible for me to stop by, even though Dartmouth is not very far away.

There’s also a celebratory Time article about BASIC, one that is packed with nice photos, scans, and GIFs showing how programs were listed and how they ran. The GIFs include a sped-up one of 10 PRINT running in an emulator, and there’s a link to 10 PRINT CHR$ (205.5 + RND (1)); : GOTO 10, our book (by Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark Sample, and Noah Vawter).

I do genuinely appreciate the link and the article overall – there’s excellent discussion of popular programming, recollections of personally writing BASIC, BASIC in books and magazines, and even David Brin’s 2006 Salon article – but it’s too bad our book is (twice) referred to as “a book of essays” when it is actually a single book-length academic study of the title program; quite in distinction to a book of essays, it was written by the ten of us in a single voice. The book, which among other things provides the major academic study of BASIC this century, is also available for free online and anyone can download/open it in seconds to check it out. And if such a glance entices a reader, he or she may, like the popular BASIC programmer of the late 1970s and 1980s, dive further in and learn about formal, material, cultural, historical, and other aspects of the title program, the Commodore 64, BASIC, and more.

Categories: Gaming Feeds

Gender? I Hardly Know ‘er

Grand Text Auto - Tue, 04/29/2014 - 08:19

The AWP (Association of Writers & Writing Programs) offers you eleven options on their Web form for indicating your gender. But these are listed in a drop-down box, so you can’t choose more than one.

To give a specific example, you can’t choose “male” and “cisgender.”

OPPRESSION!

Categories: Gaming Feeds

Scott Rettberg in Purple Blurb this Monday

Grand Text Auto - Fri, 04/25/2014 - 12:57

Purple Blurb

MIT, room 14E-310

Monday 4/28, 5:30pm

Free and open to the public, no reservation required

Scott Rettberg

This Monday (2014-04-28) Purple Blurb is proud to host a screening and discussion of narrative video art work done in collaboration with Roderick Coover, including The Last Volcano, Cats and Rats, Three Rails Live, and Toxicity. (The last two are combinatory pieces; Three Rails Live is a collaboration between Coover, Rettberg, and Nick Montfort.) These pieces deal with personal and global catastrophes and are written across languages, with one of the voices in Cats and Rats in (subtitled) Norwegian. They continue Rettberg’s work on novel-length electronic literature projects and his frequent collaboration with others.

Scott Rettberg is Professor of Digital Culture in the department of Linguistic, Literary, and Aesthetic studies at the University of Bergen, Norway. Rettberg is the project leader of ELMCIP (Electronic Literature as a Model of Creativity and Innovation in Practice), a HERA-funded collaborative research project, and a founder of the Electronic Literature Organization. Rettberg is the author or coauthor of novel-length works of electronic literature, combinatory poetry, and films including The Unknown, Kind of Blue, Implementation, Frequency, Three Rails Live, and Toxicity. His creative work has been exhibited online and at art venues including the Chemical Heritage Foundation Museum, Palazzo dell Arti Napoli, Beall Center, the Slought Foundation, and The Krannert Art Museum.

More about Purple Blurb

Categories: Gaming Feeds

Ninth time's a charm: Toronto's Independent Game Jam closes in on a decade ... - Financial Post

Google News - Fri, 04/25/2014 - 09:00

Financial Post

Ninth time's a charm: Toronto's Independent Game Jam closes in on a decade ...
Financial Post
JM: The quest for largest game jam has become as futile as the quest for longest road (in Catan). What was once a noble pursuit, has been forever sullied by marketing. For multiple locations under one umbrella, the Global Game Jam (GGJ) absolutely ...

Categories: Gaming Feeds

Metadata Games Tag Event: May Day! May Day!

Grand Text Auto - Fri, 04/25/2014 - 08:30

For Immediate Release

Tiltfactor is proud to announce a new collaboration with the British Library! To celebrate, Tiltfactor’s Metadata Games project will launch the new tagging game Ships Tag as part of a tag event called May Day! May Day! starting midnight on May 1st.

The collaboration between the British Library and Tiltfactor presents an innovative way for public users to explore and tag the British Library’ collection of over a million public domain images which were posted onto Flickr Commons in December 2013. By playing Ships Tag, players produce in-game tags which directly contribute to the Library’s content knowledge. This not only helps the British Library augment its metadata, but it also greatly expands the collection’s accessibility for public research, reuse, and repurposing. The entire collection, whose subjects range from intricate maps, geological diagrams, charts, illustrations, landscapes and more, is an amazing opportunity for players to be a part of the process of organizing this vast online collection.

Nora McGregor, Digital Curator at the British Library said “As an institution committed to sparking creativity, the British Library is always looking for ways in which to support the innovative use of our digital collections, particularly through initiatives like the Flickr Commons upload and other associated projects run by the BL Labs team. This project with Metadata Games offers a unique opportunity to both enable better discovery of these wonderful images, while also helping to inform our own processes for enhancing metadata through crowdsourcing in future.”

Ships Tag is the first in a series of three new tagging games, each of which integrates a select subset of images from the British Library’s digital collections. “We are excited for this chance to work with the The British Library,” says Sukie Punjasthitkul, project manager of the Metadata Games project. “Through these three Metadata Games, we look forward to furthering research in player motivation and novel uses of the British Library’s incredible collections.”

About The British Library
The British Library (http://www.bl.uk) is the national library of the United Kingdom and one of the world’s greatest research libraries. It provides world class information services to the academic, business, research and scientific communities and offers unparalleled access to the world’s largest and most comprehensive research collection. The Library’s collection has developed over 250 years and exceeds 150 million separate items representing every age of written civilisation and includes books, journals, manuscripts, maps, stamps, music, patents, photographs, newspapers and sound recordings in all written and spoken languages. Up to 10 million people visit the British Library website – www.bl.uk – every year where they can view up to 4 million digitised collection items and over 40 million pages.

About Metadata Games
Metadata Games (http://www.metadatagames.org) is a free and open source digital gaming platform developed by Tiltfactor Laboratories (http://www.tiltfactor.org) at Dartmouth College, with support from the National Endowment for the Humanities (NEH) and the American Council of Learned Societies (ACLS). The suite of games enables archivists to gather and analyze information for digital media archives in novel and exciting ways, and provides social science and information science researchers a novel tool with which to investigate crowdsourcing and human computation behaviors and outcomes. Institutions and researchers interested in the project and datasets are encouraged to contact Tiltfactor.

About Tiltfactor
Tiltfactor Laboratory (http://www.tiltfactor.org) is a design studio dedicated to understanding how games can be used to generate new knowledge. Tiltfactor designs, studies, and launches games, across a variety of platforms, that use core psychological principles and strategies to promote learning and impact players’ thoughts, feelings, and behaviors. Founded and led by Dr. Mary Flanagan, Tiltfactor uses its unique design methodology, Critical Play, to incorporate fundamental human values and psychological principles to promote pro-social values such as cooperation, perspective taking, empathy, and civic engagement.

###
Metadata Games
Tiltfactor
246 Black Family Visual Arts Center
HB 6194 Dartmouth College
Hanover, NH 03755 USA
+1-603-646-1007
metadata@tiltfactor.org
@tiltfactor
@criticalplay
#metadatagames

Categories: Gaming Feeds

ELO Awards: Call for Nominations

Grand Text Auto - Thu, 04/24/2014 - 15:29

The Electronic Literature Organization is delighted to announce two awards to be given this summer; nominations are open now.

The ELO is proud to announce the ”The N. Katherine Hayles Award for Criticism of
Electronic Literature” and “The Robert Coover Award for a Work of Electronic
Literature.” Below is information including guidelines for submissions for each.

http://eliterature.org/2014/04/announcing-elo-prizes-for-best-literary-and-critical-works/

“The N. Katherine Hayles Award for Criticism of Electronic Literature”

“The N. Katherine Hayles Award for Criticism of Electronic Literature” is an
award given for the best work of criticism, of any length, on the topic of
electronic literature. Bestowed by the Electronic Literature Organization and
funded through a generous donation from N. Katherine Hayles and others, this
$1000 annual prize aims to recognize excellence in the field. The prize comes
with a plaque showing the name of the winner and an acknowledgement of the
achievement, and a one-year membership in the Electronic Literature Organization
at the Associate Level.

We invite critical works of any length. Submissions must follow these
guidelines:

  1. This is an open submission. Self nominations and nominations are both
    welcome. Membership in the Electronic Literature Organization is not required.

  2. There is no cost involved in nominations. This is a free and open award aimed
    at rewarding excellence.

  3. ELO Board Members serving their term of office on the Board are ineligible
    for nomination for the award. Members of the Jury are also not allowed to be
    nominated for the award.

  4. Three finalists for the award will be selected by a jury of specialists in
    electronic literature; N. Katherine Hayles will choose the winner from among the
    finalists.

  5. Because of the nature of online publishing, it is not possible to conduct a
    blind review of the submissions; the jury will be responsible for fair
    assessment of the work.

  6. Those nominated may only have one work considered for the prize. In the event
    that several works are identified for a nominee, the nominee will choose the
    work that he or she wishes to be juried.

  7. All works must have already been published or made available to the public
    within 18 months, no earlier than December 2012.

  8. All print articles must be submitted in .pdf format. Books can be sent either
    in .pdf format or in print format. Online articles should be submitted as a link
    to an online site.

  9. Nominations by self or others must include a 250-word explanation of the
    work’s impact in the field. The winner selected for the prize must also include
    a professional bio and a headshot or avatar.

  10. All digital materials should be emailed to elo.hayles.award@gmail.com by May
    15, 2014; three copies of the book should be mailed to Dr. Dene Grigar, Creative
    Media & Digital Culture, Washington State University Vancouver, 14204 NE Salmon
    Creek Ave., Vancouver, WA 98686 by May 15, 2014. Those making the nomination or
    the nominees themselves are responsible for mailing materials for jurying. Print
    materials will be returned via a self-addressed mailer.

  11. Nominees and the winner retain all rights to their works. If copyright
    allows, ELO will be given permission to share the work or portions of it on the
    award webpage. Journals and presses that have published the winning work will be
    acknowledged on the award webpage.

  12. The winner is not expected to attend the ELO conference banquet. The award
    will be mailed to the winner.

Timeline

Call for Nominations: April 15-May 10

Jury Deliberations: May 15-June 10

Award Announcement: ELO Conference Banquet

For more information, contact Dr. Dene Grigar, President, Electronic Literature
Organization: “dgrigar” at mac.com.

“The Robert Coover Award for a Work of Electronic Literature”

“The Robert Coover Award for a Work of Electronic Literature” is an award given
for the best work of electronic literature of any length or genre. Bestowed by
the Electronic Literature Organization and funded through a generous donation
from supporters and members of the ELO, this $1000 annual prize aims to
recognize creative excellence. The prize comes with a plaque showing the name of
the winner and an acknowledgement of the achievement, and a one-year membership
in the Electronic Literature Organization at the Associate Level.

We invite critical works of any length and genre. Submissions must follow these
guidelines:

  1. This is an open submission. Self nominations and nominations are both
    welcome. Membership in the Electronic Literature Organization is not required.

  2. There is no cost involved in nominations. This is a free and open award aimed
    at rewarding excellence.

  3. ELO Board Members serving their term of office on the Board are ineligible
    for nomination for the award. Members of the Jury are also not allowed to be
    nominated for the award.

  4. Three finalists for the award will be selected by a jury of specialists in
    electronic literature; Robert Coover or a representative of his will choose the
    winner from among the finalists.

  5. Because of the nature of online publishing, it is not possible to conduct a
    blind review of the submissions; the jury will be responsible for fair
    assessment of the work.

  6. Those nominated may only have one work considered for the prize. In the event
    that several works are identified for a nominee, the nominee will choose the
    work that he or she wishes to be juried.

  7. All works must have already been published or made available to the public
    within 18 months, no earlier than December 2012.

  8. Works should be submitted either as a link to an online site or in the case
    of non-web work, available via Dropbox or sent as a CD/DVD or flash drive.

  9. Nominations by self or others must include a 250-word explanation of the
    work’s impact in the field. The winner selected for the prize must also include
    a professional bio and a headshot or avatar.

  10. Links to the digital materials or to Dropbox should be emailed to
    elo.coover.award@gmail.com by May 15, 2014; three copies of the CD/DVDs and
    flash drives should be mailed to Dr. Dene Grigar, Creative Media & Digital
    Culture, Washington State University Vancouver, 14204 NE Salmon Creek Ave.,
    Vancouver, WA 98686 by May 15, 2014. Those making the nomination or the nominees
    themselves are responsible for mailing materials for jurying. Physical materials
    will be returned via a self-addressed mailer.

  11. Nominees and the winner retain all rights to their works. If copyright
    allows, ELO will be given permission to share the work or portions of it on the
    award webpage. Journals and presses that have published the winning work will be
    acknowledged on the award webpage.

  12. The winner is not expected to attend the ELO conference banquet. The award
    will be mailed to the winner.

Timeline

Call for Nominations: April 19-May 10

Jury Deliberations: May 15-June 10

Award Announcement: ELO Conference Banquet

For more information, contact Dr. Dene Grigar, President, Electronic Literature
Organization: “dgrigar” at mac.com.

Categories: Gaming Feeds

Bitcoin for your Warhol!

Grand Text Auto - Thu, 04/24/2014 - 08:59

Thanks to Golan Levin’s “atypical, anti-disciplinary and inter-institutional” FRSCI lab, the CMU Computer Club, and ROM hacking bit-boy Cory Archangel, several instances of previously unknown visual artwork, done by Andy Warhol on the Amiga 1000 in 1985, have been recovered.

Warhol’s use of this classic multimedia system is but one of the many surprising, rich aspects of Amiga history that are carefully detailed by Jimmy Maher in The Future Was Here: The Commodore Amiga. An early topic is the launch of the first Amiga computer at the Lincoln Center, with Andy Warhol and Debbie Harry in attendance and with Warhol producing a portrait of her on the machine during the festivities. Maher also writes about how Warhol’s attitude toward the computer was actually a bit retrograde in some ways: Rather than thinking of the screen as a first-class medium for visual art, he wanted better printers that could produce work in a more conventional medium. The discussion of Warhol’s involvement is but one chapter (actually, less than one chapter) in a book that covers the Amiga’s hardware development, technical advances, relationship to image editing and video processing work, and lively demos — from the early, famous “Boing Ball” demo to the productions of the demoscene. The Future Was Here is the latest book in the Platform Studies series, which I edit with Ian Bogost.

With these images surfacing now, after almost 30 years, the age-old question “soup or art?” is awakened in us once again. Do we need to print these out to enjoy them? To sell them for cash? Did Warhol invent what is now thought of as the “MS Paint” style, back on the Amiga 1000 in 1985?

Note, finally, that there is a detailed report on the recovery project provided in PDF form.

Categories: Gaming Feeds

A Superreboot

Grand Text Auto - Tue, 04/22/2014 - 17:52

There’s a remake (or maybe a reboot?) of superbad.com, the classic, off-kilter, uncanny art website that was employed back in 2008 in a Grand Text Auto April Fool’s joke.

It’s www.orworse.net.

I guess they made it worse by adding a “www.”

Categories: Gaming Feeds

Psychological Theories

Grand Text Auto - Tue, 04/22/2014 - 07:19

Tiltfactor works to create games that promote fun and social change in equal measure. The Tilt team employs leading psychological theories and game research to produce powerful gaming experiences, which we hope will further the research upon which our products are based. Below, we’ve shared some of the literature that forms our approach.


Theories and Research:


I. Transformative Potential of Fictional Narratives

A. Exploring Potential Relationships between Individuals and Characters

1. Characters as Friends:
Horton, D., & Wohl, R. R. (1956). Mass communication and para-social interaction: Observations on intimacy at a distance. Psychiatry, 19(3), 215-229.
–Classic work that established the phenomenon of “parasocial interaction” – the illusion of intimacy experienced toward fictional characters, celebrities, and media figures

2. Characters as Role Models:
Hoffner, C. (1996). Children’s wishful identification and parasocial interaction with favorite television characters. Journal of Broadcasting & Electronic Media, 40, 389-402.
–Examined the relationship between children’s favorite characters and the personality traits possessed by the character that the children wished to emulate

3. Characters as Personas to Assume
Kaufman, G.F., & Libby, L.K. (2012). Changing beliefs and behavior through experience-taking. Journal of Personality and Social Psychology, 103, 1-19.
–Introduced the concept of experience-taking: the psychological process of simulating the subjective experience of a character and adopting the mindset and identity of that character; revealed numerous implications for behavior change (e.g., voting) and attitude change (e.g., reducing stereotypes and prejudice)

Gabriel, S., & Young, A. F. (2011). Becoming a vampire without being bitten: The narrative collective-assimilation hypothesis. Psychological science, 22, 990-994.
–Showed that readers form an implicit (i.e., unconscious) link between themselves and the group to which a liked character belongs (e.g., vampires in Twilight)

B. Persuasive Impact of Fictional Narratives
Dal Cin, S., Zanna, M. & Fong, G. (2004). Narrative persuasion and overcoming resistance. In E. Knowles & J. Linn (Eds.), Resistance and Persuasion. (pp 175-191). Mahwah, NJ: Lawrence Erlbaum.
–Comprehensive review of empirical studies that investigated the factors affecting the persuasive impact of narratives

Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of personality and social psychology, 79, 701-721.
–Explored the impact of transportation (i.e., psychological absorption) in a narrative world on readers’ adoption of beliefs expressed by characters

II. The Impact of Embodied Cognition on Perceptions, Judgments, and Behaviors

Embodied cognition is a topic of research in psychology and philosophy that argues that perceptual and visceral experiences can constrain and direct cognition and judgment (and vice versa), often outside of conscious awareness. Such effects can be attributed to the fact that there is a common “mental storage system” for physical or sensory experiences and the metaphors or abstract concepts related to them.

Lakoff, G., & Johnson, M. (1980). Metaphors we live by (Vol. 111). Chicago: University of Chicago Press.
–Foundational work establishing the role of metaphor in shaping psychological and visceral experience

Semin, G. R., & Smith, E. R. (2002). Interfaces of social psychology with situated and embodied cognition. Cognitive Systems Research, 3(3), 385-396.
–Lays out the intersection between embodied cognition and psychological change

Carney, D. R., Cuddy, A. J., & Yap, A. J. (2010). Power posing brief nonverbal displays affect neuroendocrine levels and risk tolerance. Psychological Science, 21(10), 1363-1368.
–Showed that holding “power poses” (i.e., expansive, open postures) for just one minute increased testosterone levels, lowered cortisol levels, and increased feelings of power

III. Interventions to Reduce Stereotypes and Prejudice

Hill, C., Corbett, C. & St. Rose, A. (2010). Why So Few? Women in Science, Technology, Engineering and Mathematics. Washington, DC: AAUW.
–Thorough review of the psychological literature covering two key psychological barriers to women’s participation in STEM domains – stereotype threat and implicit bias – and interventions shown to reduce them

Devine, P. G. (1989). Stereotypes and prejudice: Their automatic and controlled components. Journal of personality and social psychology, 56, 5-18.
–Foundational work arguing that to break the “mental habit” of bias requires: (1) awareness of bias and the contexts in which it occurs, (2) concern about the effects of bias, and (3) application of interventions (see examples below) to “unlearn” stereotypical associations
A. Intervention: Perspective-taking
Galinsky, A. D., & Moskowitz, B. (2000). Perspective-taking: Decreasing stereotype expression, stereotype accessibility, and in-group favoritism. Journal of Personality and Social Psychology, 78, 708-724.
–Revealed that imagining a “day in the life” of a member of another group (e.g., the elderly) promoted positive views toward that group

B. Intervention: Exposure to Counter-stereotypical Exemplars
Blair, I. V., Ma, J. E., & Lenton, A. P. (2001). Imagining stereotypes away: The moderation of implicit stereotypes through mental imagery. Journal of personality and social psychology, 81, 828-841.
–Showed that imagining members of groups who defy stereotypes (e.g., “strong women”) effectively reduced unconscious biases toward those groups

C. Intervention: Increasing Individuals’ Social Identity Complexity
Roccas, S., & Brewer, M. B. (2002). Social identity complexity. Personality and Social Psychology Review, 6, 88-106.
–Established the construct of social identity complexity – the level of diversity and inclusiveness in individuals’ representation of their social groups – and argued for its link to tolerance

D. Intervention: Encouraging a “Universal Orientation”
Phillips, S. T., & Ziller, R. C. (1997). Toward a theory and measure of the nature of nonprejudice. Journal of Personality and Social Psychology, 72, 420-434.
–Introduced the concept of “universal orientation” – an indication of non-prejudice whereby individuals reject social categories as a basis for interpersonal assumptions

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The Verbs of Game Development

Applied Game Design - Tue, 04/15/2014 - 14:31
I rewatched Indie Game: The Movie today with a group of young game developers just past alpha on their games. It is a good time to rewatch the movie. Often, alpha is reached with the same sense of relief one might feel when one reaches the end of the flu: glad it’s over, but completely […]
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