Study of games and the act of playing them
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In der 46. Folge von Informatik für die moderne Hausfrau spreche ich mit Aurelia Brandenburg ausnahmsweise mal über Männer, genauer gesagt, über Männlichkeitsbilder im Kontext digitaler Spiele. Wir erfahren, welches Bild des 'typischen Gamers' vorherrscht (Überraschung: ein Mann!), warum Gaming häufig als eine männliche Tätigkeit verstanden wird und warum Computerspielemagazine eine hervorragende Quelle für Aurelias Forschung zu diesem Thema sind. Aurelia erzählt uns, was sich hinter dem Begriff Game Studies verbirgt, nämlich die Disziplin, die sich mit solchen und anderen Fragen beschäftigt. Sie verrät, welche Themen und welche Herangehensweisen in den Game Studies möglich sind, und erklärt, welche Überschneidungen die Game Studies mit den Digital Humanities haben. Wir erhalten außerdem Einblicke in Aurelias Werdegang und erfahren, warum sie sich kontinuierlich am Rande der Informatik bewegt hat und noch immer bewegt - allerdings ohne Informatik studiert zu haben. Sie lässt uns daran teilhaben, wie sie sich als Jugendliche und Mitglied der frühen Blogger*innenszene selbst das Programmieren beigebracht hat und wie sie diese Kenntnisse später im Studium beim Aufbau einer Burgendatenbank nutzen konnte. Wir sprechen ebenfalls über die sogenannten Bindestrich-Informatiken und stellen fest: Es ist gut und sinnvoll, dass es sie gibt! Übrigens, falls ihr (alte) Computerspielemagazine besitzt, die ihr nicht mehr braucht, dann könnt ihr sie für die Forschung spenden. Meldet euch dazu einfach bei Aurelia. Weitere Informationen, Kontaktmöglichkeiten und verschiedene Ressourcen zu Aurelia Brandenburg findet ihr hier: https://aureliabrandenburg.de/links/ Mehr über das Projekt CH Ludens, in dem Aurelia forscht, erfahrt ihr hier: https://chludens.ch/ Einen Blog zum Projekt könnt ihr hier lesen: https://chludens.hypotheses.org/ Das Datenset, das Aurelia zusammengestellt hat, könnt ihr hier abrufen: https://chludens.hypotheses.org/1228 In dieser Folge wird auf zwei weitere Folgen verwiesen: - Folge 13 - Frauen und Computer (Interview mit Nina Neuscheler) - Folge 39 - Digital Humanities (Interview mit Julia Jennifer Beine) Alle Informationen zum Podcast findet ihr auf der zugehörigen Webseite https://www.informatik-hausfrau.de. Zur Kontaktaufnahme schreibt mir gerne eine Mail an mail@informatik-hausfrau.de oder meldet euch über Social Media. Auf Instagram und Bluesky ist der Podcast unter dem Handle @informatikfrau (bzw. @informatikfrau.bsky.social) zu finden. Wenn euch dieser Podcast gefällt, abonniert ihn doch bitte und hinterlasst eine positive Bewertung oder eine kurze Rezension, um ihm zu mehr Sichtbarkeit zu verhelfen. Rezensionen könnt ihr zum Beispiel bei Apple Podcasts schreiben oder auf panoptikum.social. Falls ihr die Produktion des Podcasts finanziell unterstützen möchtet, habt ihr die Möglichkeit, dies über die Plattform Steady zu tun. Weitere Informationen dazu sind hier zu finden: https://steadyhq.com/de/informatikfrau Falls ihr mir auf anderem Wege etwas 'in den Hut werfen' möchtet, ist dies (auch ohne Registrierung) über die Plattform Ko-fi möglich: https://ko-fi.com/leaschoenberger Dieser Podcast wird gefördert durch das Kulturbüro der Stadt Dortmund.
Zurück aus Karlsruhe und schon wieder an den Mikros. Wir in Europa brauchen ja öfter mal einen Weckruf, nach dem dann traditionell wenig bis nichts passiert. Bei der digitalen Souveränität ist es mal wieder so weit: Microsoft hat die Email-Konten des obersten Strafverfolgers des Internationalen Strafgerichtshof nach Sanktionen des Trump-Schreckenskabinetts gesperrt. Es gibt neue Gerüchte zu AMD "Sound Wave", einer Arm-APU. Das ist aber nicht das erste Mal, dass AMD an Prozessoren mit Arm-Architektur arbeitet: Bereits vor etwa 10 Jahren gab es parallel zu Zen (Ryzen etc.) unter Jim Keller die Projekte "K12" und "Skybridge", was Arm und x86 verbinden sollte. Letzte Woche kurzzeitig recht groß aufgebauscht war ein angeblicher Leak von 89 Millionen Datensätzen von Steam-Accounts. Stellt sich heraus, es waren nur SMS-Logs ohne persönliche Daten. Ein sog. Nothingburger. Aber dennoch: Nutzt Zweifaktor-Authentifizierung, am besten die Steam-Mobile App mit Steam Guard. Gespielt haben wir auch ein wenig: The Precinct, ein "neon-noir action sandbox police game", wie der Entwickler sagt, oder ein GTA-1+2-inspiriertes Topdown-Action-Polizeispiel, wie wir sagen. Und daneben hat Mike Yakuza 0 auf dem Steam Deck im Zug von Karlsruhe nach Hause angefangen. Warum er das für einen Fehler hält, erfahrt ihr in der Folge. Viel Spaß mit Folge 256! Sprecher: Michael Kister, Mohammed Ali DadAudioproduktion: Michael KisterVideoproduktion: Mohammed Ali DadAufnahmedatum: 16.05.2025 Besucht unsim Discord https://discord.gg/SneNarVCBMauf Bluesky https://bsky.app/profile/technikquatsch.deauf TikTok https://www.tiktok.com/@technikquatschauf Youtube https://www.youtube.com/@technikquatschauf Instagram https://www.instagram.com/technikquatschauf Twitch https://www.twitch.tv/technikquatsch RSS-Feed https://technikquatsch.de/feed/podcast/Spotify https://open.spotify.com/show/62ZVb7ZvmdtXqqNmnZLF5uApple Podcasts https://podcasts.apple.com/de/podcast/technikquatsch/id1510030975 00:00:00 Themen: Vorteile von Cloud-Diensten, Nachteile der Abhängigkeit von den USA; Gerüchte zu "Sound Wave" Arm-APU von AMD; Windows 10 Mai-Update kann Bitlocker-Recovery auslösen; angeblicher Leak von Steam-Account-Daten; Topdown-Polizei-Action "The Precinct" und "Yakuza 0" angespielt 00:02:09 ESC Vorausblick kurz vorher 00:05:42 Vorteile von Cloud-Diensten beim Neueinrichten eines Windows-Geräts, aber auch Nachteile der Abhängigkeithttps://www.golem.de/news/microsoft-sperrt-e-mail-konto-us-sanktionen-behindern-arbeit-des-istgh-2505-196241.htmlhttps://www.heise.de/news/Strafgerichtshof-Microsofts-E-Mail-Sperre-als-Weckruf-fuer-digitale-Souveraenitaet-10387368.html 00:11:47 AMD "Sound Wave": Laptop-APU auf Arm-Basis von AMD (Gerücht)https://www.computerbase.de/news/prozessoren/sound-wave-amd-soll-an-einer-arm-cpu-fuer-ein-2026er-surface-arbeiten.92636/https://www.golem.de/news/jim-keller-ueber-k12-arm-basierte-cpu-bloederweise-eingestellt-von-amd-2206-166280.htmlhttps://www.hardwareluxx.de/index.php/news/hardware/prozessoren/30937-amd-k12-erstes-eigenes-64-bit-arm-design-ab-2016.html 00:27:55 Windows 10 Mai-Update kann Bitlocker-Recovery auslösenhttps://www.computerbase.de/news/betriebssysteme/windows-10-mai-update-verursacht-bitlocker-recovery-mit-bluescreen.92683/ 00:32:20 Eigenwerbung: Gespräch mit Prof. Dr. Dr. Rudof Inderst über Game Studies und Prof. Dr. Susanne Gössl über digitalen Nachlass bzw. Vererben von Gaming-Accountshttps://technikquatsch.de/tqs-im-gesprach-mit-prof-dr-dr-rudolf-inderst-von-der-hochschule-neu-ulm-game-studies-videospiele-in-der-forschung-und-als-studium/TQS: Gespräch mit Prof. Dr. Dr. Rudolf Inderst - Game Studies, Videospiele in Forschung und Studium https://www.youtube.com/watch?v=iwlK9GyVQCMhttps://technikquatsch.de/tqs-konnen-gaming-accounts-wie-steam-vererbt-werden-grundsatzlich-moglich-interview-mit-prof-susanne-gossl/TQS: Gaming-Accounts vererben? grundsätzlich möglich - Interview mit Prof.
Wir haben einen Gast! Mike streifte durch die hohen Gräser von Bluesky, da tauchte ein wilder Prof. Rudolf Inderst auf und forderte zum Duell, äh Gespräch. Zum Zeitpunkt der Veröffentlichung hat er schon seine Stelle an der Hochschule Neu-Ulm angetreten; dort lehrt er Gamedesign und Game Studies. Die Frage, was denn nun diese Game Studies sind, haben den groben Faden für ein unterhaltsames und interessantes Gespräch ergeben. Viel Spaß mit dieser Sonderfolge! Sprecher: Prof. Dr. Dr. Rudolf Inderst, Meep, Michael Kister, Mohammed Ali DadAudioproduktion: Michael KisterVideoproduktion: Mohammed Ali DadTitelbild: MeepBildquellen: Rudolf InderstAufnahmedatum: 16.03.2025 Besucht unsim Discord https://discord.gg/SneNarVCBMauf Bluesky https://bsky.app/profile/technikquatsch.deauf TikTok https://www.tiktok.com/@technikquatschauf Youtube https://www.youtube.com/@technikquatschauf Instagram https://www.instagram.com/technikquatschauf Twitch https://www.twitch.tv/technikquatsch RSS-Feed https://technikquatsch.de/feed/podcast/Spotify https://open.spotify.com/show/62ZVb7ZvmdtXqqNmnZLF5uApple Podcasts https://podcasts.apple.com/de/podcast/technikquatsch/id1510030975 00:00:00 Prof Dr. Dr. Rudolf Inderst von der Hochschule Neu-Ulmhttps://www.hnu.de/hochschule/hochschul-news/detail/2025/04/08/neu-an-der-hnu-prof-dr-dr-rudolf-indersthttps://bsky.app/profile/gamestudies.bsky.socialhttps://inderst.wordpress.com/about/ 00:03:11 Was sind denn eigentlich "Games Studies"? 00:16:42 Beschäftigung mit Games als Gaming ProfessorJacob Geller https://www.youtube.com/@JacobGeller 00:22:07 Rezeption von Spielen im Wandel 00:46:47 Wie läuft das an der Uni ab? Lehre und Forschung 01:04:52 unterschiedliche Herangehensweisen ans Spielen: Coop, Solo 01:13:12 physische Datenträger zur Preservation 01:17:21 Überschneidung des Kalenders
Play our fun new game as Matt & Colleen cover for Donna & Steve's vacation, Matt shares a pet study and we have more Met Gala dish Learn more about your ad choices. Visit podcastchoices.com/adchoicesSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Play our fun new game as Matt & Colleen cover for Donna & Steve's vacation, Matt shares a pet study and we have more Met Gala dish Learn more about your ad choices. Visit podcastchoices.com/adchoices
About StephanieStephanie Wössner is a freelance consultant and speaker specializing in future-oriented learning, with a focus on extended reality, game-based learning, AI, design, futures thinking, the metaverse, and learning environments. Until 2019, she worked full-time as a foreign language teacher and is currently head of the Future of Learning division at the State Media Center of Baden-Württemberg. Alongside her work, she earned a Master of Arts in Game Studies and a Master of Science in Game-based Media and Education in 2024 from the Center for Applied Game Research at Danube University for Continuing Education in Krems, Austria. In February 2025, she published a book titled Future:Guide Education – learning how to design the future (only available in German).She firmly believes that our understanding of education must fundamentally change—and that we must actively shape this transformation. That's why her work centers on forward-thinking impulses for the transformation of (lifelong) learning. In a digitally connected and constantly evolving world, she sees the need to collaboratively shape a human-digital future—an era in which technology supports and enhances human capabilities.She sees great potential in developing competencies through play—particularly through game-based learning and virtual worlds that enable self-directed, immersive, and collaborative learning experiences. For her, this is key to the future of learning and to building a livable human-digital world.#lifelonglearning #playfulness #learningenvironments #humanmachineteamplay Linkswww.steffi-woessner.dewww.petiteprof79.euhttps://shop.thefutureproject.de/products/future-guide-bildungLooking to get started with augmented and virtual reality? Dive into Delightex!Sign up for Delightex (formerly CoSpaces Edu https://www.delightex.com/) and explore the gallery and many resources to get started!About RachelleEducator, Keynote Speaker, Consultant, Attorney, and AuthorSubscribe to the podcast and my newsletter.Also, check out my blog and submit a guest blog.Contact me for speaking and training related to AI, AI and the law, Cybersecurity, SEL, STEM, and World Language Educator training for each of these topics as well! bit.ly/thriveineduPDIf you're interested in a sponsored podcast or collaboration, please contact me for details.
Zombies, Consumption, and Satire in Capcom's Dead Rising (Routledge, 2024) explores the relationship between video games and satire through an in-depth examination of Capcom's Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero's filmic satire on American consumer culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, this book details how video games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture, and zombie studies. Rudolf Inderst is a professor of Game Studies and Gamedesign at Neu-Ulm University of Applied Science, department lead for Games at TITEL kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
In diesem FM4 Game Podcast Spezial spricht Robert Glashüttner ausführlich mit dem dänischen Gamesforscher Jesper Juul. Dieser hat um die Jahrtausendwende das sich damals formierende, interdisziplinäre Forschungsfeld der Game Studies maßgeblich geprägt. Sein erstes Buch "Half-Real" (2005) ergründet als eines der ersten Bücher überhaupt ausführlich, anschaulich und gut nachvollziehbar die besonderen, eigenständigen Aspekte des Mediums Computerspiel - allen voran natürlich die Interaktivität und ihren zahlreichen Implikationen. Jesper Juuls aktuelles Buch beschäftigt sich mit dem Commodore 64, einem der populärsten (Spiel-)Systeme der frühen Homecomputer-Ära. Das FM4-Interview wurde am 28. März in Wien aufgezeichnet.Weblinks:- Mitschnitt des Vortrags im Rahmen der Gameskultur-Initiative Subotron: subotron.com- Website von Jesper Juul: www.jesperjuul.net
Neste episódio recebemos Patrick Martins, Mestrando em Geografia pela UERJ que veio até o Regras do Jogo falar sobre seu artigo As Paisagens de Piltover e Zaun: Uma Interpretação Simbólica e Iconográfica Através de Denis Cosgrove. Neste artigo, Patrick aborda o mundo de League of Legends, mais especificamente Piltover e sua subferia, Zaun, a partir dos conceitos de paisagem de Cosgrove e a relação do campo dos Game Studies com a ciência geográfica. Ouça também o Regras do Jogo #110 – Videogame e geologia e o Regras do Jogo #173 – A influência da geopolítica dos EUA em jogos de estratégia. Ajude a financiar o Holodeck Design no Apoia.se e Orelo.cc ou fazendo doações pelo PicPay. Siga o Holodeck Design no Twitter, Facebook, Instagram e TikTok e entre no grupo para ouvintes do Telegram! Nossos episódios são gravados ao vivo em nosso canal na Twitch e YouTube, faça parte também da conversa. Participantes Fernando Henrique Anderson do Patrocínio Patrick Martins Cupons de Desconto regrasdojogo – 10% Descontos em todas as camisas da Veste Esquerda. Músicas: Persona 5 – Beneath The Mask lofi chill remix
Ich spreche mit dem Anglisten und Japanologen Christian Wilken über H.P. Lovecraft und das so genannte Anthropozän, ein von Menschen geschaffenes geologisches Zeitalter. Wir versuchen eine Brücke zu schlagen zu Hayao Miyazaki, der sich in seinen Zeichentrickfilmen von Studio Ghibli mit dem Menschen und der Natur auseinandersetzt. Und wir gehen ohnehin ausführlicher auf die Kultur Japans, auf einige Merkmale, aber auch gegenwärtige Probleme ein und sprechen schließlich über Videospiele wie Shenmue.
Ich begrüße den Kulturwissenschaftler Arno Görgen, den ihr sowohl aus einigen Podcasts als auch aus Beiträgen der GEE kennen könntet, sowie den Professor für Gamedesign Rudolf Inderst, der hier auch schonmal zu Gast war. Dass ich mit beiden spreche hat natürlich einen Grund, denn sie sind Herausgeber des Sammelbandes Old World Blues: ›Fallout‹ und das Spiel mit der Postapokalypse, der kürzlich im Büchner Verlag erschienen ist.
Named for their similarity to the 1980 video game Rogue, ‘roguelikes' have one of gaming's richest, most interesting histories, represent one of gaming's most enduringly popular genres, and one of its most enduringly influential in terms of game design. The roguelike's history stretches back to the earliest days of video gaming but also continues to affect a tangible influence on modern gaming in the form of ‘roguelite' games, which are directly inspired by roguelikes.This episode investigates the history of the roguelike genre and how this history is told, concentrating on three particularly illuminative aspects of the discourse surrounding it which I will discuss under the headings of complexity, controversy, and creativity. The history of the roguelike genre is the history of a type of game designed around a particular set of gaming preferences which favour high complexity, high difficulty, deep strategy, and a punishing learning curve, and prioritize gameplay at the expense of aesthetics. But so complicated are roguelikes that their history cannot be told without mentioning the markedly intense, detailed, fractious, 40-year long debate which has raged in the fan community over the meaning of its own genre label. Out of this debate, a set of design principles and game mechanics emerged as definitive of older, traditional roguelikes such that the history of roguelikes is one of a prolific, diverse hotbed of creativity deliberately constrained by a certain design philosophy.The most recent chapter in this history are ‘roguelites', which take direct inspiration from roguelikes but take a freer, less constrained and more modernized approach to their creativity with roguelike mechanics. Roguelites creatively remix the mechanics associated with traditional roguelikes, blending them with other genres, and implementing modernized graphics and design techniques.This episode is based on a talk presented at a game studies conference at the University of Innsbruck in 2024, presented with the same title. KONF: Spielgeschichte(n) - Games und Game Studies in medienkulturgeschichtlicher Perspektive, Innsbruck (11.04.-13.04.2024)Watch the video version on YouTube here.CreditsWritten and presented by James CartlidgeProduced by Greta RauleacOriginal music by James CartlidgeBreaking the Game is a YouTube channel and podcast series about philosophy and video game studies. It aims to facilitate discussions about games, the games industry and philosophy with wider audiences. It mainly (though not exclusively) focusses on the indie games sphere, and current and future philosophical topics include phenomenology, existentialism, political philosophy, ethics, philosophy of mind/consciousness, cognitive science, psychoanalysis and psychology. It is based on the postdoctoral research of James Cartlidge.Check out and subscribe to Breaking the Game here.
En el episodio de esta semana, que coincide a propósito con la víspera del día de los Santos (de Muertos en México) y, por consiguiente, con la Noche de Halloween, vamos a profundizar en algunos de los aspectos conceptuales que dieron lugar a diseños sonoros tan fascinantes e innovadores en su tiempo como son los que se aplicaron a las dos primeras entregas de la saga Silent Hill. En este programa, recorremos la vida de Akira Yamaoka, el autor del apartado sonoro al completo en todas las entregas de Silent Hill hasta “Revelations”. De igual modo, reflexionamos brevemente sobre qué impacto tiene el diseño musical en la desorientación del individuo cuando este debe valerse de las señales acústicas para avanzar por un terreno que le está vedado a la vista. Véanse, las neblinosas calles del tenebroso pueblo de Silent Hill. Pero además, hablamos sobre la cuestión del tiempo; sobre cómo las señales acústicas pueden distorsionar la percepción temporal del jugador durante la partida. Algo realmente terrorífico en juegos del género survival horror. Ya en la última sección del episodio, ofreceremos una perspectiva un tanto arqueológica sobre el sonido de Silent Hill: tratamos la cuestión de los ya descatalogados CD`s de samples que contuvieron los sonidos que identificamos con una estética afincada en la década de 1990. Por último, pero no por ello menos importante, como es habitual Pablo Naop nos acompaña con un Covermanía que pone el mundo patas arriba… Como casi todo lo que ocurre en Silent Hill. ¿Nos acompañas? Enlaces: «Cómo se hizo la música de Silent Hill (samples, loops, sounds, libraries, beats, análisis y más)», vídeo de Youtube, 39:59, subido por Avith Ortega el 14 de abril de 2019, https://www.youtube.com/watch?v=ygAwlFZN8Hg «Eric Persing: Creating Spectrasonics», soundtosound (web), publicado el 14 de julio de 2000, https://www.soundonsound.com/people/eric-persing-creating-spectrasonics «Silent Hill - 1999 Developer Interview», shmuplations (web), último acceso el 31 de octubre de 2024, https://shmuplations.com/silenthill/ Bibliografía: Carr, Diane. «Play Dead. Genre and Affect in Silent Hill and Planescape Torment». Game Studies (web), acceso el 29 de octubre de 2024, https://www.gamestudies.org/0301/carr/ Perron, Bernard. Silent Hill: The Terror Engine. Michigan: University of Michigan Press, 2012.
Hallo liebe Unterstützer, Spielvertiefung wird am 1. November 2024 drei Jahre alt. Und das habe ich euch zu verdanken. Vor allem die Jahresabos haben mir geholfen, dieses kleine Magazin aufzubauen. Mittlerweile zählt das Archiv mehr als 800 Beiträge, darunter über 250 Audiofiles. Und die Flaschenpost wurde mehr als 120 mal in euren Posteingang gespült. Ich ziehe in dieser Sonderfolge ein wenig Bilanz nach drei Jahren.
Ich spreche mit dem Literaturwissenschaftler Tobias Unterhuber über seinen Aufsatz "Das ewige neue Medium - Die Geschichtslosigkeit der Computerspielgeschichte", in dem er sich mit dem schnellen Voranschreiten innerhalb der Videospielwelt beschäftigt, das sich auch in der Forschung widerspiegelt.
On this episode of The Pastor's Office, Reverend Jonathan Mason sits with Phillip Penix-Tadsen, Chair of Game Studies and Esports at the University of Delaware, to discuss the university's gaming program. Then Monika Williams Shealey and Dr. Lori Shorr of Temple University come to speak about Temple's urban education program.See omnystudio.com/listener for privacy information.
Eugen Pfister ist Historiker und Projektleiter von “Horror-Game-Politics” an der Hochschule der Künste in Bern. In seinem Aufsatz "Wie es wirklich war" ging es um die oft diskutierte Frage nach historischer Authentizität in Spielen von Rome: Total War bis Kingdom Come Deliverance oder Medal of Honor. (Sorry, ich konnte die Knackgeräusche einer Tonspur nicht ganz beseitigen)
Addrich Mauch ist als Musik-Ethnologe aktiv, beschäftigt sich u.a. mit dem Verhältnis von Spiel und Sound. Adrian Demleitner hat einen Hintergrund als Software-Entwickler und hat Design-Forschung studiert, interessiert sich für das Visuelle im Spiel. Beide forschen innerhalb der Game Studies am Projekt CH Ludens der Uni Bern.
Stefan Köhler ist Lehrer für Deutsch und Englisch an einer Sekundarschule in Niedersachsen. Außerdem beteiligt er sich aktiv an Forschungen der Game Studies, hat u.a. einen Artikel über das Modding im Handbuch für Gameskultur veröffentlicht, für die WASD Kolumnen geschrieben und 2017 am Serious Game Martin Luther mitgearbeitet. Inwiefern werden Spiele heute im Unterricht an Schulen oder Unis eingesetzt? Wie wirkt sich das Spielen auf das Lehrer-Schüler-Verhältnis aus?
This week we wrap up the series on setting the right baseline for yourself. The key here is basically grounding ourselves in reality to evaluate our performance in a good and healthy way. And as always, thanks for joining us on Pickleball Therapy - the podcast dedicated to your pickleball improvement. If you have not yet subscribed to the podcast ... wait what?? you haven't subscribed? ... you know what to do. I share with you a quick side story I was reminded of that has nothing to do with pickleball, but you'll see how it ties together.Now one of the benefits of setting the baseline is that it gives you accurate information about how you perfom today. Watch the full episode as I talk to you about this and more benefits of setting the baseline and using this approach to evaluate performance. In the RIFF I'm going to talk about the concept of seeing the game that maybe foreign to some, but when you're able to see the game, it really changes how you engage with the sport. Subscribe to The Pickleball Therapy Podcast on YouTube: https://www.youtube.com/channel/UCQxtrHYdJT1Iy_SHckPt6cg/Join us for the Live May 2024 Game Studies: https://betterpickleball.com/live-game-studyPrevious Episodes on this series:Part 1 : Doing the Best You Can Do PLUS Incremental Growth- Episode 187 Part 2: Setting the Right Baseline for You PLUS an update from the US Open- Episode 188 Part 3: Avoid these 2 Baseline Traps PLUS Hybrid Pickleball is Amazing- Episode 189
We had an opportunity to sit down with Mark Lashley, the CEO of UTR Sports. They have been in the ratings game for a long time & in this episode he explains why ratings and rankings matter. And as always, thanks for joining us on Pickleball Therapy - the podcast dedicated to your pickleball improvement. If you have not yet subscribed to the podcast ... wait what?? you haven't subscribed? ... you know what to do.A rating and a ranking creates level-based play so no matter what level you're at, it's fun to be on a court and you get to enjoy the experience with people at your level. Mark explains how the rating system works to determine the level of a player.It's a really good episode that you'll also get to understand why a good rating system is always going to be more accurate than a ranking system.If you're either a turnaround player, playing league, you play at a facility that uses levels, or you're just curious about ratings, listen to this episode and check out UTR Sports for yourself on how they impact the group and the environment in which you play. UTR Sports: https://www.utrsports.net/ Join us for the Live May 2024 Game Studies: https://betterpickleball.com/live-game-study
There's a baseline appropriate for us based on where we are right now. Why? Because the baseline is supposed to keep us in reality. It's meant to ground us in the modality of our situation.A baseline is like a snapshot of your performance. You can, ofcourse, improve in the future and move your baseline with some work, a focus on your game and growth. And as always, thanks for joining us on Pickleball Therapy - the podcast dedicated to your pickleball improvement. If you have not yet subscribed to the podcast ... wait what?? you haven't subscribed? ... you know what to do.In this episode I'll share with you a conversation I had with a friend of mine and why we need to compare ourselves to a baseline that's appropriate for us as well as how to avoid the trap of being theoretical.In the Riff I share with you a particular story about the US Open Tournament Play that has to do with hybrid pickleball that was both eye-opening and exciting plus the lessons that I took away from that experience. Episode 188: https://youtu.be/m05zWoDcSAkJoin us for the Live May 2024 Game Studies: https://betterpickleball.com/live-game-study
Maxwell Foxman is an assistant professor of Media Studies and Game Studies in the School of Journalism and Communication at the University of Oregon. Professor Foxman's primary research focus is on how games and play interact with non-game contexts and media professions. This research engages several overlapping realms such as immersive media, game journalism, esports, and game production. Foxman is the co-author of Mainstreaming and Game Journalism with David Nieborg which was published in 2023 by the MIT Press.
This week co-hosts Toben (English Language and Literature) and Sid (Environment) interview faculty member Dr. Gerald Voorhees (Communication Arts), about his past, present, and future research on race, decolonization, whiteness, and masculinity in games. Voorhees reminisces on past research about masculinity and “Dadification” in games, and discusses his research in eSports examining the performance of gender, whiteness, and masculinity. He also talks about joining the GI and First Person Scholar over a decade ago and leading the ADE speaker series that was held at the GI last year. Links: Daddy Issues: Constructions of Fatherhood in The Last of Us and BioShock Infinite Masculinities in Play Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming The Culture of Digital Fighting Games: Performance and Practice: Todd Harper Made in Asia/America: Why Video Games Were Never (Really) About Us: Matt Howard ADE for Games Communities Workshop and Speaker Series Skins Deep: Race, Gender, and Nationality in eSports: Tara Fickle Research Disability & Play: Where's the Fun in That?: Katta Spiel Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game First Person Scholar Bio: Gerald Voorhees earned a Ph.D. from The University of Iowa (2008) and holds a B.S. in Speech Communication from the University of Texas at Austin, where he was a Senior Fellow in the Honors Program of the College of Communication. His research focuses on games and new media as sites for the construction and contestation of identity and culture. He is also interested in public discourse pertaining to games and new media, as well as rhetorics of race and ethnicity in mediated public discourse. He is Vice-President of the Canadian Game Studies Association, a former member of the Executive Board of the Digital Games Research Association, and a former co-chair of the Game Studies area of the Popular Culture Association/American Culture Association Nation Conference.
Daniel Illger ist Professor an der Kulturwissenschaftlichen Fakultät der Europa-Universität Viadrina Frankfurt (Oder). Er beschäftigt sich mit Horror, Fantasy und Science-Fiction, analysiert Filme und Videospiele. Außerdem ister Autor des Fantasyromans Skargat, der in drei Bänden bei Klett-Cotta erschienen ist.
Welcome to the College Parent Podcast! On this week's episode, RDs Brent and Jordan, interview Maxwell Foxman, Professor of Media Studies and Game Studies at the University of Oregon, about E-Gaming on College Campuses! Let's dive in!
In this episode, I talk to Dr. Carlos Gabriel Kelly González (AKA Profe) who specializes in U.S. Latinx media studies and critical game studies. Currently, Carlos is co-editing the first-ever collection of Latinx video game studies, Coded Latinx: Latinx Gaming and Game Studies in North America, with Dr. Regina Marie Mills. In addition to his research, Carlos is also a published performance poet with his 2019 debut collection, Wounds Fragments Derelict, published with 2Leaf Press.
Inside this Episode with your host, Mitch Hampton: At first screen glance Laine Nooney's The Apple II Age: How the Computer Became Personal might be perhaps a less likely subject for an episode. Yet, given my steadfast interest in unconventional treatments of normally conventional subject matters as well as my overall interest in the period of time encompassing the 1970s into the 80s I don't think there is a better guest for our podcast than Nooney, nor a more appropriate book than his. Although their work is both intellectual and social history of a kind, aesthetic issues are equally at play, both in the sense of their being an era of tech prior to the present one, as well as the creativity of individual tech people, some of whom are wonderfully portrayed by Nooney. I hope you find this episode as interesting to hear as it was for us to record. Laine's Bio and links to their work: Laine Nooney is an Assistant Professor of Media Industries at New York University, specializing in historical, cultural, and economic analysis of the video game and computer industries. Their book, The Apple II Age: How The Computer Became Personal, is out now. Their research has been featured in popular venues such as The Atlantic, The New Yorker, Motherboard, and NPR, as well as academic journals such as Game Studies, The American Journal of Play, and Journal of Visual Culture. Recent Events + Goings on How Computers Took Over Our Lives @ Factually! Listen in on this fact-and-fun-filled conversation with Adam Conover on Factually!, as we leave no stone unturned on the origins of personal computing. THE APPLE II AGE Reviewed @ The New Yorker Kyle Chayka explores "the story of how computers became irrevocably personal" in his coverage of THE APPLE II AGE in The New Yorker. BOOK EXCERPT @ Motherboard Check out an excerpt of THE APPLE II AGE @ Motherboard: "Don't Copy that Floppy": The Untold History of Apple II Software Piracy. The article tells the story of one of the earliest copy protection battles of the personal computer era. Social Media Laine has public accounts on Twitter [@sierra_offline], Mastodon [@LaineNooney@mastodon.social], Bluesky [@lainenooney.bsky.social], and Threads [@sierra_offline] $stevewozniak #billgates #stevejobs #apple #computer #1970s #1980s #floppydisc #gamer #pc #printshop #mysteryhouse #apple11 #jimwarren #bobreiling #foucault #fortran #radioshack #popularelectronics #softalk #robertawilliams #visicalc #byte #davidbalsam #martinkahn #coreykosak #familycomputing #microtimes #honeywell #mcgraw-hill #lgbtqia #billbowman #neilpostman #marshallmcluhan #alvintoffler #futureshock #nancydrew #hardyboys #wargames #atari #darkcrystal #jimhenson #kevindriscoll #infoworld #jacquimorby --- Send in a voice message: https://podcasters.spotify.com/pod/show/mitch-hampton/message Support this podcast: https://podcasters.spotify.com/pod/show/mitch-hampton/support
Recorded in spring 2023, Courtney Rivard, a 2023 fellow in the Tyson Academic Leadership Program, discusses her work as Director of the digital literacy and communications lab at UNC-Chapel Hill. She also shares recent projects in digital humanities, gaming studies, and a book that she worked on during her spring 2022 Faculty Fellowship.
This episode we speak with Dr. Stephanie Harkin, discussing the concept of “techno-femininity” from her award winning PhD Thesis (2022) Girlhood Games: Gender, Identity, and Coming of Age in Videogames. You can read her PhD here: https://researchbank.swinburne.edu.au/file/86788440-fcec-420a-8df1-b7c35f976066/1/stephanie_harkin_thesis.pdf, follow her on Twitter: https://twitter.com/sa_harkin, and read more of her work on Academia.edu: https://swin.academia.edu/SHarkin. It is part 4 of a special 6-episode Season of Keywords in Play, exploring intersections and exchanges between Chinese and Australian game studies scholarship. This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body. Stephanie Harkin is an early career researcher interested in girls' gaming cultures and representations of girlhood. She completed her PhD at Swinburne University of Technology where her thesis explored girlhood and the coming-of-age genre in videogames. She has previously published on gender and games in the journals Game Studies, Games and Culture, and Girlhood Studies. The podcast series is part of Engaging Influencers initiative. This initiative is curated by the Australia Council for the Arts and funded by the National Foundation for Australia-China Relations. As a joint venture between DiGRA and Critical Distance, “Keywords in Play” expands Critical Distance's commitment to innovative writing and research about games while using a conversational style to bring new and diverse scholarship to a wider audience. Our goal is to highlight the work of graduate students, early career researchers and scholars from under-represented groups, backgrounds and regions. The primary inspiration comes from sociologist and critic Raymond Williams. In the Preface to his book Keywords: a vocabulary of culture and society, Williams envisaged not a static dictionary but an interactive document, encouraging readers to populate blank pages with their own keywords, notes and amendments. “Keywords in Play” follows Williams in affirming that “The significance is in the selection”, and works towards diversifying the critical terms with which we describe games and game culture.” Please consider supporting Critical Distance at https://www.patreon.com/critdistance Interviewer: Mahli-Ann Butt Production Team: Darshana Jayemanne, Emilie Reed, Zoyander Street Audio Direction and Engineering: Damian Stewart Double Bass: Aaron Stewart Special Thanks: Hugh Davies, Chloe Yan Li
Klemens Franz hat Bildhauerei in Graz studiert, als Produktmanager bei Ubisoft gearbeitet, sich früh für Game Studies engagiert und ist nicht nur Brettspielern als Illustrator von Titeln wie Agricola, LeHavre oder Patchwork bekannt.
Episode 134 of TBR Podcast features an interview with Dr. Wendi Sierra and Kit Snyder to discuss their research in digital rhetorics and indigenous world-building. Dr. Wendi Sierra is an Assistant Professor of Game Studies in the Honors College at Texas Christian University. Kit Snyder is a Ph.D. student in Rhetoric & Composition and currently serves as the Assistant Director of the Center for Digital Expression. For more information on TBR Podcast visit www.thebigrhetoricalpodcast.weebly.com and follow @thebigrhet on Twitter and @thebigrhetorical on TikTok.
In this episode of Speaking Of... Tom Cunneff, College of Charleston Magazine editor talks to Navid Hashemi and Sarah Schoemann, computer science professors about Artificial Intelligence (AI) and ChatGPT and what this means to higher education. "It's revolutionary," says Hashemi who compares the development in technology to the Industrial Revolution. "In the industrial revolution, we tried to replace our muscles with robots or tools. But here, the systems are trying to help our brain to make better decisions and somehow make our life easier. If the paradigm shift is exponential in the next in the next few years, I believe that we are going to see a lot of new advancements in many different fields, in drug discovery, in music, in art, in robots, social living, driving and self driving."One of the biggest questions and hottest debates is how these large language models will change higher education and whether educators should embrace or ban AI from classrooms. "I think it's a technology that you really need a nuanced approach to," says Schoemann. "Ultimately, the idea of banning it outright will fail because students are savvy, and trying to ban any technology from students is never really the right move. But I'm not sure that it needs to become the center of the classroom."Featured on this Episode: Sarah Schoemann is an Assistant Professor in the Department of Computer Science, she received her PhD from GA Tech in 2021. At College of Charleston she is the director of the Critical Art and Technology Lab or CATLab. She primarily teaches courses in the CS department's Computing in the Arts or "CITA" program, which combines the study of the arts with computation. Trained as both a fine artist and a researcher in the field of Human Computer Interaction and Game Studies she is focused on the design and evaluation of new technologies such as games and interactive experiences with a focus on how creativity, and playfulness can have real-world impacts. She is particularly interest in the implications of technologies for critically engaging with broader social questions regarding justice, equity and inclusion.Navid Hashemi is the director of the graduate program in Data Science and Analytics at the College of Charleston. He joined the Computer Science department in 2020 as an assistant professor and founded the Data Mining and Connectivity (DMC) research lab. He is an active researcher in spatiotemporal data mining, machine learning, Internet of Things (IoT) analytics, and crowd-sensing. Hashemi holds a doctorate in computer science from the University of Georgia, and prior to joining the college, he held a visiting faculty position at Emory University.Resources from this Episode:AI expert Timnit Gebru talks to 60 minutes about bias in large language models like ChatGPTArticle about Getty Images lawsuit against Stable Diffusion for copyright infringementRefik Anadol, artist who uses AI to create wall-sized generative art, using only “ethically sourced data” as training data.Official chatGPT/GPT-4 webpages:https://openai.com/blog/chatgpthttps://openai.com/research/gpt-4
Was hat es mit dem Helden als Gestalt in Sage und Spiel auf sich? Wie hat sich das Bild des Helden vom Mittelalter bis heute verändert? Welche Gemeinsamkeiten gibt es zwischen Literatur und Videospiel? Wer wäre heute ein Held? Darüber spreche ich mit dem Literaturwissenschatler Florian Nieser.
Neste episódio recebemos novamente o game designer Felipe Dal Molin, que trabalhou em Horizon Chase 1 e 2 e Wonderbox, para conversar sobre frameworks para desenvolvimento de jogos, como o famoso MDA, e como funciona o seu framework chamado As cores do game design, resultado dos muitos anos de experiência na indústria. Siga nosso perfil no TikTok e entre no mais novo grupo do Telegram para ouvintes! Ajude a financiar o Holodeck Design no Apoia.se ou fazendo doações pelo PicPay. Siga o Holodeck no Twitter, Facebook, Instagram, YouTube e entre em nosso grupo de Discord do Regras do Jogo. Nossos episódios são gravados ao vivo em nosso canal na Twitch, faça parte também da conversa. Participantes Fernando Henrique Anderson do Patrocínio Felipe Dal Molin Dicas culturais Livro Invisível diversão: o mecanismo de engajamento, do videogame para a vida, de Erick Oliveira Medium do Felipe Dal Molin Documentário Double Fine PsychOdyssey Livro O crime do bom nazista, de Samir Machado Livro An Introduction to Game Studies, de Frans Mäyrä Série John Wick Músicas: Persona 5 – Beneath The Mask lofi chill remix The Prettiest Menu Theme Ever Written – Barry Leitch for Horizon Chase 2
Business unplugged - Menschen, Unternehmen und Aspekte der Digitalisierung
Thu, 02 Mar 2023 23:00:00 +0000 https://businessunplugged.podigee.io/48-rudolfinderst-iuinternationalehochschule 1fcee567c400e3d6911c3d4a23040261 Nach der Folge zum Thema eSports bzw. eFootball konnte ich spontan meinen lieben Kollegen Prof. Dr. Dr. Rudolf Inderst gewinnen, um noch ein wenig tiefer in die Materie der digitalen Spiele und dem sich dahintersteckenden Markt einzutauchen. Rudolf und ich sprechen über den wissenschaftlichen Diskurs zu diesem Thema, wie die akademische Landschaft hinsichtlich Game Studies aussieht und wie sich die Spiele über die Zeit entwickelt haben und welche Rolle künstliche Intelligenz in Zukunft dabei zukommt. Wir beleuchten aber auch die Entwicklungen in der Fankultur. So viel vorweg, das Thema ist sehr facettenreich, aber hört selbst. Ich wünsch euch auf jeden Fall viel Spaß mit der neuen Folge! Mein Gast: Prof. Dr. Dr. Rudolf Inderst (LinkedIn) Prof. Dr. Dr. Rudolf Inderst (Website) IU Internationale Hochschule Podcast "Pilot Pickups. Lost in Mandyville" Podcast "Die letzten Detektive" Nahaufnahmen.ch Rudolfs wöchentlicher Game-Studies-Newsletter Feedback & Wunschgäste: podcast@peopex.de Über mich: LinkedIn XING Instagram PEOPEX GmbH 48 full no Academia,Game Studies,eSports,Research,Sony,Nintendo,Microsoft,Ludologie,Gamification,IU International University Prof. Dr. J
Julian Kucklich. (2003). "Perspectives in Computer Game Philology." Game Studies 3.1 https://gamestudies.org/0301/kucklich/
Amanda Cote (University of Oregon) discusses how crunch has become deeply embedded in the video game industry, leading developers to distinguist between "good crunch" and "bad crunch."YouTube version:https://youtu.be/DQltuh_EwlwFollow Amanda on social media:https://twitter.com/accotehttp://www.amandaccote.com/Original Study:https://journals.sagepub.com/doi/10.1177/14614448211014213
Marina Fontolan, James Wilson Malazita, Janaina Pamplona da Costa. (2022). Language, Identity and Games: Discussing the Role of Players in Videogame Localization. Game Studies 22(3).
Seeing beyond what seems to be real, seeing a ‘truth' obscured from others—there seems to be a proper fascination with this exclusive gaze. We explore the notion of true sight in video games such as The Cat Lady and Fran Bow with Dr. Sarah Stang, Assistant Professor of Game Studies at Brock University in Canada.ShownotesMadness as True Sight in The Cat Lady and Fran Bow (Sarah Stang)Maiden, Mother, and Crone: Abject Female Monstrosity in Roleplaying Games (Sarah Stang)This is Sarah's website: https://smstang.comGet Studying Pixels PlusWebsite | Twitter | Instagram Hosted on Acast. See acast.com/privacy for more information.
Bergstrom, Kelly. “Ignoring the blood on the tracks: exits and departures from game studies.” Critical Studies in Media Communication 39:3. Listen to our review of one of the most thought-provoking and generative articles we have reviewed so far (and one of Alex's personal favorites): Kelly Bergstrom's "Ignoring the Blood on the Tracks: Exits and Departures from Game Studies." It's worth a listen and a read.
Chris J. Young (University of Toronto) discusses how the Canadian independent video game maker scene has evolved thanks to such robust tools as the Unity Engine, as well as how Unity managed to become a silent giant in the video game industry thanks to its strong grip on the indie scene and mobile platforms.Video version: https://www.youtube.com/watch?v=TEp8g4y-cJkChris on social media: https://twitter.com/drchrisjyoung Link to study: https://tspace.library.utoronto.ca/bitstream/1807/89734/3/Young_Chris_J_201806_PhD_thesis.pdf Game Production Studies: https://library.oapen.org/handle/20.500.12657/47043Syd Bolton collection at the U of T: https://collections.utm.utoronto.ca/collections/syd-bolton-collection
Jan Švelch (Charles University in Prague, Czech Republic) discusses how player surveillance and the gathering of player data have become a norm in the gaming industry and how developers and publishers have entered into a seemingly reciprocal relationship with players, who receive limited access to this data through infographics and "fun fact" metrics that are disseminated among players and in the gaming press.Video version: https://youtu.be/azt34I65v5UTo follow Jan on social media: https://mobile.twitter.com/snewgoblinLink to study: https://journals.sagepub.com/doi/abs/10.1177/14614448221097889Prague Game Production Studies Group: https://gameproductionstudies.fsv.cuni.cz/Links to infographics:https://gallery.neoseeker.com/Shadow+of+Death/photostream/2745099782https://www.reddit.com/r/HuntShowdown/comments/fc95ab/hunt_second_anniversary_infographics_compiled/ https://www.pcgamer.com/mass-effect-3-infographic/https://geekoutpost.com/cyberpunk-2077-stat-memes-flood-the-community-after-tone-deaf-social-media-accounts-share-player-statistics/Main theme: Technology by 2TECH-AUDIO | https://2tech-audio.bandcamp.comMusic promoted by https://www.free-stock-music.com
Neste episódio recebemos novamente Leandro Lima, PhD em Media and Game Studies na King's College London e Mestre em Comunicação Social na UFMG que atualmente faz pós doutorado no departamento de comunicação e informação da UFRGS. Para esse episódios, iremos discutir o mais recente artigo de Leandro sobre Yakuza, intitulado Kamurocho, Kazuma and I : Experiencing a Ludoformed District in the Yakuza series, que discute as relações afetivas com os espaços e o lugares, a partir da produção do geógrafo Yi-Fu Tuan (2011), e pensa como o famoso bairro Kamurocho se repete, evoluiu e permanece com as pessoas que experenciam o jogo. Acompanhe o trabalho do Leandro e ouça a primeira participial dele no Regras do Jogo #141 – Estudando o desenvolvimento de jogos no Brasil. Ajude a financiar o Holodeck Design no Apoia.se ou fazendo doações pelo PicPay. Siga o Holodeck no Twitter, Facebook, Instagram, YouTube e entre em nosso grupo de Discord do Regras do Jogo. Nossos episódios são gravados ao vivo em nosso canal na Twitch, faça parte também da conversa. Participantes Fernando Henrique Anderson do Patrocínio Leandro Lima Músicas: Persona 5 – Beneath The Mask lofi chill remix Yakuza 0 – Bakamitai
This perspicacious editor's intro to a special issue fills Cody and I with questions, hope, and visions of the future. Chess, S. and Consalvo, M. (2022). The future of media studies is game studies. Critical Studies in Media Communication.
Our first episode of 2016 is a whopper! We start with an interview with Gordon Calleja, designer of Posthuman, and associate professor and head of the Institute of Digital Games at the University Of Malta. Yes, not only does he design games, but he also teaches game design! Gordon and I talk about professional game […]
Have you ever made a spiritual experience when playing a video game? Some downright lend themselves to it, such as Everybody's Gone To The Rapture or Journey. But how would you know whether any experience is spiritual and aren't video games with their technological foundation pretty much the opposite of transcendental? We discuss exactly such questions with Dr. Felix Schniz, Director and Co-Founder of the Game Studies and Engineering Programme at Klagenfurt University.In our side quests we then talk about the ramifications of Russia's invasion of Ukraine for the video game industry as well as the complications of juggling games such as Elden Ring and Horizon II: Forbidden West.Shownotes00:07:40 Spiritual Experiences in Video Games (with Dr. Felix Schniz)00:45:25 Ukraine's open letter to video game developers (Mykhailo Federov)00:55:36 World of Tanks studio fires creative director who voiced support for Russia's invasion of Ukraine (Andy Chalk)01:05:00 Juggling Games like Elden Ring and Horizon II: Forbidden WestTwitter | Reddit | Instagram Hosted on Acast. See acast.com/privacy for more information.
Will Robinson runs the Alliance web3 accelerator program and is the founder of dfda0, one of the top gaming guilds playing the Web3 game, Dark Forest. Prior to this, Will was a Forensic Crypto Auditor and obtained a PHD in Game Studies and Game Design.In this episode, we discuss the Dark Forest game, dark forest DAO, web3 games, incentives, the Alliance incubator program and what it offers, and the future of web3.Will Robinson, dfda0, Alliance links:Will Robinson's Twitter: @DangerWillRobinWill's writing on Web3 games: https://mirror.xyz/wbarobinson.ethAlliance's DAO's twitter: @AllianceDAOAlliance DAO's accelerator: https://alliance.xyzDefi Alliance jobs: https://jobs.lever.co/defialliancedfda0's Twitter: @d_fdaodfda0's Medium: https://medium.com/dfdaodfda0's Github: http://github.com/dfdaodfda0's Discord: http://discord.gg/aaHada53mQEpisode notes and links:How Will ended up getting a PhD in game studiesHow will decided to parlay where he spent the most time into a jobHow games are different from cinemaPlaybour: https://en.wikipedia.org/wiki/PlaybourHow Will found a job at Catallaxy: https://catallaxy.rcgt.com/One of Will's favorite games: The Passage by Jason Rora - https://passage.en.softonic.com/macbitcoin.comThe difference between Guilds that Shill vs. Guilds that Show vs. Guilds that ShipGuilds that Shill: Create value via a large communityGuilds that Show: Creating a spectacle on top of a game. For example YouTube personalities and pros create value when they play games.Miko Matsumura - https://www.linkedin.com/in/mikomatsumuraDota 2 - https://www.dota2.com/homeGuilds that ship: Guilds which add to game shelf life by contributing code and new worlds. Ex. People creating new worlds with the WarCraft III editor: https://news.blizzard.com/en-us/warcraft3/23395649/revisiting-the-warcraft-iii-editorHow tokenized games can re-distribute value to players when they build.How Will found the Dark Forest gameDark Forest game: https://zkga.meDark Forest twitter: https://twitter.com/darkforest_ethAn intro to how to play Dark Forest: https://medium.com/coinmonks/how-to-play-dark-forest-the-zksnark-powered-mmo-game-part-1-7222e2c3ab4How Will recruited an entire guild, dfda0, to compete at it.Omar Bohsali - @omarishManan19 - @manan19Zha Yitong - @zhayitongTony - @cha0sg0d_Lindsay - @llpresswellHow the Dark Forest game works - https://zkga.me/Spoiler Alert: The story behind The Dark Forest which is book 2 of The Three-Body Problem trilogy: https://en.wikipedia.org/wiki/The_Three-Body_Problem_(novel)Dan Robinson (Head of research at Paradigm)Twitter: @danrobinsonParadigm investment firm: https://www.paradigm.xyzEthereum is a Dark Forest - https://www.paradigm.xyz/2020/08/ethereum-is-a-dark-forestGaming trends that Will is seeing: “Web3 are not going to be not like normal games and likely much worse.”The one real utility with blockchain is censorship resistanceMakes perfect sense for financePutting games on chain, doesn't always benefit from this utilityWeb3's value to gamesMakes it provably fair that you can only be rewarded by playing and winning the game.Composability and open standards (assuming builders are on the same protocol and utilizing the same engines).Key(s) to interoperability: aligned incentivesHow the 800 person dfda0 organizes itselfWhat the Alliance accelerator isPremise: Bring in lecturers from the DAO and support the top founders. When founder succeed, they come back and teach, to create a virtuous cycle.Purpose: DAO of builder illuminatiEveryone is holding each other's bags and incentivized to build up the DAOMost common investment type(s):Capital investment representing for 1% of the company's current valuationAlliance incubator's schedule:First 7 weeks:Lecture every dayThursday meeting with other foundersAlways able to schedule an unlimited amount of time with the Alliance mentors and foundersLast weeks:Multiple reps to come away with strong product demosThe differences Will sees between web3 and web2TokensToken incentivesSecrets are gone, it's about relationships, brand, being first, and getting enough liquidity to be stickyMust raise large rounds to hire web3 engineersMust be comfortable with regulatory uncertaintyDo's and Dont's when applying and participating in the Alliance incubatorApply to Alliance.xyz first - do a great job on the founder's section - “Good vibes”Come with a referral pleaseNote: “You can't pivot who you are, you can pivot what you do.”What companies are the future of web3?In the beginning, most projects were low level protocol and primitives. Today, companies are much fluffier: DAO's, games, much more common retail purposes, much higher founder qualityWhy Will see with Web3: ScalabilityFuture problems Will is hoping founders will focus on solving:Entertaining “objects” into new industriesDefi protocolsDAO's and DAO tooling on the legal sideBuilding a token warrant (standardizing deals in Silicon valleyDAOs - Decentralized alignment and incentivesIf you liked this episode, you can find more episodes at wld.show!
Accelerating Web3 @defialliance | PhD Game Studies | Former Forensic Crypto Auditor | Co-founder @d_fdao https://twitter.com/DangerWillRobin ~~~~~ This official Crypto Gaming Institute podcast was created to showcase the leaders of the crypto gaming world, including game makers, entrepreneurs, developers, investors, experts, influencers, and more. Hosted by Ben Gothard, this show aims to discover the stories of the people behind the technology in order to better understand the intersection of cryptocurrency, gaming & blockchain technology. Make sure to Follow/Subscribe on your favorite podcasting platform so you're the first to know when a new episode drops! ~~~~~ A Crypto Gaming Institute Production. Website: https://CryptoGaming.Institute Twitter: https://twitter.com/CryptoGamingI Discord: https://discord.gg/VKMVr8nSJt Podcast: https://cryptogaming.institute/podcast YouTube: https://www.youtube.com/ben-gothard?s... YouTube Membership: https://www.youtube.com/c/BenGothard/... NFT Collection: https://opensea.io/CryptoGamingInstitute Podcast Support: https://anchor.fm/crypto-gaming-institute/support CGI Social Token: https://bitclout.com/u/CryptoGamingInstitute
What is it to “be” a gamer? How did the gamer “identity” become both masculinized and marginalized? How has this impacted female players and is the “gamergirl” identity useful or counter-productive for female players? We chat with Dr. Amanda Cote who argues that video games are in a crisis of authority related to what a “gamer” is. --------------------------- Our guest, Amanda Cote, is Assistant Professor of Media Studies and Game Studies at the University of Oregon School of Journalism and Communication. She is also a member of the University of Oregon Esports and Games Research Lab. Amanda studies digital and analog games, as well as their culture and industry. Her first book, Gaming Sexism: Gender and Identity in the Era of Casual Video Games was recently published by New York University Press. -------------------------- Follow/like us on Facebook, Twitter, and YouTube You can find all of our episodes, videos, and the Video Games Ethics Resources Center at our website https://ethicsandvideogames.com We're always looking for new ethical issues to explore in future podcasts, so if you've got an idea or an ethical issue involving video games that you think would make for a good podcast, please let us know! Contact us at ethicsandvideogames.com or email us at contact@ethicsandvideogames.com. We'd love to hear from you! Hosted by Shlomo Sher, Ph.D. and Andy Ashcraft Production by Carmen Elena Mitchell Music and graphics by Daniel Sher