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We discuss Katherine Isbister’s How Games Move Us: Emotion By Design. Buy the shirt! Support this show on Patreon! Buy books from our Bookshop.org page! Follow Ranged Touch on Twitter. Follow CMRN on Twitter. Follow Michael on Twitter. Chris Hunt created the theme song for this show.
How do you recognize your own progress and do you ever stop to praise yourself for it? In this short podcast I replay part of a previous conversation with Katherine Isbister who talks about working 8-5 M-F, being productive and praising yourself. I connect this to another conversation I had this week about challenges recognizing progress, as well as research around self-compassion and savoring.See http://www.changingacademiclife.com/blog/2021/7/23/rw9-progress-and-praise for a time-stamped transcript and related work links.
Science Friday’s Second Life: The Voyage Home Do you remember Second Life? That online virtual world where you can create an avatar, build whatever you want, and meet people? It was a hit in the late 2000s, quickly becoming a pop culture phenomenon. Within the first few years, an average of 38,000 users were logged in at any given time. Second Life was so big that Science Friday created a community there in 2007. We livestreamed our show in-world every Friday, and a huge community of avatars—humans, fairies, wolves, dogs with wings—would gather with us every week to listen. Sadly, after a couple years, our staff left Second Life, and the space was dismantled. But we recently learned that for the last ten years, some members of that original community have still been meeting up virtually to listen to the show every week. Producer Daniel Peterschmidt catches up with the group to find out what they had to do to survive in the virtual landscape, what the online community is like today, and what they’ve learned while spending over a decade in Second Life. We’ll also hear from Celia Pearce, an associate professor of game design at Northeastern University, and Katherine Isbister, a human computer interaction and games researcher at the the University of California, Santa Cruz, about how virtual worlds like Second Life can help us cope with the quarantine-induced reality we live in now. How Do Wildfires Affect Our Bodies? This summer, the skies in California, Oregon, and other West Coast states turned sickly orange—a hue that lingered in many places for days, due to the smoke and ash from wildfires. It’s estimated that more than eight million acres of land have been scorched this year, and wildfires are still blazing: Nearly 40 fires are still active out west. Climate change is creating warmer, drier conditions in western states, resulting in a season that starts earlier and ends later than in the past. The foregoing of historically effective indigenous burning practices has also exacerbated the problem. Joining Ira to explain what we know about the health effects of wildfires are Colleen Reid, assistant professor of geography at the University of Colorado Boulder, and Chris Migliaccio, immunologist and research associate professor at the University of Montana in Missoula.
Steve Discont can found on twitter at @bearlynormal, and Porter Green at @DagmarRugosa. Our guest James D’Amato’s work can be found at his podcasts One Shot & Campaign. James can be found at his twitter at @oneshotrpg. His book, The Ultimate RPG Game Play Guide, can be found here. A quick note: Steve on the podcast referred to a mobile app called 30/30. At the time of this episode airing, it seems this app is longer available online. Sorry! A pomodoro alternative for beginners: Forest (https://www.forestapp.cc/) A lovely app for beginners that is cross platform and plants a little tree in your digital forest for each session of work you do. You can go to the following URLs or research articles to learn about some of the topics discussed in this episode: “Anxiety in Adults with ADHD” by Keath Low “Hyperfocus: The Other Side of Adult ADHD” by Jenara Nerenberg at CNN Health “Fidget Toys Aren’t Just Hype” by Katherine Isbister at Scientific American Levy, F., & Swanson, J. M. (2001). Timing, space, and ADHD: The dopamine theory revisited. Australian & New Zealand Journal of Psychiatry, 35(4), 504-511. https://doi.org/10.1046/j.1440-1614.2001.00923.x Meaux, J. B., & Chelonis, J. J. (2003). Time perception differences in children with and without ADHD. Journal of Pediatric Health Care, 17(2), 64–71. doi:10.1067/mph.2003.2 Quinn, P. O., & Madhoo, M. (2014). A review of attention-deficit/hyperactivity disorder in women and girls: uncovering this hidden diagnosis. The primary care companion for CNS disorders, 16(3), PCC.13r01596. doi:10.4088/PCC.13r01596 “Productivity 101: An Introduction to the Pomodoro Technique” by Alan Henry at Lifehacker
Katherine Isbister, researcher in games and human/computer interaction, joins Literate Gamer to discuss the role of emotion in game play and design. Katherine Isbister is a professor at the University of California Santa Cruz, and a core faculty member for the Center for Games and Playable Media. She is the author of How Games Move Us, Better Game Characters by Design, and Game Usability. She's also a generally groovy person and you can find more about her at http://www.katherineinterface.com/ and on Twitter @kcisbister
Episode 143: The F*ck You Line: Games and Emotion (Right click and save as to download, or find us on iTunes, Stitcher, Google Play, or TuneIn). In this week’s episode we talk about games and emotion using a chapter from Katherine Isbister’s book How Games...
Katherine Isbister from the Center for Games and Playable Media at University of California, Santa Cruz, on finding your fit, being productive and praising yourself.
Katherine Isbister is well-known for her work exploring how emotions are evoked through interactive entertainment. She's an accomplished game designer and educator who works with students and collaborators to bring innovative ideas to life. Her new book, Games and Emotions, will be out in February from MIT press. Join me for a glimpse into Katherine’s approach to teaching, researching, and creating emotionally evocative games.