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Games, play, and culture with Jamin Warren
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Only 24 hours left to fund this Canterbury Tales boardgame.
You can see it here.
Videogames on your shelf as a reminder
John Abell issues a complaint about e-books — that they don’t possess the “reminding” capabilities that you get from your bookshelf. Interesting to think about games that way too as they move into digital formats: E-books don’t exist in your peripheral vision. They do not taunt you to finish what y
As if horror games couldn’t be creepier, new tech adds element of touch
The folks at Discover point to a heretofore under-appreciated sense in games: touch. Researchers at Disney announced something called the “Tactile Brush” that could simulate touch in film and games. I can’t see this making Dead Space anything but more terrifying: It has long been known that if two
No time to rob, cheat, or steal? Games may be the reason.
Some surprisingly intuitive evidence for the anti-crime potential of games: The University of Texas study looked at sales of violent video games around the country. It found that for every 10 percent increase in the number of violent games sold, the crime rate dropped by 1 percent. The study’s autho
Can videogames make you more effective at work?
PC World takes a look at a couple studies that suggest games may have positive benefits in the workplace. We’ve heard similar things about education — that games create “systems-based” thinking. That is, you’re apply a spread of skills when you play games and that may have implications for real-li
