15 years of the best of game-based arts and culture
Games, play, and culture with Jamin Warren
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Streets of Chicago become a giant Monopoly board.
Anonymous artists by the name of “Bored” are taking the streets of Chicago one dice roll at a time. They’ve painted various sidewalk blocks that lovely hue known as Monopoly and even created houses and hotels in the process. Perhaps its tribute to the game’s inventor, Elizabeth Magie, who created Th
Freeman Dyson reminds us that hand-eye coordination means more than skill.
What’s unique to the audience of the videogame medium is that there’s a medium within the medium: the hand. Games revolutionize how we interact, and tools revolutionize the world. Or this is how Freeman Dyson, treasured (and lambasted) 88-year-old physicist and mathematician at Princeton (who’s been
Just signaling a reward makes us feel good? Oh no.
Kes Sampanthar recently discussed the effects of stimulus-reward conditioning (i.e. Pavlovian conditioning) from a neuroscientific standpoint. It turns out that your brain gets a dopamine burst whenever you receive the signal for a reward, not the reward itself. This presentation was not for the sci
Students are using touchscreen technology to better grasp museum practice.
Museums are incorporating technology into their many modes of public engagement like never before. Here is further proof: The University of Leicester’s School of Museum Studies has partnered with The British Museum to create an interactive touchscreen app for students: The new app, used as part of a
RNA videogame players lead biochemistry in RNA pattern prediction.
Biochemistry is one field where the gamification trend is actually amazing its community and allowing real-world discovery. Scientists and players have used these games to discover how human cells work at their core structure, and how we might build our own to better fight disease like cancer and HI
"You Chose Wrong" features the deadliest endings from choose-your-own-adventure books
Choose-your-own-adventure books have never exactly been known for their poetic diction or political urgency. If anything, they’re more akin to text-adventure computer games than novels, and, like comics and cartoons, they’ve been subject to plenty of videogame-franchise licensing. This online collec
Disney’s Club Penguin maximizes security, donates millions to safety campaigns.
The social network for kids once described as an “Orwellian dystopia” for vigilantly monitoring the language used between its users, Club Penguin is extending its children’s online-safety crusade by donating millions worth of space in TV, print, and web slots to third-party child safety campaigns, a
