Many times I have heard the phrase, “Disinformation War” references the battle over information and truth online, this battle involves an array of actors that converge around the content we see on our news feed. However, framing disinformation as a war is misleading since the spread of fake news is not a set of battle grounds but rather a contest for visibility and virality within a network. I am working on a game to that reflects this point.
After over a year of silence as I dove into my game design, PhD exams, and coursework, I am so happy to announce that Lizards and Lies (the board game started when I began looking at wargaming) is officially released for public download! Shot of the playtest game set up For any unaware, Lizards and … Continue reading Lizards and Lies Game Launch!!!
At the bottom of this post you will find a link to my data spreadsheet of the fake news games that were studied for a report I am working on.
I realize that my personal blog has been silent and there are an array of reasons for that. One reason is the fact that I have been working on other projects that have their own blogs. Today I posted a small piece about working class stereotypes in Innersloth's Among Us. If you are interested, you … Continue reading Blog Post about Working Class Stereotypes in Among Us
On February 26, 2020 I gave a workshop at the MICA (Maryland Institute College of Design) Gamelab walking participants through my project and its methodology. Collaboratively we came up with escape room ideas (digital or analog), sharing ideas and prototypes with each other...
As I mentioned before, escape games contain some similarities with live-action role-playing games. Working on a smaller scale, with less participant buy in, escape rooms offer the chance for participants to engage participants in a story. Role playing games involved imaginative play, where players are asked to take on a certain character (typically of their choice) and participate in a narrative. Escape games offer a central story, typically giving players a choice in how much they want to perform, where role-playing makes minor difference to the overall game. ..
What do we even mean when we say something is intergenerational? Is it people from different ages hanging out? Is it incorporating references from different time periods into one space? Is it intergenerational is someone 30 hangs out with someone 38? What about a five year old and a 12 year old hanging out? What makes any of the experiences intergenerational?
Simply put, take a bunch of people, put them in a room, and don’t let them out unless they solve some puzzles. Now, let's use that format to make an effective educational and research gathering experience!
Can we make games function as subversive teaching tools? What does that even mean? How can we think about educational processes in relation to games?
The idea of educational games, is not new, but their formalization within education is becoming increasingly popular