A Journal of Interactive Media
by admin on October 31st, 2006

Games and Culture
Games and Culture: A Journal of Interactive Media is a new, quarterly international journal that publishes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies.
Games and Culture’s scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies. Other arenas include the following:
Issues of gaming culture related to race, class, gender, and sexuality
Issues of game development
Textual and cultural analysis of games as artifacts
Issues of political economy and public policy in both US and international arenas
Originally
from networked_performance
by
reBlogged
by Radoya
on Oct 19, 2006, 10:14PM
Rated NV for NonViolent
by PFC on April 9th, 2006
has an interesting story about a new video game that teaches the strategy of nonviolent political resistance.
A Force More Powerful
is a new PC game from Maryland game developer
BreakAway Games
, inspired by 2000 PBS documentary on the history of nonviolent resistance. The game challenges players to lead successful and peaceful political movements from the ground up - putting you at the head of Ghandi’s struggle for India’s independence, the push for Civil Rights in the American South, or the pro-democracy protests in Serbia. You organize the speeches on college campuses, the sit ins, and the marches. You can even set up your own tense scenarios and experiment with different strategies to produce a peaceful outcome. (ex: So let’s say my parents are the repressive regime, would a program of civil disobedience regarding the cleaning of my room lead to increased autonomy?)
A Force More Powerful
is part of a growing sector in the video game market of serious educational simulation games, an area that includes military and even emergency room training games. The move to capitalize on the interactive possibilities of video game simulation is long overdue outside of the military realm, and the idea of a “SimPeace” game certainly pulls at the liberal heart strings.
The game’s creators see the potential for
A Force More Powerful
to be used as an international training tool for peaceful conflict resolution - which is why the
International Center on Nonviolent Conflict
was involved in the development of the game.

Via
AART
.
Second Life
by GeoSocialReblog on March 23rd, 2006

If you’ll recall, earlier this week I mentioned the Games for Women, Games by Women, half day conference that recently took place. Well one of the games out there with a strong number of female participants is the virtual world known as Second Life. What makes this virtual space different than that of others, is that the content is both created and owned by its members. Owned as in, they own the intellectual property rights to it; thereby able to buy, sell and trade whatever they make. They also own land in game. Linden Lab, the creators of Second Life, also implemented an economic system with the ability to exchange in game currency, Linden Dollars, with that of U.S. Dollars. Robin Harper, the keynote speaker at the event and SVP of Community and Support for Linden Lab, spoke about the types of things women are doing in this space as well as some of the amazing things that have come out of it. More after the jump…
TAGS: Future, Games, Virtual Reality, Online Community,
space art space virtual cool games
