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	<title>gamestate &#187; Scholarship</title>
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	<description>All games are serious games, but some games are more serious than others.</description>
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		<title>Gamesbrief: The Business of Games</title>
		<link>http://www.gamestate.org/2010/10/gamesbrief-the-business-of-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gamesbrief-the-business-of-games</link>
		<comments>http://www.gamestate.org/2010/10/gamesbrief-the-business-of-games/#comments</comments>
		<pubDate>Thu, 07 Oct 2010 22:58:10 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[Scholarship]]></category>
		<category><![CDATA[analysis]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[commerce]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=740</guid>
		<description><![CDATA[I&#8217;ve only just discovered analyst Nicholas Lovell&#8217;s terrific blog, Gamesbrief: The Business of Games. It&#8217;s an impressive, articulate, colorful exercise in the analysis of the games industry. Immediately clear to me, after reading an article like this one: Business can offer a flexible, concise vocabulary of critique that (out of old academic animosities) we&#8217;re ignoring.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve only just discovered analyst Nicholas Lovell&#8217;s terrific blog, <a href="http://www.gamesbrief.com/">Gamesbrief: The Business of Games</a>.  It&#8217;s an impressive, articulate, colorful exercise in the analysis of the games industry.  Immediately clear to me, after reading an article like <a href="http://www.gamesbrief.com/2010/10/ten-games-businesse-that-are-doomed/">this one</a>:  Business can offer a flexible, concise vocabulary of critique that (out of old academic animosities) we&#8217;re ignoring.</p>
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		<title>GMU “Overwhelmed” by Interest in Game Design BFA</title>
		<link>http://www.gamestate.org/2010/04/gmu-%e2%80%9coverwhelmed%e2%80%9d-by-interest-in-game-design-bfa/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gmu-%25e2%2580%259coverwhelmed%25e2%2580%259d-by-interest-in-game-design-bfa</link>
		<comments>http://www.gamestate.org/2010/04/gmu-%e2%80%9coverwhelmed%e2%80%9d-by-interest-in-game-design-bfa/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 23:02:50 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Courses]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Humanities]]></category>
		<category><![CDATA[Literacy]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[Scholarship]]></category>
		<category><![CDATA[BFA]]></category>
		<category><![CDATA[degrees]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[George Mason]]></category>
		<category><![CDATA[programs]]></category>
		<category><![CDATA[university]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=697</guid>
		<description><![CDATA[Via GamePolitics, news that the new-ish Game Design BFA offered at GMU has met with&#8220;overwhelming&#8221; student response. A story in the Fairfax Times reports that the school has already enrolled around 200 students into the program, besting an internal goal of having 110 students in the program by 2012. As Scott M. Martin, Assistant Dean [...]]]></description>
			<content:encoded><![CDATA[<p>Via GamePolitics, news that the new-ish Game Design BFA offered at GMU has met with<a href="http://www.gamepolitics.com/2010/04/23/gmu-“overwhelmed”-response-game-design-degree">&#8220;overwhelming&#8221; student response</a>.</p>
<blockquote><p>A story in the <em>Fairfax Times</em> reports that the school has already enrolled around 200 students into the program, besting an internal goal of having 110 students in the program by 2012. As Scott M. Martin, Assistant Dean for Technology, Research and Advancement at the school stated, ‘We&#8217;ve been overwhelmed. Our anticipated enrollment for the fall is 500 percent higher than we expected.’</p></blockquote>
<p>One of <em>US News and World Report&#8217;s</em> top &#8220;Up and Coming&#8221; national universities, GMU has an especially solid reputation in all sorts of tech-oriented studies.  In particular, their <a href="http://chnm.gmu.edu/">Center for History of New Media</a> is giving important thought to bettering our digital future (even though they now must do that thinking <a href="http://thanksroy.org/">without Roy</a>).</p>
<p>So a Game Design degree at George Mason makes some sense.  <a href="http://www.mythicentertainment.com/">Bioware Mythic</a> (owned, like everyone else, by EA Games) is right next door:  Their studio is responsible for a number of world-class MMO&#8217;s, including <a href="http://www.warhammeronline.com/">Warhammer Online</a>.  Bethesda Softworks, developers of Fallout 3 &mdash; and CEO&#8217;d, curiously, by Wonder Woman&#8217;s husband &mdash; is just over the Potomac and to the north of GMU.  And AOL &mdash; current host to a sizable collection of extremely popular, if uninspiring, <a href="http://www.games.com/">online games</a>, but at one time a real hub of <a href="http://en.wikipedia.org/wiki/Habitat_(video_game)">innovation</a> &mdash; is just a scenic bike ride to the north.</p>
<p>Still, I am filled with misgivings about a degree like this.  Others have weighed in on this issue at some length, generally citing a concern that by training undergraduates exclusively on contemporary platforms with of-the-moment toolsets, the students who emerge from BFA game design programs will lack a conceptual core &mdash; something upon which to fall back when those platforms become irrelevant and those toolsets outdated.</p>
<p>That makes some sense to me, but I see a different danger.  Most significantly, I worry that for this generation of codeworkers, we are framing game and simulation design exclusively as the province of creative expression and technical achievement, rather than understanding them as <em>inherently political forms of techne</em>.</p>
<p>Case in point.  When <em>GamePro</em> magazine presented Princeton Review&#8217;s wrap-up of <a href="http://www.gamepro.com/article/features/214164/8-highest-ranked-colleges-for-game-design/">the top 8 game schools in the United States</a>, this is the way they summarized the growth of interest in game design programs:</p>
<blockquote><p>
Time was to be a game designer, all you needed was a computer and a basement or garage owned by your mother. The only education you needed to be a truly great game designer was a stack of Atari 2600 games and maybe a few issues of <em>Popular Science</em> magazine. Those days are done.</p>
<p>If you want to be a game designer in the maturing market we have today, you need a lot more than your mom&#8217;s basement and some magazines. You need imagination, determination, and preferably a job with a major game publisher or an indie game developer. And before you can have any of those things, you just might need a formal education.
</p></blockquote>
<p>Intense personal experience and ambitions to engage with the market; imagination, determination, and an &#8220;in&#8221; with a publisher:  These might also describe those qualities required to start a band or make it as a comic book artist.  &#8220;Formal education&#8221; as I read it here does not signify a critical-analytical liberal arts background, but instead stands roughly to large-scale corporations (i.e., EA) as a guarantor of employee quality and uniformity.  Is the candidate familiar with the conventions of code documentation?  Does she understand the difference between a class and an object?  Does he know understand the premise of Software Quality Assurance?</p>
<p><img class="left" src="http://www.gamestate.org/wp-content/uploads/georgemason11.jpg" alt="George Mason logo" border="0" width="150" align="left" />Look:  There&#8217;s little doubt that students from GMU will find ample employ in the industry when they graduate.  That job market is only going to expand (although I&#8217;m not sure that it will expand on American soil).  But while a BFA is implicitly about expression and craft, those jobs are unlikely to be about either:  Programming at giant corporations like Mythic or BioWare is increasingly compartmentalized and institutionalized.  There&#8217;s frequently little about the everyday tasks of a low-level Programmer to distinguish &#8220;game programming&#8221; from, say, &#8220;accounting software programming&#8221; or &#8220;warehouse inventory programming.&#8221;</p>
<p>But, at the end of the day, there is an opportunity cost here that I really worry about.  There&#8217;s no doubt that many of the young people who enter GMU&#8217;s program will be brilliant, but how much effort is being devoted to the development of critical thinking skills?  We&#8217;re busy teaching American Studies majors to think critically, but I imagine that few of them will be involved in building next-generation interfaces or scripting online reputation systems or administering community governance databases.</p>
<p>It seems to me that we need at least to find ways of integrating the critical-analytical conventions of a liberal arts degree with a Game Design BFA.  We need to be worrying about procedural literacies; about the anthropology of gaming; about sacrality and the ludic; about the politics of simulation.  We need to ask:  What kinds of worlds are you building?  For whom?  And to what end?</p>
<p>You can read (a little bit) more about <a href="http://cvpa.gmu.edu/gamedesign.html">the program</a>, as well as see a list of <a href="http://catalog.gmu.edu/preview_program.php?catoid=5&#038;poid=3290&#038;returnto=452">course requirements</a>.  And &mdash; my anxieties and misgivings aside &mdash; good luck to the new Program and everyone involved.</p>
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		<title>CFP: Digital Game Play as Sociotechnical Practice &#124; HASTAC</title>
		<link>http://www.gamestate.org/2010/02/cfp-digital-game-play-as-sociotechnical-practice-hastac/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cfp-digital-game-play-as-sociotechnical-practice-hastac</link>
		<comments>http://www.gamestate.org/2010/02/cfp-digital-game-play-as-sociotechnical-practice-hastac/#comments</comments>
		<pubDate>Sun, 14 Feb 2010 02:11:20 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Scholarship]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[CFP]]></category>
		<category><![CDATA[HASTAC]]></category>
		<category><![CDATA[STS]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=664</guid>
		<description><![CDATA[HASTAC (The Humanities, Arts, Science, and Technology Advanced Collaboratory) is definitely worth getting to know: I&#8217;ve been to two of their conferences, and they are terrific. Today, their blog calls attention to a new Call For Papers (Trento, Italy, Sept 2010) that is interesting chiefly for its desire to blend game studies with STS: CFP: [...]]]></description>
			<content:encoded><![CDATA[<p>HASTAC (The Humanities, Arts, Science, and Technology Advanced Collaboratory) is definitely worth getting to know:  I&#8217;ve been to two of their conferences, and they are terrific.  Today, their blog calls attention to a new Call For Papers (Trento, Italy, Sept 2010) that is interesting chiefly for its desire to blend game studies with STS:</p>
<blockquote><p>
<a href="http://www.hastac.org/forums/conference-announcements-and-calls-papers/cfp-digital-game-play-sociotechnical-practice">CFP: Digital Game Play as Sociotechnical Practice</a>  &#8230; What STS theories can be used to understand Digital Games as sociotechnical phenomenon? Is the concept of practice and the practice-based approach useful to investigate Digital Games? Is there a relationship between power as inscribed and imposed by artefacts and the technical dimensions of Digital Games? What rules are inscribed into Digital Games technologies and what social worlds do these rules describe? What contribution can the study of Digital Games make to the STS discipline at large? And what contribution can an STS approach make to game studies? Can we foresee an after-method approach for Digital Games?
</p></blockquote>
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		<title>Kirschenbaum&#8217;s Simulations Course at UMD</title>
		<link>http://www.gamestate.org/2010/01/kirschenbaums-simulations-course-at-umd/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=kirschenbaums-simulations-course-at-umd</link>
		<comments>http://www.gamestate.org/2010/01/kirschenbaums-simulations-course-at-umd/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 17:27:19 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Courses]]></category>
		<category><![CDATA[Humanities]]></category>
		<category><![CDATA[Scholarship]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[Kirschenbaum]]></category>
		<category><![CDATA[MITH]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[UMD]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=632</guid>
		<description><![CDATA[Matthew Kirschenbaum, over at UMD, is an Associate Professor of English and the Associate Director of MITH, the Maryland Institute for Technology in the Humanities. His blog is chock full of interesting stuff, and his tweets are prolific. A year ago, he published a good little article in the Chronicle on why humanities students must [...]]]></description>
			<content:encoded><![CDATA[<p>Matthew Kirschenbaum, over at UMD, is an Associate Professor of English and the Associate Director of <a href="http://mith.umd.edu/">MITH</a>, the Maryland Institute for Technology in the Humanities.  His <a href="http://mkirschenbaum.wordpress.com/">blog</a> is chock full of interesting stuff, and his <a href="http://twitter.com/mkirschenbaum">tweets</a> are prolific.</p>
<p>A year ago, he published a good little article in the <em>Chronicle</em> on <a href="http://chronicle.com/article/Hello-Worlds/5476">why humanities students must be taught to code</a>, an issue that is near to my heart (cf. Ulmer, &#8220;Academic Discourse in the Age of Television,&#8221; and Moulthroup, &#8220;Rethinking Scholarship in the Days of Serious Play.&#8221;)</p>
<p>Today, he&#8217;s published his <a href="http://mkirschenbaum.files.wordpress.com/2010/01/kirschenbaumsim2010.pdf">syllabus for a graduate course on simulation</a> (PDF download).  The readings are literate, diverse, comprehensive.  It looks like a marvelous class.</p>
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		<title>A Neophyte Takes on the Command-Line Interface</title>
		<link>http://www.gamestate.org/2010/01/first-time/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=first-time</link>
		<comments>http://www.gamestate.org/2010/01/first-time/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 18:42:25 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Literacy]]></category>
		<category><![CDATA[Scholarship]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Colosal Cave]]></category>
		<category><![CDATA[Command Line Input]]></category>
		<category><![CDATA[text-based games]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=623</guid>
		<description><![CDATA[This has been covered in a few places, including Hypercompendia and Eastgate&#8216;s useful HTLit.com, but it&#8217;s worth mentioning again. Digital literacy scholar Dennis Jerz set his eleven-year-old child in front of Colosal Cave Adventure and — using a piece of software like Screenflow — captured both the unfolding of the game on-screen and the young [...]]]></description>
			<content:encoded><![CDATA[<p>This has been covered in a few places, including <a href="http://susangibb.net/blog2/2010/01/interactive-fiction-colossal-cave-text-adventure/">Hypercompendia</a> and <a href="http://eastgate.com/">Eastgate</a>&#8216;s useful <a href="http://htlit.com/archives/January2010/FirstTime.html">HTLit.com</a>, but it&#8217;s worth mentioning again.</p>
<p>Digital literacy scholar Dennis Jerz set his eleven-year-old child in front of <a href="http://www.rickadams.org/adventure/">Colosal Cave Adventure</a> and — using a piece of software like <a href="http://www.telestream.net/screen-flow/overview.htm">Screenflow</a> — captured both the unfolding of the game on-screen and the young gamer&#8217;s interaction with his father as he played.  The example is rich because it is so raw (even if it is edited).  A great scholarly use of the technology.</p>
<p>Stacey Mason, at <a href="http://www.htlit.com/">HTLit.com</a>, observes</p>
<blockquote><p>
Interesting to note are Peter’s questions to his father, which are all highly influenced by his experience with other software as he tries to draw correlations to the new form. He asks, “If a word isn’t recognized, can I add it to the dictionary?”
</p></blockquote>
<p>It is worth pointing out that the roots of some great scholarship in play and the ludic come from the first impressions of parents as they watch their own kids romp about and learn:  <a href="http://en.wikipedia.org/wiki/Jean_Piaget">Piaget</a> comes to mind, for example; and James Paul Gee has repeatedly suggested that it was his grandson who initially interested him in the power of video games.</p>
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