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	<title>gamestate</title>
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	<link>http://www.gamestate.org</link>
	<description>all games are serious games (but some games are more serious than others)</description>
	<lastBuildDate>Tue, 31 Aug 2010 19:47:05 +0000</lastBuildDate>
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		<title>Getting Shot: A 103-Second Retrospective</title>
		<link>http://www.gamestate.org/2010/08/getting-shot-a-103-second-retrospective/</link>
		<comments>http://www.gamestate.org/2010/08/getting-shot-a-103-second-retrospective/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 19:47:03 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[guns]]></category>
		<category><![CDATA[kotaku]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=715</guid>
		<description><![CDATA[It’s Gun Week over at Kotaku (seriously, though, when are guns not an issue on a video gaming site?), and Mike Fahey has compiled a 102-second historical overview of 18 years’ worth of getting shot, First Person Shooter-style. The video is interesting, and somewhat depressing: The calculus of projectile weaponry meshes so well with the [...]]]></description>
			<content:encoded><![CDATA[<p>It’s Gun Week over at Kotaku (seriously, though, when are guns <em>not</em> an issue on a video gaming site?), and Mike Fahey has compiled a 102-second historical overview of 18 years’ worth of getting shot, First Person Shooter-style.  The video is interesting, and somewhat depressing:  The calculus of projectile weaponry meshes so well with the computational affordances of video games that we’ve been able to simulate bullet drop for decades but have yet to model a handshake with any accuracy.</p>
<p>Watch <a href="http://kotaku.com/5626635/getting-shot-a-103+second-retrospective">Getting Shot: A 103-Second Retrospective</a>.  While you’re at it, consider <a href="http://www.youtube.com/watch?v=PT3cGdLIHA4">this footage</a>, too.</p>
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		<title>University of Florida Honors Courses — Fall 2010</title>
		<link>http://www.gamestate.org/2010/08/university-of-florida-honors-courses-fall-2010/</link>
		<comments>http://www.gamestate.org/2010/08/university-of-florida-honors-courses-fall-2010/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 16:25:27 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Courses]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[fall]]></category>
		<category><![CDATA[Gee]]></category>
		<category><![CDATA[Starcraft]]></category>
		<category><![CDATA[Training]]></category>
		<category><![CDATA[UF]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=713</guid>
		<description><![CDATA[From the University of Terra Florida University of Florida Honors Courses — Fall 2010 catalog. “21st Century Skills in Starcraft is an 8 week entirely online course that uses the popular real time strategy (RTS) game Starcraft to teach valuable 21st Century Skills through a hands-on approach. With society becoming increasingly technology-based and fast-paced, it [...]]]></description>
			<content:encoded><![CDATA[<p>From the University of <strike>Terra</strike> Florida <a href="http://www.honors.ufl.edu/courses/coursesfall10.html">University of Florida Honors Courses — Fall 2010</a> catalog.</p>
<blockquote><p>“21st Century Skills in Starcraft is an 8 week entirely online course that uses the popular real time strategy (RTS) game Starcraft to teach valuable 21st Century Skills through a hands-on approach. With society becoming increasingly technology-based and fast-paced, it is important for professionals to be highly proficient in skills such as critical thinking, problem solving, resource management, and adaptive decision making. These skills are fundamental in Starcraft and therefore make the game a highly effective environment for students to analyze and take action in complex situations. Computer and video games of all types have become a major part of today’s entertainment and technology worlds. Also, online education is an area of intense growth with many employers and professions using online courses and workshops for career development. This course synthesizes the three threads of 21st Century skill development, gaming, and online education into an innovative and experiential approach that encourages students to identify, learn, and practice crucial skills and apply and relate them to real-world situations. It does not teach about Starcraft, but rather aims to utilize the game and the complex situations that arise within it to present and develop the important skills professionals will undoubtedly need in the 21st Century workplace.”</p></blockquote>
<p>There’s clearly a lot of Gee’s thinking at work here, at least in the remove, and, by extension, a tradition of American pragmatist philosophy that goes right back to Dewey.  </p>
<p>However, from another angle, isn’t this really just a course in <a href="http://gawker.com/5601015/study-young-people-dont-really-understand-the-internet-either">remedial computational literacy</a>?  With really sexy, 32-bit reinforcement?</p>
<p>Via <a href="http://www.crunchgear.com/2010/08/30/no-joke-university-of-florida-class-called-21st-century-skills-in-starcraft/">CrunchGear</a>. </p>
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		<title>Pink on Incentive and Algorithmic Cognition</title>
		<link>http://www.gamestate.org/2010/08/pink-on-incentive-and-algorithmic-cognition/</link>
		<comments>http://www.gamestate.org/2010/08/pink-on-incentive-and-algorithmic-cognition/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 18:41:55 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Video]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[economics]]></category>
		<category><![CDATA[Garcia]]></category>
		<category><![CDATA[Gee]]></category>
		<category><![CDATA[incentives]]></category>
		<category><![CDATA[Pink]]></category>
		<category><![CDATA[rationalism]]></category>
		<category><![CDATA[rewards]]></category>
		<category><![CDATA[RSA]]></category>
		<category><![CDATA[serious games]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=711</guid>
		<description><![CDATA[This semester, especially as we’re looking at material by James Paul Gee, we’ll talk about incentives to mastery, reward, and cognition. This (fun! animated!) excerpt from a recent RSA presentation by Daniel Pink is an excellent introduction to an interesting behavioral problem that the best games address in surprising ways. The dilemma is this: Economists [...]]]></description>
			<content:encoded><![CDATA[<p>This semester, especially as we’re looking at material by James Paul Gee, we’ll talk about incentives to mastery, reward, and cognition.  This (fun! animated!) excerpt from a recent <a href="http://www.thersa.org/about-us">RSA</a> presentation by <a href="http://www.danpink.com/">Daniel Pink</a> is an excellent introduction to an interesting behavioral problem that the best games address in surprising ways.  The dilemma is this:  Economists would generally have us believe that capital is always the best reward, and provides the greatest incentive.  But as Pink explains (and as my friend, <a href="http://dlindagarcia.com/">D. Linda Garcia</a>, would have told you), it doesn’t always work that way.</p>
<p><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/u6XAPnuFjJc?fs=1&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/u6XAPnuFjJc?fs=1&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></p>
<p><em>As an aside:  The RSA Animate series is marvelous — I hope that high schools are making use of these.  It even makes Zizek’s <a href="http://www.youtube.com/watch?v=hpAMbpQ8J7g">unflagging misanthropy</a> look like fun.  (Although you should know that, in my own experience as his student — consistent with stories my colleagues tell — Slavoj Zizek is an earnest, warm, and generous man).</em></p>
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		<title>Arcade Theory Almost Full</title>
		<link>http://www.gamestate.org/2010/08/arcade-theory-almost-full/</link>
		<comments>http://www.gamestate.org/2010/08/arcade-theory-almost-full/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 14:42:37 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[CCTP-628]]></category>
		<category><![CDATA[Courses]]></category>
		<category><![CDATA[Georgetown]]></category>
		<category><![CDATA[class]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=709</guid>
		<description><![CDATA[The University opened registration this AM, and CCTP628, Arcade Theory, is almost full. If you are interested in taking the class but are unable to register (due to a hold on your record, et cetera), please email me to let me know, and I’ll save you a seat.]]></description>
			<content:encoded><![CDATA[<p>The University opened registration this AM, and CCTP628, Arcade Theory, is almost full.  If you are interested in taking the class but are unable to register (due to a hold on your record, <em>et cetera</em>), please email me to let me know, and I’ll save you a seat.</p>
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		<title>Are Bugs Really All That Bad?</title>
		<link>http://www.gamestate.org/2010/08/are-bugs-really-all-that-bad/</link>
		<comments>http://www.gamestate.org/2010/08/are-bugs-really-all-that-bad/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 02:36:28 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[CCTP-628]]></category>
		<category><![CDATA[Courses]]></category>
		<category><![CDATA[aesthetics]]></category>
		<category><![CDATA[Arcade Theory]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[articles]]></category>
		<category><![CDATA[Bugs]]></category>
		<category><![CDATA[Glitches]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=707</guid>
		<description><![CDATA[My normally reliable Macbook Pro has been acting up this weekend, sputtering, whirring and churning, so I’ve been thinking a lot about OS crashes and kernal panics. This semester, in my new graduate course, Arcade Theory (CCTP-628), we’ll spend some time on glitches, gaffes, bugs, and breakpoints. The digital glitch is, to my mind, the [...]]]></description>
			<content:encoded><![CDATA[<p>My normally reliable Macbook Pro has been acting up this weekend, sputtering, whirring and churning, so I’ve been thinking a lot about OS crashes and kernal panics.  This semester, in my new graduate course, Arcade Theory (CCTP-628), we’ll spend some time on glitches, gaffes, bugs, and breakpoints.  The digital glitch is, to my mind, the computational equivalent of Barthe’s <em>punctum</em>, from <em>Camera Lucida</em>, which denotes “the wounding, personally touching detail which establishes a direct relationship with the object or person within it.” <small>(Wikipedia)</small></p>
<p>A propos of this, Robert Overweg, whose “<a href="http://gizmodo.com/5617903/glitches-turn-video-games-into-sublime-art">Glitches Turn Video Games Into Sublime Art”</a>:</p>
<blockquote><p>
Most people throw their controllers when a glitch ruins a perfectly good game of Half Life or Grand Theft Auto. Robert Overweg loves it; he turns it into art.</p>
<p>Overweg is a self-proclaimed “photographer in the virtual world.” In his “Glitches” series, he captures whacked-out characters and snafued buildings in screenshots that look like what René Magritte might’ve produced had he been a big ol’ gaming nerd. These are absurd apocalyptic landscapes rendered even more absurd by shooters suspended in mid-air, as if leaping off a trampoline, while a skyscraper burns ominously in the distance, or, our favorite, by two characters fleeing the zombies of <em>Left 4 Dead 2</em> and pausing for a homoerotic embrace
</p></blockquote>
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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/</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[Humanities]]></category>
		<category><![CDATA[Literacy]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[Scholarship]]></category>
		<category><![CDATA[games]]></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“overwhelming” 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">“overwhelming” 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’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’s</em> top “Up and Coming” 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’s, including <a href="http://www.warhammeronline.com/">Warhammer Online</a>.  Bethesda Softworks, developers of Fallout 3 — and CEO’d, curiously, by Wonder Woman’s husband — is just over the Potomac and to the north of GMU.  And AOL — 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> — 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 — 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’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’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 “in” with a publisher:  These might also describe those qualities required to start a band or make it as a comic book artist.  “Formal education” 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/georgemason.jpg" alt="George Mason logo" border="0" width="150" align="left" />Look:  There’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’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’s frequently little about the everyday tasks of a low-level Programmer to distinguish “game programming” from, say, “accounting software programming” or “warehouse inventory programming.”</p>
<p>But, at the end of the day, there is an opportunity cost here that I really worry about.  There’s no doubt that many of the young people who enter GMU’s program will be brilliant, but how much effort is being devoted to the development of critical thinking skills?  We’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 — my anxieties and misgivings aside — good luck to the new Program and everyone involved.</p>
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		<title>What Would Tocqueville Make of the American (Digital) Farmer?</title>
		<link>http://www.gamestate.org/2010/04/what-would-tocqueville-make-of-the-american-digital-farmer/</link>
		<comments>http://www.gamestate.org/2010/04/what-would-tocqueville-make-of-the-american-digital-farmer/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 21:34:26 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[CCTP-628]]></category>
		<category><![CDATA[Courses]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[Literacy]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[ethics]]></category>
		<category><![CDATA[civics]]></category>
		<category><![CDATA[Farmville]]></category>
		<category><![CDATA[Liszkiewicz]]></category>
		<category><![CDATA[SUNY]]></category>
		<category><![CDATA[Zinn]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=688</guid>
		<description><![CDATA[In January of this year, on the day following the death of historian Howard Zinn, A. J. Patrick Liszkiewicz delivered a thoughtful little talk at SUNY Buffalo. In so doing, I think he managed neatly to extend Zinn’s 20th Century civitas a little further into our own time. “I’m worried that students will take their [...]]]></description>
			<content:encoded><![CDATA[<p>In January of this year, on the day following the death of historian Howard Zinn, A. J. Patrick Liszkiewicz delivered a thoughtful little talk at SUNY Buffalo.  In so doing, I think he managed neatly to extend Zinn’s 20th Century <em>civitas</em> a little further into our own time.</p>
<p> “I’m worried that students will take their obedient place in society and look to become successful cogs in the wheel,” writes Zinn.  Liszkiewicz points to Farmville, that scourge of networks, and sees some very successful little cogs.</p>
<blockquote><p>
Perhaps it seems a waste of time to discuss video games at a moment like this. After all, this is a serious discussion, and games are supposedly frivolous things. Most any concerned parent might say, “Play is an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money….“[1] So said Roger Caillois in his book, <em>Man, Play, and Games</em>. Of course, Caillois went on to praise games as a source of joy, as well as a healthy means of “escape from responsibility and routine.“[2] For Caillois, as for Aristotle, games are in fact essential to citizenship: they allow us to refresh and renew ourselves, help to socialize us, and afford us opportunities to cultivate our imaginations and reasoning skills.[3]
</p></blockquote>
<p>While it will not be the sole topic of interest to <a href="http://arcadetheory.org" title="Fall 2010 Georgetown">Arcade Theory</a> in the fall, the <strong>politics of the procedural</strong> will figure prominently in our conversations.  So take a look at <a href="http://kotaku.com/5521250/cultivated-play-farmville">Liszkiewicz’s talk</a>, and spend some time lingering over some of his recent digital poetry, <a href="http://www.cddc.vt.edu/journals/newriver/09Fall/liszkiewicz/count/index.html">Count As One</a>.</p>
<p>And then, if you’re interested, read more about <a href="http://arcadetheory.org" title="Arcade Theory Course Preview Website">CCTP 628, Arcade Theory</a>.  Be sure not to miss the latest addition, a <a href="http://www.arcadetheory.org/SummerReading.shtml">suggested summer reading list</a> of ready-to-print essays and articles (nothing too heavy, I assure you).</p>
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		<title>Mona Lisa / Duck Hunt Mashup</title>
		<link>http://www.gamestate.org/2010/04/mona-lisa-duck-hunt-mashup/</link>
		<comments>http://www.gamestate.org/2010/04/mona-lisa-duck-hunt-mashup/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 20:43:45 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Aesthetics]]></category>
		<category><![CDATA[Humanities]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Italy]]></category>
		<category><![CDATA[museum]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=680</guid>
		<description><![CDATA[Close on the heels of the Italian government’s recent public statements on the civic and aesthetic merits of video games (and the taxable appeal of game studio revenues, no doubt), Associazione Italiana Opere Multimediali Interattive (AIOMI) has released the first of what will be several video shorts promoting interactive media in Italy. And like a [...]]]></description>
			<content:encoded><![CDATA[<p>Close on the heels of the Italian government’s recent public statements on the <a href="http://www.aiomi.it/web/?s=109">civic and aesthetic merits of video games</a> (and the taxable appeal of game studio revenues, no doubt), <em>Associazione Italiana Opere Multimediali Interattive</em> (<a href="www.aiomi.it">AIOMI</a>) has released the first of what will be several video shorts promoting interactive media in Italy.</p>
<p>And like a Bruno Bozzetto short, this promo is unmistakably Italian.  Indeed, I think that my reaction to this video is not unlike that of <em>La Gioconda</em> herself:  In the right light, you might believe that you saw on my face the barest trace of <em>divertimento</em>.  But you cannot be sure:  For the most part, I am ambivalent and unmoved.</p>
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<embed src="http://www.youtube.com/v/4keSOrR-e5s&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="288"></embed></object></p>
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		<title>Obama Administration Asks Ballmer About Gaming the Budget</title>
		<link>http://www.gamestate.org/2010/04/obama-administration-said-to-be-interested-in-budget-balancing-game/</link>
		<comments>http://www.gamestate.org/2010/04/obama-administration-said-to-be-interested-in-budget-balancing-game/#comments</comments>
		<pubDate>Thu, 15 Apr 2010 11:17:00 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Politics]]></category>
		<category><![CDATA[Rhetoric]]></category>
		<category><![CDATA[Ballmer]]></category>
		<category><![CDATA[Bowles]]></category>
		<category><![CDATA[budget]]></category>
		<category><![CDATA[Budget Hero]]></category>
		<category><![CDATA[crowdsourcing]]></category>
		<category><![CDATA[DC]]></category>
		<category><![CDATA[Obama]]></category>
		<category><![CDATA[serious games]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=674</guid>
		<description><![CDATA[Via Kotaku (via USAToday), word that Erskine Bowles has contacted Microsoft’s Steve Ballmer to chat about a game built around balancing the U.S. budget. It’s an interesting idea that’s actually been done (and done well) already. In 2008, MarketPlace, from American Public Media, launched Budget Hero: Budget Hero tries to bring a level of clarity [...]]]></description>
			<content:encoded><![CDATA[<p>Via <a href="http://kotaku.com/5517495/obama-administration-wants-microsoft-to-make-a-video-game">Kotaku</a> (via <a href="http://www.usatoday.com/news/washington/2010-04-12-deficit_N.htm">USAToday</a>), word that Erskine Bowles has contacted Microsoft’s Steve Ballmer to chat about a game built around balancing the U.S. budget.  It’s an interesting idea that’s actually been done (and done well) already.  In 2008, <em>MarketPlace</em>, from American Public Media, launched <a href="http://marketplace.publicradio.org/features/budget_hero/">Budget Hero</a>:</p>
<blockquote><p><img src="http://www.gamestate.org/wp-content/uploads/budget-hero.jpeg" alt="Budget Hero screenshot" border="0" width="198" height="142" align="right" />Budget Hero tries to bring a level of clarity and simplicity to the federal budget. It is bound to be controversial since the game puts numbers against issues like bringing home troops from Iraq soon or gradually or not at all and providing options on taxes, Social Security and Medicare. American Public Media worked closely with the Congressional Budget Office, GAO and others on the data and devoted months of reporter and researcher time to creating the game. (via <a href="http://boingboing.net/2008/05/20/online-game-balance.html">BoingBoing</a>)</p></blockquote>
<p>The “serious games” advocates will want to believe that Pres. Obama has decided to solve our budget woes by crowdsourcing them.  But simulations are simplifications, so an effective — and broadly approachable — budget-balancing simulation is not going to create real “budget heroes.”  So it’s worth wondering:  Given that most of the country believes that the Government is now taxing them more heavily than ever — <a href="http://www.huffingtonpost.com/2010/04/14/tax-bills-are-lower-this-_n_538081.html">despite the fact that taxes are actually lower this year for most of us</a> — is the Administration hoping to leverage game technology in order to demonstrate policy <em>procedurally</em>?</p>
<p>Just remember, guys, if you’re hoping to reach the nation’s early-adopters:  <a href="http://mashable.com/2010/01/27/ipad-whats-missing/">iPads won’t do Flash</a>.</p>
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		<item>
		<title>For Your Consideration</title>
		<link>http://www.gamestate.org/2010/04/for-your-consideration/</link>
		<comments>http://www.gamestate.org/2010/04/for-your-consideration/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 23:43:00 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Rhetoric]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[pseudo-science]]></category>
		<category><![CDATA[scapegoating]]></category>
		<category><![CDATA[scientism]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=671</guid>
		<description><![CDATA[For your consideration, I commend to you — without comment– the following article, from the closely-followed Opinions page of the Wichita Eagle. “Are Video Games Causing Achievement Gap?” by John Richard Schrock, “trainer of biology teachers.” Advanced readers will want to be sure and identify by name each logical fallacy that appears in the op-ed.]]></description>
			<content:encoded><![CDATA[<p>For your consideration, I commend to you — <em>without comment</em>– the following article, from the closely-followed Opinions page of the <em>Wichita Eagle</em>.  <a href="http://www.kansas.com/2010/04/08/1260027/are-video-games-causing-achievement.html">“Are Video Games Causing Achievement Gap?”</a>  by John Richard Schrock, “trainer of biology teachers.”</p>
<p>Advanced readers will want to be sure and identify <em>by name</em> each logical fallacy that appears in the op-ed.</p>
]]></content:encoded>
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