Undergraduate Videogame Symposium
Not all sources directly reference video games. All sources, however, reference gaming in one way or another and are intended to engender critical thought in the area of video games.
EGR features a listing of journals for video game research. Each journal is a plethora of different topics into video game research.
Vol 6, no. 1 features a wide range of articles covering design, the interplay between plot and game play, education, and the meeting ground between the virtual and real. The examples used within these articles include the reward system from World of Warcraft, comparisons between the game Portal and the TV show Lost, and a perspective on augumented reality.
IGN features the latest updates from the industry including industry speakers.
Critical ThinkingJohn Hunter: Teaching with the World Peace Game
Hunter is a teacher in Richmond, VA, where he designed a game for use in his classroom intended to inspire and rethink the teaching of critical thinking skills.
Jane McGonigal: Gaming can make a better world (video)
McGonigal uses her ten years of game design experience and knowledge of
psychological conventions to outline the potential for designing games to
change the world.
Steve Mullis: March of the Indies: The Punk Rockers of Video Games (article)
Mullis outlines the increasing prevalence in a new genre of video games, Indies. The genre is defined by its producers, small development teams and limited budgets. He explains how Indie games buck the trends the major studios tend to follow and how they might revolutionize game play with their vision.
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Bavelier debunks several common misconceptions about games and effects on cognitive activity and eye health. She completed several comprehensive studies involving eye tests, multitasking, and attention span.
McGonigal is a game designer that believes in game design for the betterment of humanity. She suffered a severe concussion that debilitated her for three months and made her innovate a healing RPG called SuperBetter. She suggests that SuperBetter can extend a person's lifespan by 10 years.
Rhetoric Ian Bogost: The Rhetoric of Video Games
Bogost defines video games through several categorizations including play, procedurality, and rhetoric. He offers a definition of play before delving into the design and how procedure and rhetoric play a role in immersing the player in a digital environment while reflecting and teaching about reality.
Perry elucidates the development of videogames from simple interactive digital games into immersive experiences that elicit emotional responses from their players. He highlights what game developers focus on, which now includes more than graphic development; they aim to create an experience akin to reality.
Kohler outlines a brief discussion on the spelling of videogame, addressing the question, which is it?
Carr-Chellman discusses the disconnect between curriculum design and its ability to engage boys in school-centric learning. She refutes stereotypes and instead pulls her knowledge from statistics.
Brathwaite has been a game designer for 20 years. She undertook the task of teaching her daughter about slavery through gaming. That one game has since spun off into an entire sub-genre of games for understanding.
Gee suggests incorporating the critical thought utilized in gaming in the classroom by combining digital worlds into an educational setting.
Gibson gives a summary of why parents might be frustrated at their child's video game play time and how they might incorporate learning and family time into a more fulfilling and helpful experience.