"Making Games conceptualizes the role of tools in game-making and to demonstrate their influence on both the politics and aesthetics of games"--
An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical…
Making sense of tools -- Tool essays -- A call for evocative tool design. Game creation as... "Making Games conceptualizes the role of tools in game-making and to demonstrate their influence on both the politics and aesthetics of games"
Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In 'Fun, Taste, & Games', John Sharp and David Thomas reclaim fun as a producti…
Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, …
"All of the books published in the Playful Thinking series have come from academics, who while they may have designed games with their students to go along with the curricula, weren't game designers. However, as series co-editor William Urrichio noted, 'If Playful Thinking seeks…
Loss aversion -- Endowment effect -- Framing -- Utility theory -- Endowed progress -- Regret and competence -- Putting it all together. "All of the books published in the Playful Thinking series have come from academics, who while they may have designed games with their student…
"All of the books published in the Playful Thinking series have come from academics, who while they may have designed games with their students to go along with the curricula, weren't game designers. However, as series co-editor William Urrichio noted, 'If Playful Thinking seeks…
Why video games need feminism and feminism needs video games."You play like a girl" it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman" - whatever that means? In this provocative and enlightening …
Play Like a Feminist discusses how play, in a general sense, and video games, more specifically, are of vital importance to feminist thinking"
Introduction: Why feminism and why play? -- Playing like a girl -- PWNing leisure -- Play to protest -- Gaming feminism -- Gaming in circles -- Conclusion: Play more. "Play Like a Feminist discusses how play, in a general sense, and video games, more specifically, are of vital …