The Return of the Obra Dinn

https://obradinn.com/ Entry composed by Jason Boyd A. Basic Information Creator(s): Lucas Pope Creator website: https://dukope.com/ Publisher: 3909 (Lucas Pope) Date (of original release): October 18, 2018 (PC: MacOS/Windows) Platform(s): PC, Switch, PS4, Xbox Version used for entry: MacOS (High Sierra 10.13.6) Creation technology: Unity Peripherals required: Keyboard and mouse; speakers/headphones Rating: ESRB M (Mature 17+) Awards & Distinctions: 2019 Independent Games Festival: Grand Prize & Excellence in Narrative; 2019 BAFTA Games Awards: Game Design & Artistic Achievement; 2018 The Game Awards: Best Art Direction; 2019 Game Developers Choice Awards: Best Narrative. B. Literary Information Related Literary Genre(s): Mystery/Detective Fiction, Sea … Continue reading The Return of the Obra Dinn

Playable Stories Archive Entry Template

A. BASIC INFORMATION Title of Work Work website Creator(s) [Studio & Creative Team, with roles] Creator or Studio website Creation technology [software, eg. Unity] Publisher Date (of original release) Platform(s) Version used for entry [incl. OS version] Peripherals required (incl. speakers/headphones) Rating Awards/Distinctions B. LITERARY INFORMATION Related Literary Genre(s) Story/Plot Summary Suitability for Teaching C. GAME INFORMATION Game/eLit Genre(s) Gameplay [What kinds of activities does the player undertake? Including difficulty] Time to complete Replay required/useful? Walkthrough D. SOURCES AND RESOURCES Wikipedia entry Metacritic critic reviews URL [note that critic reviews for a single game are separated according to platform, so … Continue reading Playable Stories Archive Entry Template

Tacoma

https://tacoma.game/ Entry composed by Jason Boyd A. Basic Information Creator(s): Fullbright (studio); Kate Craig and Lexie Mason-Davis (3D Art); Tynan Wales and Nina Freeman (Design); Noel Clark and Janel Dewis (Animation); Hannah Bown, Brett Douville, Leon Hartwig (Programming); Patrick Balthrop (Sound) [taken from first credits screen at the conclusion of the game] Website: https://fullbrig.ht/ Creation technology: Unity Publisher: Fullbright Date (of original release): 2017 (August 2) Platform(s): Windows, MacOS, Linux, XBox One; PlayStation 4 (May 8, 2018) Version used for entry: MacOS (High Sierra 10.13.6) Peripherals required: Keyboard and mouse; head/earphones Rating: ESRB M (Mature, 17+) Awards/Distinctions: Eurogamer, Top 50 … Continue reading Tacoma

“What’s Making Them Run Away?”: The Nintendo DS and the Casual Revolution

Jesper Juul argues in A Casual Revolution that “The stereotype of a casual player is the inverted image of the hardcore player: this player has a preference for positive and pleasant fictions, has played few video games, is willing to commit little time and few resources toward playing video games, and dislikes difficult games” (8). Juul goes on to relate modern casual video games to arcade games from the 1980s, such as Pac-Man, and ultimately posits that the Nintendo Wii played the biggest role in ushering in this casual ‘reinvention’ of gaming that exists today (2). Steven E. Jones and … Continue reading “What’s Making Them Run Away?”: The Nintendo DS and the Casual Revolution

Interactive Horror and Fake News: ‘Penny Dreadfuls’’ Movement into the Digital Age

  England in the nineteenth century was a city full of innovation and anxiety. Especially in large cities like London, Manchester and Liverpool, the industrial revolution brought on rapid technical and cultural change. England was faced with a rise in working-class and the poor conditions that came with working in factories, as well as an increase of crime and poverty throughout the cities. As Michael Anglo describes London in 1843: “It abounded with festering slums, refuse-covered streets and yards, where open sewers overflow, swirling over dead cats and dogs, cess-pools leaked into wells, and graveyards were full to bursting. Male … Continue reading Interactive Horror and Fake News: ‘Penny Dreadfuls’’ Movement into the Digital Age

Annotated Bibliography

Ito, M. (ed.) (2009). Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. Cambridge, MA, USA: MIT Press. Retrieved from http://www.ebrary.com Do teenagers waste their time by using social media? No, according to a recent three-year study conducted by the MacArthur Foundation and led by Mary Ito.  Hanging Out, Messing Around and Geeking Out is a report by Prof. Ito and her 23 colleagues on the study and its key findings. This book fills a gap in research on teenage online behaviour. Rather than taking a negative technological deterministic view, the authors seek to understand how these tools improve the teenagers’ … Continue reading Annotated Bibliography

BEDTIME

BEDTIME is an interactive video experience that seeks to imitate bedtime rituals and our experiences with digital tools and media at large during restful periods. Taking up concepts from the digital humanities, the project asks its participants to consider the relationship between digital activities, distraction, and the necessity of sleep that is so often delayed by our engagements with the digital. The relationship between screen time and bedtime is constantly examined by scientists, but extended engagement with the digital is unavoidable for many professionals, students, and the population in general. By taking a light-heartened and aesthetic approach to the activities undertaken before falling asleep, the viewer of BEDTIME … Continue reading BEDTIME

What’s Your Research Story? An Online Exhibit About Crafting Digital Narratives As An Academic

What’s Your Research Story? An Online Exhibit About Crafting Digital Narratives As An Academic How can we use digital storytelling to craft narratives to promote our research as academics? Whether you’re a graduate student, researcher or professor, you’ve likely been asked this question: what exactly is your research about? Although public audiences might not always associate digital storytelling with academic research, it is, in fact, an effective medium to share what your research is about in a concise, engaging way. One of the key challenges with digital storytelling in academic research environments is being able to combine “cold” research data with a rich, compelling narrative (as the two are traditionally seen associated with two different spheres). … Continue reading What’s Your Research Story? An Online Exhibit About Crafting Digital Narratives As An Academic