DEVICE 6

https://simogo.com/work/device-6/ Entry by Jason Boyd A. BASIC INFORMATION Creator: Simogo (https://simogo.com/) Creation technology: Unity Publisher: Simogo Date (of original release): 2013 (October 17) Platform(s): iOS Peripherals required/recommended: head/earphones (recommended) Rating: 12+ (Apple Store) Awards/Distinctions: Version used for entry: iOS (Air Pad 2) B. GAME INFORMATION Game/eLit Genre(s): Puzzle, Exploration, Digital Narrative (Simogo says DEVICE 6 belongs to the genre of ‘Textual Thriller’). Time to complete: Approximately 3 hours, depending on one’s puzzle-solving skills. Replay required/useful?: As a linear story, a player will encounter all elements of the work in a single playthrough. Gameplay: Using the iPhone/iPad’s touch screen, the player … Continue reading DEVICE 6

Return of the Obra Dinn

https://obradinn.com/ Entry by Jason Boyd (revised 10 August 2024) A. Basic Information Creator: Lucas Pope (https://dukope.com/) Creation technology: Unity Publisher: 3909 LLC (Lucas Pope) Date (of original release): October 18, 2018 (PC: MacOS/Windows) Platform(s): PC, Switch, PS4, Xbox Peripherals required/recommended: Keyboard and mouse; speakers/headphones Rating: ESRB M (Mature 17+) Awards & Distinctions: Version used for entry: MacOS (High Sierra 10.13.6) B. Game Information Game/eLit Genre(s): First Person Detective/Mystery; Environmental Narrative Game (Walking Simulator). Lucas Pope describes the game as “an insurance adventure with minimal colour.” Time to complete: 8-9 hours. Replay required/useful? If one plays with the goal of discovering … Continue reading Return of the Obra Dinn

Tacoma

https://tacoma.game/ Entry composed by Jason Boyd A. Basic Information Creator(s): Fullbright (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) Peripherals required/recommended: Keyboard and mouse; head/earphones Rating: ESRB M (Mature, 17+) Awards/Distinctions: Eurogamer, Top 50 Games of 2017 (#22); Best Graphics, Game Informer, 2017 Adventure Game of the Year Awards Version used for entry: MacOS (High Sierra 10.13.6) B. Game Information Game/eLit Genre(s): First Person Exploration; Environmental Narrative Game (Walking Simulator) Gameplay: Environmental exploration (including moving, reading, watching, listening, examining). The player uses the WASD … Continue reading Tacoma

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

Malandia – An Exploration of Permanence, Consequence and Player Agency in Interactive Narrative Games

Malandia is a text-based interactive narrative that aims to explore ideas related to contemporary game theory. Before you read on, please play the game and then return to read more. (Disclaimer: This game requires an active internet connection. This game is best played with sound turned on.)   Malandia was conceived as a hands on exploration of contemporary issues related to game theory. In How to Do Things with Videogames, Ian Bogost writes “we can understand the relevance of a medium by looking at the variety of things it does” (3). In this case, he is making reference to exploring specific productions of a medium before passing judgement … Continue reading Malandia – An Exploration of Permanence, Consequence and Player Agency in Interactive Narrative Games

Principles of Multimedia Theory

The Multimedia Learning website is meant as a visual exploration of current design principles within the field of e-learning, and serves as a helpful guide in designing the most effective multimedia learning experiences possible. Images are presented in a DO/DON’T diptych similar to that employed by VICE, and are meant to contrast good multimedia learning design practices with bad ones. Principles are largely adapted from The Cambridge Handbook of Multimedia Learning, edited by Richard E. Mayer. Continue reading Principles of Multimedia Theory

Jonathan Gray’s Show Sold Separately: Promos, Spoilers, and Other Media Paratexts: An Analytical Look at the Significance of Digital Audience-Generated Paratexts

INTRODUCTION In Jonathan Gray’s Show Sold Separately: Promos, Spoilers, and Other Media Paratexts, he explores the increasing phenomenon of media paratexts as being critical components in shaping audience viewing practices. A “paratext” refers to media extensions for film and television including, trailers, fan-fiction, online discussion boards, bonus DVD extras, interviews, spinoffs, reviews, and other peripheral material (1).[1] In Chapter 1, “From Spoilers to Spinoffs: A Theory of Paratexts,” Gray notes how: Each paratext acts like an airlock to acclimatize us to a certain text, and it demands or suggests certain kinds of reading strategies…Thus, paratexts tell us what to expect, and in doing so, they shape … Continue reading Jonathan Gray’s Show Sold Separately: Promos, Spoilers, and Other Media Paratexts: An Analytical Look at the Significance of Digital Audience-Generated Paratexts