Interviewed for the PBS Off Book series, including my “very short history of video games” pitch.
https://youtube.com/watch?v=w0ERL20lr1U
My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.
Interviewed for the PBS Off Book series, including my “very short history of video games” pitch.
https://youtube.com/watch?v=w0ERL20lr1U
In the soon-robots-will-take-over-everything department, Chinese robots playing ping-pong:
A pretty good showing, but frustrating when you think about how much work went into this. Identifying ball, trajectory, trajectory after bounce, arm movement etc…
Also – why does the future (the present, that is) look so much like the BBC spoof Look Around You?
I think I was overly optimistic when WiiWare was announced, imagining a future where consoles would be opened up to all developers, unleashing a wave of creativity.
But the question of control continues to be an important question, perhaps the most important for video games.
2d Boy Ron Carmel has posted a lengthy analysis of why he thinks XBLA is past its prime. Much of it comes down to the issue of control: the platform policies are built on centralized quality control, and individual contract negotiations, and Ron asks whether this really improves quality.
To boot, his data indicates that developers are slowly leaving XBLA.
Some of the more interesting suggestions:
And I find myself agreeing with this line of thought. The existence of low-quality music does not prevent me from enjoying music, and the existence of low-quality iPhone or Android game does not bother me either. Has the walled garden approach run its course?
This Monday October 3rd, I will be participating in a panel on gamification at the Wharton school in Philadelphia.
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Gamification: Practical Advice from Game Developers
Monday, October 3, 2011 from 6:00 PM to 9:00 PM (ET)
Philadelphia, PA
Please join us for a networking event and discussion on gamification and game development, co-organized by Prof. Kevin Werbach (Wharton) and Nathan Solomon (Philadelphia Game Lab).
Computer games have long been the benchmark for well-designed, meaningfully quantified interactive user experience. Recently the term “gamification” has come into common use for applying gameplay functionality in non-game contexts. Is there more to this trend than hucksters throwing badges and leaderboards onto every website? What really makes games compelling? What can technologists, businesspeople, and game developers learn from each other?
We’ll begin with pizza and informal networking, followed by an overview of the state of gamification and a panel discussion featuring experienced game developers. Meet local entrepreneurs, developers, user experience experts, marketers, and students, and learn more about this emerging area.
Panelists:
Moderator: Chris Grant (Joystiq)
Jesper Juul (NYU)
Margaret Wallace (Playmatics)
Ethan Mollick (Wharton Management Dept.)
Eric Goldberg (Crossover Technologies)
Frank Lee (Drexel Game Program)
Attendance is free but space is limited. Register today!
Here is a new history of game controllers, this time from Pop Chart Lab.
(The older one being Damien Lopez’ 2008 history here, also featured in A Casual Revolution.)
Click on the image for full size.
(Via Grant Reid.)
If you haven’t yet watched Jason Scott’s text adventure documentary GET LAMP, here it is in full glory online, including an introduction by the director:
Please join us for Practice, our game design conference at New York University October 28-30, 2011.
What is the practice of game design?
Out of all the disciplines needed to make a game, game design is the most critical but least understood. PRACTICE is an unprecedented gathering of professional game designers that takes a rigorous look at the ideas and methods of game design.
Bringing together veteran designers across computer and videogames, paper games and sports, PRACTICE takes a close look at the nuts and bolts of game design. Through lectures and panels, workshops and discussion, we will explore the practice of game design, with a head focus on the concrete, day-to-day activity of designing games. And there will be plenty of time of gameplay and socializing too.
PRACTICE is not a conference about business, technology, or how to break into the industry. If balancing the variables in a virtual economy or theorizing about the effect of rule changes on a player’s emotional experience sounds like fun to you, this is the conference you’ve been waiting for.
This two day conference will be held at the Game Center on October 28th-30th, will a full schedule of events listed on the PRACTICE website.
Space is limited, so those interested in participating must purchase tickets.
For more information about the conference, follow this link.
NYU Students, Faculty, Staff, and Alumni – $400 (Limited Supply!)
To purchase at this price, login to NYU Home, navigate the the ‘NYU Life’ tab, and then scroll down to the bottom to ‘Ticket Central’ where you can click on ‘Buy Tix’.
General Admission – $500
To purchase at this price, please visit the online store here: https://web.ovationtix.com/trs/pe/9218275
ETC Press has another book out, this time Tabletop: Analog Game Design by Greg Costikyan and Drew Davidson.
Even as the digital revolution has progressed apace, tabletop games — board and card, roleplaying and miniatures — have grown and attracted many new fans. Indeed, in tabletop gaming there is far more diversity and design innovation than in digital games, and tabletop games have become of increasing interest to videogame designers, game design instructors, and people who study games of all forms.
In this volume, people of diverse backgrounds — tabletop game designers, digital game designers, and game studies academics — talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.