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Practicum Proposal: Videogames and Medicine

Martha Karnes is also an author of this proposal. In Persuasive Games, Ian Bogost (2007) defines serious games as “videogames created to support the existing and established interests of political, corporate, and social institutions” (57). Because there is no more “serious” arena than health and medicine, to consider this question we...

Tinkering With Pedagogy: Experimenting With Technology at the DWRL

At the start of last academic year, the Digital Writing and Research Lab assigned two research imperatives: data visualization and wearable technology. While data visualization is ubiquitous in most forms of media, and serves an already established and crucial role in empirical research and its dissemination, the affective affordances of...

Play

[cs_content][cs_section parallax="false" separator_top_type="none" separator_top_height="50px" separator_top_angle_point="50" separator_bottom_type="none" separator_bottom_height="50px" separator_bottom_angle_point="50" style="margin: 0px;padding: 45px 0px;"][cs_row inner_container="true" marginless_columns="false" style="margin: 0px auto;padding: 0px;"][cs_column fade="false" fade_animation="in" fade_animation_offset="45px" fade_duration="750" type="1/1" style="padding: 0px;"][cs_text]Throughout the long history of the lab, play has been one of our central recurring areas of interest. In the lab's current manifestation our focus has...

Questing for Choice(s)

There is a fundamental issue with how we (as academics, players, and creators) view game narratives. This particular art form leaves room for player intervention, for changes and transformations, however, such interactivity has done little to push the boundaries of storytelling beyond alternate endings and perpetual quests. Is this as...

Twine: The Meta Game

Team Twine was busy in the spring. Kendall, Lily, and I have been hard at work making some wonderful stuff for the DWRL. To help us along, we've read books and articles, held meetings and brainstorming sessions, developed our own materials and shared them with each other, facilitated Game Jams...

The New View-Master Takes on Augmented Reality; Should We Take it Into the Classroom?

We are, as others have pointed out, in the age of augmented reality. Whereas the twentieth century saw virtual reality develop in leaps and bounds, it is augmented reality that reigns supreme in the 2000s. Case in point: the View-Master. (more…)