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Latest Blog Posts

by G. Christopher Williams

23 May 2016

Five years ago, we considered whether cheating matters in both single and multiplayer gaming, as our discussion strays from the most malicious hacking and griefing to even the seemingly benign use of FAQs and video walkthroughs to help us “get through”.

This discussion features Rick Dakan, G. Christopher Williams, Nick Dincola, and Thomas Cross.

by Nick Dinicola

20 May 2016

With the release of Dark Souls III, there’s been lots of talk about the series as a whole, its history and its impact, including how it’s frightening, how it’s funny, how it’s hard, how it’s not that hard, how it’s communal, how it’s isolationist, how its story is told, how its combat has evolved, how its design has evolved, how its popularity has evolved… lots of talk. But within all that, there’s one thing that I haven’t seen anyone touch on before: how oddly relaxing this type of game can be.

by Kym Buchanan

19 May 2016

I have high expectations for games and for those of us who create, play, and study them. By “games” I’m referring to video games, board games, tabletop role-playing games, and more. Games have vast potential worth, including escapism, catharsis, learning, self-discovery, and fostering relationships with other players in and beyond games. Perhaps games’ most important potential worth is in scaffolding the growth of gamers’ creativity. Because of that scaffolding, I believe the eventual indirect impact of games on human achievement can’t be overstated.

First, allow me to share a quick primer on some relevant psychology. Many psychologists have studied creativity extensively. This includes Mihalyi Csikszentmihalyi, who pioneered the idea of flow, a state of concentration to optimize experiences and activities, and helped define positive psychology, a relatively-recent movement. Rather than only focus on diagnosing and treating dysfunction, positive psychology asserts that we can and should apply our understanding of the mind to help people improve their wellness and reach their full potential.

by G. Christopher Williams

18 May 2016

I don’t know if Silver Games know that they are punk. But they sure seem to be, even if they don’t know it.

Some people confuse punk with a style of dress, assuming that punk is largely a matter of a particular form of loud, obnoxious, and ugly self presentation and a particular style of music that is equally loud, obnoxious, and ugly.

by Boen Wang

17 May 2016

Doc Mitchell’s a good guy. There I was: kneeling, hands tied, facing down the barrel of a gun above a shallow grave in the middle of the Mojave. My killer’s a classy guy—he looks a bit like a sentient Ken doll—and he apologizes before pulling the trigger. Flash of white, cut to black. Doc’s sitting across from me. Careful, he says, I’ve been out for a few days. His eyes are dark and his mustache is a wispy white. He looks like a post-apocalyptic version of an old-fashioned country doctor, which is what he is.

This being Fallout: New Vegas, I enter my name, edit my appearance, and choose my stats. I put a bunch of points into speech (as I heard you can defeat the final boss just by talking to him). It’s my first Fallout game, and the possibilities seem endless. I can walk to the bar and trigger the first quest, or I can wander off by myself. I can scrounge for cigarettes in people’s cabinets. I can repair robots. I can befriend robots. I can appoint a robot as sheriff. I can meet people who eat people. I can eat them, too, if I want. I can play the way I want to play, or so I heard.

//Mixed media
//Blogs

Supernatural: Season 11, Episode 22 - "We Happy Few"

// Channel Surfing

"The show serves up an Avengers-esque character round-up, but the plot is powerless.

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