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	<title>Alternative Games</title>
	<link>http://alt-games.com</link>
	<description>contrarian game culture</description>
	<pubDate>Fri, 04 Aug 2006 12:46:43 +0000</pubDate>
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		<title>Outbreak, Not the Resident Evil Version</title>
		<link>http://alt-games.com/2006/08/04/outbreak-not-the-resident-evil-version/</link>
		<comments>http://alt-games.com/2006/08/04/outbreak-not-the-resident-evil-version/#comments</comments>
		<pubDate>Fri, 04 Aug 2006 12:43:45 +0000</pubDate>
		<dc:creator>Laurie</dc:creator>
		
	<dc:subject>News</dc:subject>
		<guid isPermaLink="false">http://alt-games.com/2006/08/04/outbreak-not-the-resident-evil-version/</guid>
		<description><![CDATA[ Outbreak: the Game is part of the Serious Games Initiative. This Outbreak requires players to respond to the  apandemic like the Avian Flu virus and its impact. The game&#8217;s website has more information: http://www.outbreakthegame.com/
 
The game is still in development but, like many serious games, it already raises interesting questions about gaming. For [...]]]></description>
			<content:encoded><![CDATA[<p> Outbreak: the Game is part of the Serious Games Initiative. This Outbreak requires players to respond to the  apandemic like the Avian Flu virus and its impact. The game&#8217;s website has more information: <a href="http://www.outbreakthegame.com/">http://www.outbreakthegame.com/</a></p>
<p><img src="http://www.outbreakthegame.com/screens/vaccine.jpg" alt="Outbreak Game Screenshot" width="320" height="256"/> </p>
<p>The game is still in development but, like many serious games, it already raises interesting questions about gaming. For instance, the game implicitly argues that a game-format simulation of a possible epidemic will promote awareness, promote strategic thinking about disease transmittal and prevention, and would promote thinking about responses. These are all quality goals; however, as pandemics like Avian Flu leave the news broadcasts and as the game continues in development, I wonder about the efficacy of building a game&#8211;given the development timespan&#8211;to address these issues. </p>
<p>The timespan I refer to is not the timespan for the game&#8217;s relevance&#8211;after all, what this game promises could be used to model epidemics or localized outbreaks of particular diseases like STDs&#8211;but the timespan for the game to actually be released. The two primary (only?) developers are students, and this is a master&#8217;s project for one of them, so how will the project continue once the students move on to new projects? I think quality projects like Outbreak require some sort of built-in support. Perhaps an Open Source or school initiative that archives the old projects for future use, or perhaps the pairing of writing students and developer students so that the writing students can provide documentation on the project so that new developers (students or not) can then build off of past work. </p>
<p>Overall, Outbreak looks like a great project and I&#8217;d like to see a working game. I&#8217;d also like to see a method in place for building off of past work instead of possibly losing quality work after students move on to new projects.
</p>
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		<item>
		<title>Mainstream Media on Serious Games</title>
		<link>http://alt-games.com/2006/06/15/mainstream-media-on-serious-games/</link>
		<comments>http://alt-games.com/2006/06/15/mainstream-media-on-serious-games/#comments</comments>
		<pubDate>Thu, 15 Jun 2006 21:55:42 +0000</pubDate>
		<dc:creator>Laurie</dc:creator>
		
	<dc:subject>News</dc:subject>
		<guid isPermaLink="false">http://alt-games.com/2006/06/15/mainstream-media-on-serious-games/</guid>
		<description><![CDATA[ Mainstream media keeps picking up stories on serious games&#8211;mainly on games for health or games in relation to politics (including the ever-popular video games and violence issues). And, now mainstream game journalism has entered the mix. The CMP Game Group has released Serious Games Source. While Serious Games Source went live in March 2006, [...]]]></description>
			<content:encoded><![CDATA[<p> Mainstream media keeps picking up stories on serious games&#8211;mainly on games for health or games in relation to politics (including the ever-popular video games and violence issues). And, now mainstream game journalism has entered the mix. The <a href="http://www.cmpgame.com">CMP Game Group</a> has released <a href="http://www.seriousgamessource.com/">Serious Games Source</a>. While Serious Games Source went live in March 2006, it looks like the bulk of the content has been added just recently.</p>
<p>The new feature stories and news are really useful. <a href="http://www.seriousgamessource.com/item.php?story=9669">One of the stories </a>is about a law professor who teaches game law, and uses games to teach law, and others are more generally on games and education, games and health, and games and advertising. The site has a lot of good content and will hopefully be a useful source in the future. And, more importantly, it shows that serious games are popular enough to warrant focused mass gaming media attention. I&#8217;m looking forward to more good things from Serious Games Source.
</p>
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		<item>
		<title>Sex and Games</title>
		<link>http://alt-games.com/2006/06/03/sex-and-games/</link>
		<comments>http://alt-games.com/2006/06/03/sex-and-games/#comments</comments>
		<pubDate>Sat, 03 Jun 2006 23:17:24 +0000</pubDate>
		<dc:creator>Laurie</dc:creator>
		
	<dc:subject>News</dc:subject>
		<guid isPermaLink="false">http://alt-games.com/?p=61</guid>
		<description><![CDATA[ The Sex in Videogames conference is coming up later this week (June 8-9, 2006). While sex and games has gotten a lot of press with the Hot Coffee mod, there&#8217;s been less press on the potential for games to deliver sexy and informative content.
For informative content, Iser games has just released two versions of [...]]]></description>
			<content:encoded><![CDATA[<p> The <a href="http://www.sexinvideogames.com/">Sex in Videogames conference</a> is coming up later this week (June 8-9, 2006). While sex and games has gotten a lot of press with the Hot Coffee mod, there&#8217;s been less press on the potential for games to deliver sexy and informative content.</p>
<p>For informative content, Iser games has just released two versions of a sex education game. One is a <a href="http://www.isergames.com/tiki-page.php?pageName=the_sex_ed_game">sex education trivia game</a> for general use in schools or to help parents open a discussion about sex with their kids and the other is a <a href="http://www.isergames.com/tiki-page.php?pageName=sex_can_wait">similar sex education game</a> that&#8217;s abstinence-focused. </p>
<p><a href="http://www.blackloveinteractive.com/">Black Love Interactive</a> also has informative games, but their games tend to be focused on the erotic side of gaming rather than than being purely informative. Their games include <a href="http://www.blackloveinteractive.com/84/tiki-page.php?pageName=wtf">&#8220;WTF?! Sex Trivia&#8221;</a> and <a href="http://www.blackloveinteractive.com/84/tiki-page.php?pageName=rapture+online">&#8220;Rapture Online,&#8221;</a> both of which seek to offer sexually stimulating fun.</p>
<p>While both the informative and the sexy approaches are useful for thinking about sex and games, the Sex in Videogame conference also offers a forum for discussions on how games can address sex and sexuality more generally. Since so many games have been developed for all ages, sex often hasn&#8217;t been as major of a component as it could be in gaming. Some games have incorporated sex and sexuality into their narratives, and into their general play. But sex is still an awkward and clunky subject for many others (after all, how often do we see games with other than heterosexual player-characters). And, as more sex gets incorporated into games, gaming will need to change media perceptions of gaming such that any adult content doesn&#8217;t risk the &#8220;Adults Only&#8221; label which seems more like the movie industries &#8220;NC-17&#8243; than the likely more appropriate &#8220;R.&#8221; Hopefully the sex and videogames conference will bring up and help improve representations, and perceptions, of sex and sexuality in games.
</p>
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		<item>
		<title>Designing with Restraints</title>
		<link>http://alt-games.com/2006/06/01/designing-with-restraints/</link>
		<comments>http://alt-games.com/2006/06/01/designing-with-restraints/#comments</comments>
		<pubDate>Thu, 01 Jun 2006 23:03:20 +0000</pubDate>
		<dc:creator>Laurie</dc:creator>
		
	<dc:subject>News</dc:subject>
		<guid isPermaLink="false">http://alt-games.com/?p=59</guid>
		<description><![CDATA[ Retro Remakes is a new contest that runs from June 1 (today) through August 31. The contest wants games that are remade with accessibility in mind. Specifically, the contest wants: &#8220;Good remakes of good games that anyone can play, regardless of their ability.&#8221; They&#8217;re interested in games that limit the required means of user [...]]]></description>
			<content:encoded><![CDATA[<p> <a href="http://www.retroremakes.com/comp2006/">Retro Remakes </a>is a new contest that runs from June 1 (today) through August 31. The contest wants games that are remade with accessibility in mind. Specifically, the contest wants: &#8220;Good remakes of good games that anyone can play, regardless of their ability.&#8221; They&#8217;re interested in games that limit the required means of user interaction. After all, most games require strong visual and auditory skills, as well as two hands with fast reflexes. For many people, that&#8217;s far too many requirements and altering those to be focused on one hand, or to place more emphasis on sound and less on vision, enables more people to play.</p>
<p>Plus, good design principles are about limits and allowances. Good design for games should allow players to play in fairly open ways. However, good design often limits user interaction so that users have a clear sense of what they should and shouldn&#8217;t do. This makes game play less confusing and less frustrating. Good web design follows the same principles with good design steering users/players toward the right choices while stifling users&#8217; desires to do something less desirable. Bad design often overly restricts actions without providing a motivating factor for its constraints. Code, literature, and poetry have all explored different possibilities for working within constraints, deviating from standards and constraints, and establishing new constraints. Contests like Retro Remakes encourage game designers to do the same and to think about their players as a diverse group of folks with different needs. While the DS (and soon the Wii) offer new playing styles, more games need to offer ways for everyone to play. Retro Remakes is a big step in the right direction, and I can&#8217;t wait to see what the winning games are.
</p>
]]></content:encoded>
			<wfw:commentRSS>http://alt-games.com/2006/06/01/designing-with-restraints/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>Learning Games</title>
		<link>http://alt-games.com/2006/05/30/learning-games/</link>
		<comments>http://alt-games.com/2006/05/30/learning-games/#comments</comments>
		<pubDate>Wed, 31 May 2006 00:36:52 +0000</pubDate>
		<dc:creator>Laurie</dc:creator>
		
	<dc:subject>News</dc:subject><dc:subject>education</dc:subject><dc:subject>learning</dc:subject><dc:subject>programming</dc:subject><dc:subject>student</dc:subject><dc:subject>teaching</dc:subject>
		<guid isPermaLink="false">http://alt-games.com/?p=58</guid>
		<description><![CDATA[ In addition to mainstream games and indy games, like the games designed by girls, a number of designing tools, including new ways to learn programming are in production. Many are aimed at interesting atypical programmers. Projects like Mary Flanagan&#8217;s Rapunsel Project, which aims to build a software environment to teach programming concepts to kids. [...]]]></description>
			<content:encoded><![CDATA[<p> In addition to mainstream games and indy games, like the games designed <a href="http://alt-games.com/?p=45">by girls,</a> a number of designing tools, including new ways to learn programming are in production. Many are aimed at interesting atypical programmers. Projects like Mary Flanagan&#8217;s <a href="http://maryflanagan.com/rapunsel/">Rapunsel Project</a>, which aims to build a software environment to teach programming concepts to kids. Similarly, <a href="http://www.cmu.edu/PR/releases06/060306_ea.html">Carnegie Mellon University&#8217;s Alice Project</a> aims &#8220;to provide the best possible first exposure to programming for students ranging from middle schoolers to college students.&#8221; <a href="http://www.alice.org">Alice</a> seems to be doing quite well, especially with <a href="http://www.course.com/catalog/product.cfm?isbn=1-4188-3625-7&#038;CFID=19976115&#038;CFTOKEN=57539384">one textbook already out</a> and <a href="http://www.course.com/catalog/product.cfm?isbn=1-4188-5934-6&#038;CFID=19976115&#038;CFTOKEN=57539384">another</a> set to come out later this year.</p>
<p>Loads of other projects (including earlier versions of Alice) have been around for years, like <a href="http://el.media.mit.edu/logo-foundation/logo/index.html">Logo</a> and Carnegie Mellon has a <a href="http://www.etc.cmu.edu/Global/projects/currentprojects.php">host of older and newer projects </a>that can be used in teaching and in learning about games. Games that teach and games that inspire learning beg for additional building tools and games that allow others to then build more games and these are just a few of the projects that help create building blocks for educational games.
</p>
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