Humane Games are: games for education, games for health, and games for change. They can work either through the play or through the making. This tumblr celebrates Humane Games, and reflective and critical play.
Call for Games as Art Works
OPPORTUNITY | CALL FOR ARTWORKS:
Open Call: Art & Technology Festival
CultureHub is seeking works of art that deal with the themes of play, game mechanics, interaction, participation, and presence for our annual festival that takes place November 21-23, 2014. Submissions that implement emerging media and examine technological frameworks in an innovative way are encouraged. Artists working in all mediums and disciplines including visual art, sound, and performance are welcome to submit.
When applying, please include:
-images and/or links to video or documentation
-a description of no more than 400 words
-a brief artist bio or CV
and any other relevant information for consideration of your piece within a single document or pdf file.
The deadline for submissions is September 1, 2014. Selected works may be featured in the exhibition accompanying the festival or as screenings or performances within our studio.
International artists are welcome to submit projects, but we ar e unable to provide support for travel. Submissions should be directed to email@example.com with “Festival Submission 2014” in the subject line.
We look forward to reviewing your submissions!
Deadline: Mon Sep 1st, 2014
Submitted by: Culturehub SeoulArts/La MaMa | Mon Jul 28th, 2014 1:33 p.m.
…board games have some of the best player experiences around,” says McDonough.
"They really have a world of their own in providing excellent fun and play, but also really clear and well-executed and elegant design. When I was learning to be a game designer, board games were one of my best inspirations and they still are. I’ve got quite the board game collection and I’m expanding all the time. The grand strategies of Firaxis • Eurogamer.net
And in the process we found a whole new respect for the game. Dwarf Fortress will crush your CPU because creating history is hard | Polygon
First Person Scholar organizes a Psuedo Game Jam!
Please forward the following to anyone you think might be interested:
First Person Scholar is Hosting a Game Jam!
Well, not quite?it?s a pseudo game jam. It?s not located anywhere and you don?t have to program anything. We?re looking for written descriptions of the processes and procedures that make up a game. We call them procedural poems. Here?s what you need to know: there’s a grand prize valued at $170, submissions are due July 31st, 2014, entries are 300 words max. Visit http://www.firstpersonscholar.com/pseudo-game-jam/ for more details, including an example procedural poem, and the submission form.
More Info About the Pseudo Game Jam
The idea behind the pseudo game jam is to allow virtually anyone to easily prototype an idea about a game. We aim to accomplish this by shifting the focus away from technical constraints onto the expression of an idea or argument through the description of processes. We think of this as a kind of ludo-poiesis?the art of making through gameplay. Our hope is that at the end of the jam we will have dozens of procedural poems that readers can ‘play’ in their minds. The procedural poems themselves describe the set-up and play-through of a game (max. 300 words). And they need to fit the broad theme of ‘Rethinking Conventions.’
About First Person Scholar
First Person Scholar aims to occupy the niche between academic blogs and journals in establishing an informed, sustained conversation. Our articles are relatively short, thought-provoking pieces that are intended to stimulate debate on games and games scholarship. In that respect, our contributors are encouraged to take calculated risks with their submissions; we want to hear scholars think out loud about gaming in a way that challenges accepted definitions and practices. If journals document where games studies has gone, we are about where games studies is going. We are currently accepting submissions. For more details visit: http://www.firstpersonscholar.com/about/
The video game industry was quick to industrialise. Where literature, music and cinema had chance to explore their artistic potential away from monetary preoccupations, video games were born into the arcade where, Cinderella-like they had to earn their keep on the bar floor, minute by minute, credit by credit. Atari, one of the earliest video game companies, would playtest its games in select American bars for a fortnight. If the game failed to earn enough money, it would be figuratively thrown out onto the street. In this way video games and money were yoked from an early age. Thereafter, the cultural conversation has always been secondary to the industrial question: how do we monetise this?
But this is only one kind of success story. Video games, like photography, music, cinema and literature, have tremendous value aside from any consideration of financial gain. If the incentive that we present to young people for making games is predominantly a financial one, then we are all the poorer. Video games allow people to express themselves and present the ways in which they experience and interact with the world and its systems in a unique way to others. Games are, predominantly, a way for self-expression and enrichment and yet the conversation is primarily focused on the “how” of making a living than the “what” of what might be possible within the medium’s bounds. Simon Parkin is probably the best writer on videogames working today, maybe ever. Here he is over at New Statesman, talking all things this. (via kierongillen)