It is an obvious proposition: women like casual games, and advertisers like women. Therefore, advertisers like casual games. And so, unsurprisingly, a host of female-targeting games are sprouting all over the Interwebs.
Thanks to the technical convenience of flash-based games, every site, blog and forum now features some idiotic clickable nonsense. But, unlike some of the people who are investing money in this, I'm skeptical that some of these new 'portals' will successfully persuade any women.
Example. — read on
Having reached the threshold of 1,250 coded .txt files, I'm getting excited about the imminent analysis. Particularly the host of wow-inducing applets strewn around teh Interwebs look promising. — read on
It's done. Today I received the e-mail from Tanya Krzywink saying it's a go. I'm looking fwd to the first panel this fall. Official press release after the jump. — read on
After virtual worlds and casual gaming, now emerges social gaming. Over the past couple of weeks a bunch of startups have come into some money by way of venture capital. So, what is this social gaming, who's building it, and who's funding it? The term 'social gaming' seems somewhat superfluous: a game is inherently social because it either involves more than one person to play, or a larger socio-cultural context informs its game mechanics. But, whatever. This is not a philosophical explication of a definition: social gaming refers to games played on social networking platforms, like Facebook. — read on
According to data from my dissertation research, user-created content (maps) extends a title's shelf life by approximately two years before it sharply declines. A subsequent release of a new installment reinvigorates the franchise. What follows is a brief summary of some preliminary numbers. One of the happy observations that both academics and analysts like to make is that user-created content for a video game extends the title's shelf life. But not nearly often enough is this accompanied by any type of empirically derived argument. Enter data. — read on
At the G4C festival last week I realized how many people we have here in NYC that do one thing or another with games. So, just now I sent off a proposal to start up DiGRA NY. — read on
Reporting live from 12th street, I'm slowly coming to the conclusion that serious games and I can date for a while, but I don't see a long term relationship. — read on
As part of my preparation for the imminent Games for Change festival here in NYC, I've compiled a list of serious games. — read on
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Half of the work in getting a Ph.D is purely logistical. This is my attempt to create a degree of coherence in the influx of game-related news, data, tidbits, announcements, CFPs, book reviews, commentary and nonsense that finds its way onto my screen every day.