Ian Bogost, video game designer, critic and researcher at Georgia Institute of Technology, created his own take on clicking games in 2010. Cow Clicker, which had players simply clicking on a cow, was designed as a sort of response to the popularity of Facebook games like Farmville.
Indiecade 2013, the International Festival of Independent Games, takes place this weekend, Oct. 5-6, in Los Angeles, California. The Digital Media program at Georgia Tech has always had strong ties to the festival since Digital Media professor Celia Pearce is one of the co-founders of Indiecade. She currently serves as the Festival Chair, as she is still involved in organizing the event and deciding what games will be showcased. Two other Digital Media representatives that are often involved in Indiecade are Professor Ian Bogost and PhD student Simon Ferrari who will be both be speaking this year as well. Bogost will be part of a contemporary game journalism panel discussing the state of game criticism and Ferrari will be presenting Kentucky Route Zero as a Well Played Screening.
Ian Bogost, a philosopher and video game scholar at Georgia Institute of Technology weighs in on one of gaming’s heavyweight franchises.
“You can’t do much in GTA. But it fools people into thinking they can, which is genius.”
Source: Wall Street Journal
As a game designer, Bogost creates games that comment on social and political issues. His games have dealt with airport security, consumer debt, disaffected workers, and the petroleum industry—to name just a few. Two of his most notable games are Cow Clicker, a Facebook game designed to parody standard Facebook games like FarmVille, and A Slow Year, which uses games as a spark to create the sort of emotional and artistic experiences otherwise associated with poetry.
Source: Casual Connect (Page 36)
Georgia Tech researchers have developed a computational model that can predict video game players’ in-game performance and provide a corresponding challenge they can beat, leading to quicker mastery of new skills. The advance not only could help improve user experiences with video games but also applications beyond the gaming world.
Digital gaming has surged in recent years and is being adopted almost as fast as the mobile devices that are enabling its growth. The Georgia Tech researchers developed a simple turn-based game, then used participant scores to apply algorithms that predict how others with similar skill sets would perform and adjust the difficulty accordingly.
When one hears of research on international humanitarian law, the laws of armed conflict, and nonproliferation regimes, a discussion of video games is not what is usually expected. Fifth-year Economics and International Affairs (EIA) major D. Adam Thigpen presented the findings of research on adherence to international law in modern video games at the Popular Culture Association/American Culture Association National Conference in Washington, D.C., which was held 27-30 March 2013. As a member of the ongoing research group led by Assistant Professor Margaret E.Kosal, Thigpen has been studying non-traditional means of political communication via new media as part of understanding how emerging technologies affect international security.
Georgia Tech held a student game developers day April 5 in the Clough Undergraduate Learning Commons where students showed off playable games they created in a single semester, wrapping 13 weeks of marathon programming, designing and testing.
The Hobart and William Smith Colleges, located in the Finger Lakes Region of upstate New York, hosted the Pop Culture and World Politics v5.0 conference Nov. 9-11. Fourth year International Affairs and Modern Languages (IAML) major, Sapphire Liu, presented independent research assessing and analyzing the acquisition and use of weapons of mass destruction (WMD) in digital online gaming.
In a laboratory at the Georgia Institute of Technology, researchers gaze intently into a line of large flat-screen monitors. Using hand-held devices and famous-name gaming software, they guide on-screen vehicles through winding streets and around or over obstacles. Groans can be heard when a vehicle doesn’t make the grade.
No, it’s not break time in the lab. The gaming activity here is serious, aimed at investigating ways in which a robot might move through complex environments. Its ultimate purpose is to provide the U.S. military and other government agencies with tiny autonomous devices that could carry out combat or disaster-relief missions.