Games Research Network

Researching analogue and digital games

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Historia Ludens Conference – 19 May 2017

Registration is now open for the Historia Ludens conference to be held at the University of Huddersfiled on May 19th.

This conference follows up on the workshop “Playing with History” that has been held in November 2015 in Huddersfield. Gaming and History is gaining more and more traction, either as means to “gamify” history education or museum experiences, or as computer games as prism into history like the popular History Respawned podcast series (http://www.historyrespawned.com/).

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CFP: Casino Games and Classic Card Games

Followers of the blog may be interested in the cfp below. Just as interesting is the news that this is part of a what sounds like a really exciting new series coming from Bloomsbury Academic.

We are soliciting chapter proposals for a volume tentatively entitled The Casino Games and Classic Card Games Reader: Communities, Cultures, and Play. This volume would be the first in a new series under consideration at Bloomsbury Academic entitled Play Beyond the Computer.

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How to REALLY Win at Gloom: an Interview with Keith Baker

In a recent session, members of the Games Research Network met up to play Gloom, a card game designed and created by Keith Baker and distributed by Atlas Games. Following the game, we put some questions to Keith, which he very kindly agreed to answer, and which we share here for your reading pleasure.

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3rd Games Degrees End of Year Showcase

Manchester Metropolitan University is looking forward to hosting its third annual Games Degree Showcase, an opportunity for third-year students to show off the projects that they have been working on, and for industry representatives and members of the public to come and have a look (and even a play). 

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Serious games: Game of Resilience

Serious games which exceed pure entertainment goals and are designed for education purposes are becoming more and more popular to “convey ideas and values” (Frasca 2007). Learning in this way is based on experiences, turning a passive consumer into an active player, who seeks and engages with information voluntarily (Ouariachi et al. 2017).

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