Year Walk iOS In the old days man tried to catch a glimpse of the future in the strangest of ways. Venture out into the dark woods where strange creatures roam, on a vision quest set in 19th century Sweden. Solve cryptic puzzles, touch and listen in your search to foresee the future and finally discover if your loved one will love you back. Year Walk stretches over two different entities: A game and a free companion app. Both are enjoyable in their own right, but together they create an experience that is greater than the sum of its parts. Maximizing the impact of e-therapy and serious gaming: Time for a paradigm shift Theresa M. Fleming1, 2*, Derek de Beurs3, Yasser Khazaal4, Andrea Gaggioli5, 6, Giuseppe Riva5, 6,
The Sailor’s Dream Inside every knickknack left behind is a treasure trove of memories and stories filled with joys and sorrows A peaceful narrative experience, in which the only objective is to satisfy your curiosity. Explore an ocean dream world, in which time passes even when you are not there, visit forgotten islands and piece together memories – some even existing beyond the screen of your device.
Michael John: Games are a great way to explore complex social issues In his Thursday GDC talk, Michael John observed that video games are fundamentally similar to activism. "Games are about verbs acting on a system," he said. "That's also what it means to be an activist." John spent 25 years working in the commercial industry on franchises like Spyro and Daxter. He's now program director at the UC Santa Cruz Games & Playable Media program, and has been creating and consulting on serious game projects for the last four years.
DEVICE 6 A surreal thriller in which the written word is your map DEVICE 6 plays with the conventions of games and literature, entwines story with geography and blends puzzle and novella, to draw players into an intriguing mystery of technology and neuroscience. Anna wakes up in a castle on a remote island, with little recollection of how she got there. All she remembers is an unusually unpleasant doll… Why are there two identical castles on the island? Four More GDC Presentations About Psychology and Video Games A while back I posted three presentations from the 2015 Game Developer’s Conference (GDC) that dealt with psychology and video games. You all seemed to like that piece, so I dove back into GDC’s vault of presentations that they have put up for free viewing and found three more. First is “Spellbound: Asking Questions About Habit Forming Game Design” by Oscar Clark of Unity Technologies. Here’s the overview: Once upon a time, we aspired to develop games with that elusive “addictive” quality that delighted players. Now the term addiction has become an accusation labeled at apparently unscrupulous free-to-play designers who are leveraging the psychology of operant conditioning to allegedly extort money from players.
Proteus – Twisted Tree Also available via Steam, Humble Store, and itch.io. (Check these sites for periodic discounts) Proteus is available on PlayStation 3 and PlayStation Vita, in association with Curve Studios. For more details, click here. How a new generation of games is changing minds Imagine you’re playing a game in which you’re in the role of a felon driving a car as you are pursued by the police. Rather than providing different opportunities to defend yourself, the game instead gives you increasingly fewer options to escape, eventually leaving you entirely alone as the police close in. This is the premise of a new videogame called What We Did designed by Professor Rilla Khaled from Concordia University in Canada and the University of Malta, which is designed to shift people's perspectives of police chases away from the pursuer to the pursued.
Playdead - Limbo “The game is a masterpiece.” “Limbo is genius. Freaky, weird genius. Disturbing, uncomfortable genius.” Survey Highlights Use of Games Remains a DIY Affair Introduction A new survey of teachers and after-school program instructors finds that most come to use digital games through their own initiative or because of a colleague who connects them to the game. The findings highlight the degree to which educators still lack training and resources for finding and using games in the classroom.
Playdead - Inside Buy INSIDE: “MASTERPIECE! Inside is a 2D puzzle platformer that builds upon what made Limbo great, and in fact builds something greater.” - 10/10 “Inside expands on the concepts and scope of its predecessor in wildly creative ways, and it's so immaculately designed and constructed from top to bottom that it almost feels suitable for display in an art museum.
Meediavärav We play serious games Acknowledging the rising trend of game-based learning, Tallinn University decided to open the interdisciplinary international master’s programme called Digital Learning Games. Creating games needs a large amount of specific knowledge. The programme offers courses from various institutes on the basis of their competences: game planning, human and computer interaction, storytelling, pedagogy and psychology. Games and pedagogy share many innovative educational methods, such as game-based learning, the design of serious games and gamification.