
September 2013
No Show Conference 2013
Sponsored by the MIT Game Lab
"A two-day conference about how we make games and why we make them"
The goal of No Show Conference is to give game industry professionals a space to explore our skillsets, our motivations, and our limits as developers.
Find out more »Boston Festival of Indie Games 2013
Sponsored by the MIT Game Lab
The Boston Festival of Indie Games celebrates independent game development on New England and neighboring regions. Our goal is creating an inclusive environment for everybody who enjoys and appreciates games in whatever shape or form. The festival seeks to support and showcase the efforts of independent game developers in a free public event, encouraging attendees to participate and play games in different formats: video games, location-based games, tabletop games and live role-playing, amongst others. The games featured are innovative and refreshing, demonstrating both the budding and the established talent of game makers in the American northeast.
Future and Reality of Gaming (FROG) Conference 2013
Sponsored by the MIT Game Lab
Vienna’s annual Games Conference, “Future and Reality of Gaming” (FROG13), offers an open and international platform for leading game studies researchers and scholars, game designers, researchers and scholars from various other fields, education professionals, and gamers from around the world. The main objective of FROG13 is to explore the “Context Matters” in regard to questions of player communities, challenging or problematic play settings, game theory and development, impact of games and cultural facets of play.
October 2013
Todd Harper: “Let’s Fight Like Gentlemen”
The culture of fighting games—digital games of competitive martial arts-style combat—is one of the most interesting and contentious of gamer subcultures. This talk examines the influences and norms of that community, including its spiritual and physical roots in the arcade, common gameplay practices, and how issues of ethnicity and gender collide with gamer identity in the ‘FGC’. Todd Harper is a researcher at the MIT Game Lab with a background in mass communication and cultural studies. His current research focuses …
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Find out more »November 2013
CMS Colloquium: Mary Flanagan
Mary Flanagan pushes the boundaries of medium and genre across writing, visual arts, and design to innovate in these fields with a critical play centered approach. Her groundbreaking explorations across the arts and sciences represent a novel use of methods and tools that bind research with introspective cultural production. As an artist, her collection of over 20 major works range from game-inspired systems to computer viruses, embodied interfaces to interactive texts; these works are exhibited internationally. As a scholar interested in how human values are in play across technologies and systems, Flanagan has written more than 20 critical essays and chapters on games, empathy, gender and digital representation, art and technology, and responsible design. Her three books in English include Critical Play (2009) with MIT Press.
Find out more »MIT Alumni in the Game Industry
MIT Students: Are you curious about how to get a job in the game industry as an MIT graduate? What kind of jobs can MIT prepare you for? What should you expect from your first job?
The MIT Game Lab has invited a number of local MIT alumni in the game industry to talk about their experiences entering the industry.
Find out more »December 2013
CMS.611 “Creating Videogames” Student Postmortems
The Fall 2013 session of CMS.611 "Creating Videogames" will present their final projects as postmortems.
CMS.611 is a class designed to teach production practices for small teams making digital games. For their final project, students formed in teams of 8-10 to practice iterative design methods, agile project management, and regular play testing and user testing. This semester, we have 3 teams who will present the problems and challenges they faced this semester, what they were able to overcome, what went horribly awry, and what they learned from the process. An audience member will be asked to play the game before each presentation as a live demo of their games. There will be time after each presentation for questions to the teams.
Find out more »Scott Nicholson: “Meaningful Gamification”
Meaningful Gamification: Motivating through Play instead of Manipulating through Rewards
Gamification is the use of game design concepts to create a layer on a real world setting. Typical gamification focuses on the use of rewards like points and badges to change the behavior of users, which can cause long-term damage to intrinsic motivation. Meaningful gamification is the use of design concepts from games and play to help people find personal connections to a real-world setting. Attendees will learn about the basics of gamification, the ways that reward-based gamification can do harm, and Nicholson's RECIPE for meaningful gamification.
Find out more »Friday Games: Going, Going, GONE!
Join Scott Nicholson, director of the Because Play Matters game lab at the Syracuse University School of Information Studies, to learn about his recently published recreational board game, Going, Going, GONE! During this session, Scott will talk through the four-year design and submission processes behind this (what appears to be a) simple and straightforward live-time auction game. The game will also be available to play afterwards."
Find out more »January 2014
Push Button: “What is so special about the Arcade?”
MIT Game Lab researcher Todd Harper talks about the performative aspects of the arcade. How is playing games in public different than on home computers and consoles? What were the cultural aspects of the arcade and how did this affect the design and play of arcade video games? What parts of the arcade have followed us home now that consoles are the norm? Afterwards, MIT Game Lab staff will lead a workshop on the design of arcade games in the …
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