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Game Studies for Everyone

Author: Learn Video Games / Mindtoggle LLC

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Welcome to Game Studies for Everyone, the podcast where complex game research becomes accessible to everyone! Join our co-hosts as they break down cutting-edge research in games and interactive media. Each 15-minute or less episode transforms academic findings into bite-sized, engaging discussions that everyone can enjoy. Whether you’re a gamer, developer, or just curious about the science behind the games you love, Game Studies for Everyone is your go-to source for easy-to-digest insights. No jargon, just fascinating research from peer-reviewed, published research in the humanities, computer science, narrative and more. Learn what’s new and how is shapes the way we play, learn, and develop. Hosted by Eliza Jiqiren and Nat Weizenbaum.
28 Episodes
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In this episode of GS-E, we explore how interactive narratives and newsgames explain the complexities of the U.S. immigration system. Discover how a game, based on the Panama and Paradise Papers, uses persuasive play to unpack systemic biases in immigration policies between 2017–2021, reaching over 45,000 players with its engaging, investigative approach. Based on the paper https://dl.acm.org/doi/abs/10.1007/978-3-031-47658-7_4
In this episode, we explore how the game Factitious helps players sharpen their news literacy skills. Discover how over 500,000 players identified fake news, and the surprising patterns revealed about age, education, and performance in fighting misinformation through playful learning. Based on https://dl.acm.org/doi/10.1145/3290607.3299046
Ever wondered how the software you use shapes your creativity? In this episode, we unpack a thought-provoking study from the International Journal of the Humanities that dives into the philosophy behind software design. The author reveals how every design choice in software isn’t just functional—it’s philosophical, influencing how we create and interact. We explore a groundbreaking framework that blends critical design, postmodern philosophy, and creative process theory to analyze how software’s 'feedback loops' guide our interactions and even our thinking. But that’s not all—discover the intriguing concept of 'software misuse' and how it can expose the hidden intentions and constraints built into the programs we rely on. And finally, we introduce the idea of 'software viscosity'—the subtle resistance some software imposes that can either challenge or block your creative flow. If you're a designer, a creative, or just curious about the tech shaping our world, you won’t want to miss this deep dive into the intersection of design and philosophy! Sources: Lanier, J. (2003). One half a manifesto. In J. Brockman (Ed.), The new humanists: Science at the edge (pp. 233-262). New York, NY: Barnes and Noble.  Grace, L. 2009. The Philosophies of Software, Handbook of Research on Computational Arts and Creative Informatics, IGI Global & Towson University  Tufte, E (1993). The Cognitive Style of PowerPoint. New London, CT. Yale University Press   Chomsky, N (2006). Language and mind. New York, NY: Cambridge University Press.   
What happens when games go beyond fun and entertainment to challenge societal norms and player expectations? In this episode, we dive into the growing field of "critical games," a transformative genre in the video game industry. These aren't your typical games; designed with a critical lens, they disrupt conventional gameplay to provoke thought and incite social commentary. We explore an insightful analysis that maps these games along two key axes: social critique vs. game mechanic critique, and continuous vs. discontinuous delivery of critique. This framework offers a fresh perspective on how critical games break boundaries, revealing that they are not examples of poor design but rather powerful tools for engagement and commentary. Tune in as we unravel how these innovative games offer new ways to understand gaming conventions and the societal issues they bring to light—transforming play into a form of activism! Bashiri, K. (2008). You Have to Burn the Rope. [Web-Flash]. http://www.mazapan.se/games/burnTheRope.php played 22 March 2013  Cox, J. (2012). Don’t Kill the Cow. [Windows PC]. Seemingly Pointless. Oxford USA. played December 2012.   Grace, L. 2014. Critical Games: Critical Design in Independent Games. In Proceedings of the 7th Digital Games Research Association Conference (Digra 2014), Salt Lake City, Utah Flanagan, M. (2009). Critical play: radical game design. MIT press.  Moynihan, D. (2010). One Chance. [Web-Flash]. Awkward Silence Games. England: played 12 February 2014  Pedercini, P. (2011). Phone Story. [Android], Molleindustria. Pittsburgh USA: played 2 March 2014 
In this episode, we explore the groundbreaking mobile game Stolen Kisses, designed to upend the heteronormative tropes of traditional affection games and create a more inclusive, diverse experience for players. Developed as both a game and a social experiment, Stolen Kisses offers a variety of characters for players to engage with, challenging norms and expanding representation in the genre. We dive into the fascinating data uncovered by its creator, who analyzes the unexpected global interest in the game—from players in Indonesia, Russia, and Arabic-speaking countries. Discover how this research reveals the untapped potential of affection games to bridge cultures, foster positive digital interactions, and redefine what gaming can mean for a global audience. If you’re curious about how games can shape social dynamics and open new doors for inclusivity, you won’t want to miss this episode! Source: https://isea-archives.siggraph.org/presentation/subverting-the-conventions-of-affection-games-in-the-digital-wild/
What if the point of a game wasn’t to win, but to question why we play at all? In this episode, we explore the thought-provoking and unconventional video game You, a critical gameplay experience that flips traditional gaming conventions on their head. Set in a platformer world where words shape your path, players guide the character “You” through a surreal landscape of puzzles and poetic fragments. But this isn’t your average platformer—You challenges players to seek meaning in its absurdity, pushing them to create a poem rather than pursue a victory. Is it a critique of gaming culture, an artistic experiment, or a bit of both? Join us as we dive into this fascinating game that asks: What if there’s no ‘winning’—just playing and interpreting? Whether you’re a gamer, an artist, or a curious thinker, this episode invites you to see games in a whole new light.
In this episode of GS-E, we dive into a fascinating intersection of play and protest. What does it mean to play as an act of rebellion? We’ll explore how parkour, skateboarding, and skywalking defy authority and embrace civil disobedience, both in the real world and in video games. Using examples from popular parkour and skateboarding games, we break down how risky-play challenges societal norms and authority figures.  Based on a paper by Professor Lindsay Grace. 
In this episode, we explore how persuasive games can influence societal change. Learn how games designed with macro, micro, and meta-persuasive strategies challenge norms and offer new ways to impact politics, culture, and more. From Grace, L.D. 2021, Micro, Macro and Meta-Persuasive Play to Change Society, in Persuasive Gaming in Context. Amsterdam University Press, 2021. 
In this episode, we explore how games can lead social change by encouraging problem-solving, shifting perspectives, and inspiring action. Learn how playful strategies help tackle complex societal issues across education, policy, health, and more. Grace, L. 2024, The Patterns of Games for Leading Social Change. Journal of Leadership Studies. https://doi.org/10.1002/jls.21880
In this episode of Game Studies for Everyone, we explore a fascinating perspective from the 2011 Digital Games Research Association Conference, : Are indie games the poetry of the gaming world? We'll dive into how independent games use poetic elements like meter, metaphor, and personification to create unique player experiences. Discover how comparing game design to literary forms like sonnets and haikus opens up a whole new way of understanding and classifying games, beyond just genres or themes.   Based on: Grace, Lindsay D. "The Poetics of game design, rhetoric and the independent game." Proceedings of DiGRA 2011 Conference: Think Design Play. 2011. https://dl.digra.org/index.php/dl/article/view/580
In this episode of Game Studies for Everyone, we explore the critical design movement in indie games, led by visionary artists like Nicky Case, Lindsay Grace, and Zach Gage. These games push the boundaries of traditional game design, using gameplay to critique social conventions and question player assumptions. We’ll break down the key traits of critical games—social vs. mechanical critique, delivery styles, and the role of humor—while highlighting examples that challenge the way we think about games.  Source Grace, Lindsay. "Critical games: Critical design in independent games." Proceedings of DIGRA. 2014. 
In this exciting debut of our series on misinformation and disinformation, we dive into the world of disinformation games—engaging, thought-provoking interventions designed to combat the spread of fake news. We'll explore how these games are harnessing the power of play to change the way we interact with media, focusing on two major communication theories: Inoculation Theory and Transportation Theory. These theories provide insight into how narratives and strategic exposure can protect and shift player behavior. Featuring the wildly popular games like Harmony Square and Bad News, this episode breaks down how disinformation spreads, why we fall for it, and how game design can help us fight back. Whether you’re a gamer, a media enthusiast, or simply curious about the impact of fake news, this episode is for you. Stay tuned as we uncover the psychology and strategy behind these innovative educational tools! Tune in for a deep dive into the fusion of game design, psychology, and the fight against misinformation! To understand the science, read https://hdl.handle.net/10125/103204
n this second installment of our series, we continue to delve into the world of misinformation and disinformation games, but this time, we’re focusing on the powerful emotional and psychological effects these games can elicit. Using Excitation Transfer Theory and Transportation Theory, we’ll explore how emotions, empathy, and narrative immersion play a critical role in shaping player behavior. Discover how carefully crafted emotional responses and immersive storytelling are used to heighten awareness and resilience to fake news in games like Fake It to Make It and FakeYou!. We’ll also discuss the role of empathy—how aligning player sympathies with the victims rather than the creators of misleading information can profoundly impact behavior in the real world. Join us as we break down the psychology behind these games and how they create lasting emotional impressions that help players fight back against the tide of misinformation. Tune in for a deeper understanding of the emotional and narrative strategies at play in this critical battle for media literacy! Source: https://hdl.handle.net/10125/107025
In this episode, we dive into an innovative research project that explores how microgames can combat health misinformation in vulnerable communities. The researchers behind the study developed three unique microgame prototypes—a trivia game, a social media simulation, and an interactive fiction narrative—each designed to engage and educate players. Through real-world testing with healthcare providers, community educators, and the target audience, the interactive fiction narrative emerged as the most engaging and impactful, showcasing the power of storytelling in promoting behavior change. Join us as we uncover the potential of microgames as cost-effective and powerful tools for tackling health misinformation head-on. Discover how these bite-sized games could reshape health education and empower communities to make informed decisions. If you're passionate about health, gaming, or innovative solutions to modern challenges, this episode is a must-listen! Grace, L. Orrego Dunleavy, V., Ahn, R., Mayo, D. 2024 . "Designing Game Based Microgames as Intervention for Health Misinformation", The 57th Hawaii International Conference on Systems Science (HICSS), Oahu Hawaii, January 2024. https://hdl.handle.net/10125/107047
What if gathering public opinion could be fun and interactive? In this episode, we dive into the groundbreaking research of Lindsay Grace, who explores the use of games as polling systems. Grace introduces the concept of playable polls—interactive games designed to collect player opinions and sentiment in a more engaging and effective way than traditional methods. Through the design and testing of three prototype games focused on identifying fake news, Grace reveals how these playable polls can gather meaningful data while keeping players entertained. We'll take you behind the scenes of the third prototype, tested at an international conference with 287 play sessions, and explore the potential of this innovative method to transform how we understand public perception. Whether you're into gaming, data collection, or just curious about the future of polling, this episode is one you won't want to miss! https://dl.acm.org/doi/abs/10.1145/3334480.3375230  
We dive into the "State of Newsgames 2020" report, which analyzes 50 newsgames from 2015 to 2020. Discover how interactive news experiences use familiar game mechanics to tackle real-world topics in short, shareable formats. We'll explore the editorial nature of newsgames, their aesthetic qualities, and how they’re shaping the future of news storytelling. Whether you're a journalist, game designer, or just curious, this episode uncovers the current trends in newsgame development. Based on: https://www.youtube.com/watch?v=KcFvoAOBWDM https://www.researchgate.net/publication/342664738_A_snapshot_analysis_of_interactives_toys_and_games_in_journalism_and_allied_industries_STATE_OF_NEWSGAMES_2020 https://www.amazon.com/State-Newsgames-2020-interactives-journalism/dp/1716907527  
In this episode of Game Studies for Everyone, we explore the fascinating world of newsgames and how they’re reshaping the way we consume news. Using a case study from a major national newspaper, we dive into the challenges of creating newsgames—from the fast pace of news to the evolving game literacy of audiences. We’ll also discuss the exciting opportunities ahead, including the rise of mobile gaming and low-cost development tools, which are making newsgames a timely and accessible medium for serious journalism. Grace, L., Treanor, M., Totten, C. and McCoy, J. 2016. A Case Study in Newsgame Creation: Why Game Designers and Journalists are Still Learning to Work Together, 66th International Communication Conference, Fukuoka, Japan
In this episode of Game Studies for Everyone, we explore the exciting potential of newsgames as a tool for delivering timely news in a fast-paced media world. Based on a Newsjam—a 36-hour event where participants collaborated to create newsgames based on current events. Can games be created quickly and effectively by non-experts? We’ll discuss the findings, including how teams with game development experience produced the most impactful games and what this means for the future of news delivery. https://dl.acm.org/doi/10.1145/3196697.3196702  
In this episode, we dive into the ongoing debate surrounding video games and their impact on society. From accusations of fostering addiction to claims of inciting violence, games have long been a target of moral panics. But how much of this is rooted in fact, and how much in fear? Join us as we explore the history of moral panics, the science behind gaming and behavior, and the cultural shifts that shape our understanding of games today. Are games truly as dangerous as some claim, or is the conversation missing something bigger? Tune in for a short, thoughtful discussion on the intersection of gaming, society, and the stories we tell ourselves.
In this episode, we dive deep into the world of eSports, exploring how its rapid rise mirrors evolving social values in the digital age. We’ll discuss how eSports, much like traditional sports, showcase exceptional skills—but with a twist. Instead of physical dominance, eSports champions mental agility, strategic thinking, and problem-solving prowess. Our conversation will focus on how this shift reflects a broader cultural change, where society increasingly prizes cognitive skills over physical strength. From the complexities of digital environments to the role of mental sharpness in mate selection, we’ll unpack how eSports may symbolize a new era in how we define success and skill. Join us as we examine the intersection of play, culture, and the changing landscape of human values. References: Grace, L. eSports as Evolution: Shifting Social Values in Sport, Future of Information and Communication Conference, San Francisco, CA, March 2023 Jordan-Vallverdú, V., Plaza-Navas, M. A., Raya, J. M., & Torres-Pruñonosa, J. (2024). The intellectual structure of esports research. Entertainment Computing, 49, 100628. Brown, S.L.: Play: How it shapes the brain, opens the imagination, and invigorates the soul. Penguin (2009) Kaplan, H.S., Gangestad, S.W.: Optimality approaches and evolutionary psychology. In: The Evolution of Mind: Fundamental Questions and Controversies. pp. 121–129 (2007)
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