Education

Better than ever before, the new series of Grow-A-Game cards are out! Grow-a-Game are colorful, professionally produced brainstorming tools used in top game design programs at major universities, in game design companies, and in high school programs. Version 2.0 now comes in three different...

This past week's Virtual Cinema course at Dartmouth College proved that machinima works can go far beyond the tried and true. A mere handful of students explored lost love, gaming culture, poet-zombie attacks, and perhaps most importantly, the pensive and strange qualities of virtual life....

There have been a variety of recent news reports on the relationship between computer ownership and education patterns around the world. The NY Times article from 9 July 2010, Computers at Home: Educational Hope vs. Teenage Reality, is one of the many articles discussing the...

News about game development, from USC's great games program to the island of Malta! Tracy Fullerton's game innovation lab is featured in the New York Times. Tiltfactor is happy to be honored with not only her work on various advisory boards, but also her insiprational...

Tiltfactor is interested in learning and in our context as an academic-focused research laboratory. The essay "Making College ‘Relevant" by Kate Zernike (Dec 29 2009) offers up an interesting take on "training" students for specific careers and jobs. While students and parents increasingly worry about...

How nice that Grand Text Auto, a collaboratively written blog to which Tiltfactor contributes, is recommended in the 100 best blogs for new media students. This nice long list should serve as an excellent resource for students and scholars alike! ...

Starting June 25th 2009! ++++++++++++++++++++++++++++++++++++++ Practicum in Digital Culture & New Media - 10A MACHINIMA FLANAGAN  FS 49    DARTMOUTH   10A   301 N.FAIRBANKS In this workshop, we conduct research in developing, understanding and advancing a real-time rendering and video production technique based on video games. This special topics course will allow...

In his 2009 speech at Dartmouth, Jesper Juul argued that the list of games people choose to play is itself a form of self-expression. His “video game literacy” really does exist. People read, experience and cite games like they do printed text. Yet we don’t consider gamers to be 'well-read' just quite yet. gAMELIBRARY Why we don’t spend more time playing games? Why is experiencing games viewed as less beneficial than spending the same amount of time reading a book? For many reasons. I think that the graphic nature of virtual games, games that hand visualizations directly to the reader, make “reading” a bit easier; players don’t have to imagine anything, and rarely have time to apply what they are visualizing to their real lives. The frantic pace of most digital play leaves little room or time for reflection.

The word "design" comes from the German "da", meaning there, and "sein", which means being. So design is simply the way of "there-being" that all humans have. We see it more as an activity now, the steps that one can make toward improving or strengthening the...