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30September2008

If you haven't already read our mid-summer update (found here) I'll give you the abridged version. My name is Angela Antony, and my cofounder's name is Sandra Ekong. We were roommates at Harvard. Like most things hip and cutting edge, Beanstockd was born in Paris. Sandra and I lived there for 6 months during our junior year in college; it was there that we discovered that we were an unstoppable duo, that snails are ocassionally edible (it's really a personal choice), and that our chic Parisian lifestyle revealed some fundamental problems with the way we lived our lives in America.... continued...

25August2008

After the last meeting we had we have now finalized an idea for a card game. We were inspired partly by the card game Clue. The board will be divided in two parts: one part will show a set of cards representing questions and the other part of the board will be divided in different areas that will represent each facet of the issue. Each area is made of different cards, every card is a fact/answer. The player, maybe with a roll of dice, will have to reach the specific area and then decide which card is the answer to... continued...

06August2008

We had a brainstorming session and an idea of a board game came up. Then a card game followed and it seemed interesting enough to be explored in detail because of the low cost prototype that we could make. The idea is that the player would gather cards by talking to the stakeholders that are involved in whatever issue the game is about. The end of the game would be a player vs computer card game. Every card can have 5 parameters, each parameter can affect positively or negatively or be neutral to a certain facet of the issue. Yet... continued...

26July2008

I have a few news about our project. We were working with the development team at Pine Tech, the Johnson Simulation Center. After almost one year into the project we decided to part ways with them. I think we need to work with someone on campus, in the house, to work closely with. We struggled to work with them since they had other projects to work on and could not put much effort into ours. But at least we got something out of it. A learning experience, bits of a design process and something that in my opinion is close... continued...

18July2008

Now that we are several months into the project, we thought we had conquered, or at least tackled, most forms of new media. Our Street Teamers’ work appears regularly on mobile video carriers, a mobile wap site, several websites, and on-air via MTV’s broadcast networks. Then, a few weeks back, I was approached by an MTV colleague about a whole new area of distribution that, I have to admit, I had hardly considered before: THE VIRTUAL WORLD. I’m talking about something right outta web 3.0: a 3-D, interactive, virtual reality experience where one can have a “second life” via their avatar persona—a walking, talking, digital version of their better selves--online. continued...

17July2008

I've gotten a small handful of emails commending me for my fine work on our latest game, the NYC Voting Arcade -- the only problem is that we launched that game in 2004, long before I got here. We did link to it in a story earlier this week about state campaign filings, though, and the voting arcade games are altogether timeless (unless you happen to know that Doug Kellner left the city Board of Elections in 2005). This has gotten me thinking again about games, gaminess and complexity. Most of our voting arcade games are downright silly. Most of... continued...

Topics: Games & Virtual Worlds
Tagged: games

16July2008

We believe that entertainment, immersion and competition, as embodied by games in general are powerful qualities that can be harnessed to drive an individual or group of individuals to change the way they perceive social issues, to change the way they live their own lives, and to change the world itself. To give you a sense of the power of gaming, Alternate Reality Gaming celeb (yeah those exist!) Prof Jane McGonigal writes "I'm trying to make sure that a game developer wins a Nobel Prize by the year 2032." We're clearly not alone in our thinking. continued...

14July2008

report from the knight conference at MIT June 11-13 continued...

07July2008

In April 2006, I was sitting in a Durham, N.C., sports bar with Gary Kebbel, who runs the Knight Foundation's News Challenge grant program. Gary was officially letting me know I would be getting a grant for The Next Newsroom Project. Our plan was to research and design the ideal newsroom for The Chronicle, the independent student newspaper at Duke University, which was considering building a new facility on campus. I was so giddy that something he said at the time flew right by me: "As part of the grant, we'd like you to build a version of the... continued...

02July2008

When will we have a software program that makes it as easy to create a video game as iMovie makes creating a video? That's a question I've been asking myself a lot, as we prepare to launch our Remembering 7th Street video game project, something we've been working on for nearly three years. We hope that our re-creation of Oakland's old blues and jazz club scene might inspire local media companies to produce their own virtual world replications of aspects of a community's heritage. But to create a video game like ours would require several game programmers and a budget... continued...

06June2008

"Playing the News" Update - Distil Interactive I just returned from Ottawa where Nicole Rinerand I went to collaborate with Distil Interactive. We spent two days in their office and it was a positive learning experience. I should make a premise that Distil is trying to build a system that will allow non tech-savvy users, with little knowledge of coding, to create a game or game-like environment in a simple way and in a short time. The system is based off XML, flash and C. Right now the XML code is what controls what is being displayed on screen and... continued...

24May2008

Finally I am able to post independetly, and after the semester is over I will have a chance to work more on the news project. As a matter of fact I already started working on it. I have an internship for the summer at the Johnson Simulation Center and I worked 3 days of this weeks on the news game. I mainly tried to understand the code, and try to implement some features in one of the mini-games, a breakout clone. The mini-game is still in an early stage, as well as the whole system actually. Other projects have been... continued...

19May2008

Today, Gotham Gazette unveils the second of its news games: The Budget Maze. With challenges and a dash of humor, the game presents an entertaining way to educate New Yorkers about one of the eternal mysteries of policy and politics in the city: How the budget is determined. To make the topic engaging, we created three mazes. Players must navigate these labyrinths in a castle dungeon to try to win funding for a favored program or a tax cut. Each chamber presents a new challenge: How do you get information, who should you meet with, who holds the power? We... continued...

05May2008

Eyetracking and usability studies of online news games reveal the issues of creating these kinds of approaches. continued...

25April2008

Here is another update from our research assistant on the "Playing the News" project. The team has been exploring "mini-games" that would provide a challenge as players move through the information from the news stories. Fabio has discovered some open source flash sites that might help. "As I mentioned in my earlier post, this week I started looking into open source flash games that could be adapted for our purpose. After some research on the web, I found this website http://www.flashadvisor.com/movie/index.php?viewCat=24 . It's called Flash Advisor and it's a collection of resources for Flash programmers and what not. I went... continued...

20April2008

Can a virtual world bring together young and old people to explore a community's history in a shared video game experience? This is a question we're pondering in the wake of some user testing of our Remembering 7th Street video game. We previously showed a video version of our game world to people who remembered Oakland's 7th Street blues and jazz club scene from the 1940s and 1950s, and were surprised by their generally positive reaction to the virtual re-creation of what they had actually lived. Several also said they hoped the game would help young people in Oakland learn... continued...

14April2008

Here is another report from our research assistant Fabio Berzaghi on the progress we are making on "Playing the News." Our struggle is to come up with embedded games that do not clash with the content of the topic or issue being addressed by the news organization. One of our "test" issues is a feature-type article on whether a potential pet owner should consider getting a cat or a dog. Here is a glimpse into what Fabio and Jesse Crafts-Finch were testing. Today I finally had a chance to work closely with Jesse, the producer/game designer at the Johnson Simulation... continued...

08April2008

People who run news sites can be resistant to encouraging the developing games and other interactive feature. Perhaps it's that "game" sounds too playful, although given that most newspaper feature comics, crosswords and Sudoko, to say nothing of the latest celebrity photos and gossip, it's hard to see why. The interactivity may make some editors nervous as well as pairing a light approach -- a game -- with a serious issue such as the deaths in Darfur, hurricanes or legislative redistricting. The amount of staff time and resources -- technical experts, designers, writers, editors-- that go into a game can... continued...

07April2008

As we continue to develop the "Playing the News" game, we wanted to share the inside workings of the process. Our partners at the Johnson Simulation Center submitted this report on their production process. An Overview of the JSC Production Process This is a short description of the Johnson Simulation Center's production process; that is, how we go about designing and then producing a game. There are two stages to this process, pre-production and production. Pre-production is a time during which everything about how the game will play and be built is written down on paper. We define the... continued...

24March2008

As we work to create a news game that will engage readers, we are exploring what types of incentives we can use to meet the "gaming" expectations of hard-core players. We've decided to try embedding "mini-games" into the news game scenario. For example, a news game might create an environment where the reader is exploring the different aspects of the use of ethanol fuel. The player moves from one NPC to another to talk about the pros and cons. But before the player can talk to each of the NPCs, he or she will have to successfully complete a mini-game... continued...

17March2008

For those of us working on creating "serious games," the experience we've had with the "Playing the News" project might be instructive. We are working with the Johnson Simulation Center at Pine Technical College in Pine City, MN to develop a tool that will allow journalists (read, non-techies) create engaging games built from news coverage of ongoing coverage in a community. After much to-ing and fro-ing, we think we've hit on a strategy for the type of utility that will work. But it has taken some "technical fortitude" to get to this point. The JSC folks are working on what... continued...

14March2008

I crossed paths with "serious gaming," in a serious way twice in one week. First at the Knight Digital Media Center's Editorial Writers seminar in Los Angeles last week. Later in the week, I attended a gaming session at the Computer Using Educator's conference in Palm Springs. Both of the gaming presentations were intriguing and relevant for my work. Much of locative media work I do is with HP proprietary's Mediascape software. It's been in beta for a couple of years, but finally HP landed in a partnership with the UK's Futurelab in Bristol to put a friendly face (and... continued...

03March2008

We're knee deep in our second game and I realized that I never came through with my promised recap of our last minute technical decisions on the Garbage Game. For one thing, as I mentioned, we jumped ship from OpenLaszlo in the interest of expedience. As I've noted here before, the game design field isn't exactly awash in programmers eager to work in anything but Flash. We found a local programming shop that was game for the challenge, though, and sat down with them to iron out our technical specifications. They'd never worked in OpenLaszlo before, but it looked like... continued...

18February2008

If you want to know what the future of investigative reporting might look like online, check out what the Las Vegas Sun has done with its special section on Flight Delays. It's an interactive map and database on plane delays at McCarran Airport. You can check a particular flight, look at patterns in delays to other airports and find out how long it takes to go through security checkpoints at different gates at different times of the day. And there's a video of interviews with people at the airport, along with time-lapse videos showing planes arriving at the airport and... continued...

17February2008

Some really interesting experimentation is being done with "wearable media" these days. Wearable media is simply clothing or other accessories that allow for the transmission or display of digital information. Some examples... Wearable Resistance a dress adorned with LED that can be programmed to depict images or text. Check out some of the other work being done by Dutch artist collective De Geuzen, "a foundation for multi-visual research". The Internet of Things: The University of Washington is conducting an experiment to understand the next step in social networking by connecting objects and people in a wireless, monitored network. Beginning in... continued...

11February2008

After reading Paul Grabowicz's post Why Journalists Should Develop Video Games, I thought I'd chime in and riff off of that statement and ask: What is the value of video games in education, formal and informal, and in the delivery of information. Paul makes great point about who determines perspective. In my field of digital storytelling, we often talk about what I call "the fading glory of the third person editorial overlay." Just look at community-created content; it's a form whose hallmark is the lack of editorial overlay, which may or may not be appropriate, but often the lack of... continued...

06February2008

When I describe our Remembering 7th Street video game project to journalists, I often get a puzzled look. Why is a journalism school doing a video game? How does video game storytelling square with the craft of journalism or the mission of news organizations? Aren't video games about entertainment, not news? The pat answer to such questions is that kids are increasingly using game platforms to consume information, and news organizations need to embrace games if they're going to reach young people. For me personally, a video game also was a way to tell a more engaging story about the... continued...

05February2008

In the almost three months since Gotham Gazette launched the Garbage Game about New York City's refuse, we've learned interesting things - some about on-line games and some specific to this game and this topic. For a roundup of responses and reactions, presented on Gotham Gazette last month, click here. First, even people playing games on a relatively wonky site like ours want to have a game experience. That means they want to win or lose. Our game did not explicitly provide that, so people sought to provide it for themselves. Some wanted to compare their score - on money... continued...

15January2008

For a while now I've been describing the locative process as overlaying a virtual landscape on the physical world. I've been describing locative media as embedded content in place. Some people do ask, "in place of what?" In the end, it's all a way of saying Locative Media is the hybridization of the virtual world and the physical world relying upon location-enabled mobile devices (eg, 50% of cellphones) leading to the formation of ubiquitous networks full of cultural content. Sounds good. The only part of that statement that's a bit tricky is the "ubiquitous networks." Not being a particularly dedicated... continued...

02January2008

Hi folks. Our top-flight research assistant, Fabio Berzaghi, has written a narrative of the work we've been doing on the "Playing the News" project. Our goal is to design a game creation tool that allows news professionals to author engaging games around ongoing news issues in a community. The intention of the tool is to allow journalists to create a game that takes no more than 20 - 30 minutes to play through. We've been through quite a number of iterations on game design and Fabio provides the background. "The very first idea for our project was to focus on... continued...

28December2007

Should virtual world video games offer a parallel game experience in the real world? This is something we've discussed adding to our Remembering 7th Street video game project, possibly using GPS devices, such as GPS-enabled cellphones. Our game currently exists entirely inside a virtual world - a re-creation of the jazz and blues club scene on Oakland's 7th Street in the 1940s and 1950s. Game play is confined to that virtual world, with the player exploring the jazz and blues clubs and engaging in game-play quests to learn about the history of 7th Street and its music. Adding a GPS-component... continued...

05December2007

I should disclose upfront I'm not much of a "gamer." When I was younger, I found myself in a few endless games of Risk, never did understand the appeal of Monopoly, and always wanted to overlay a romantic narrative on Chess. (How did the Queen convince the knight to battle the Bishop to death?) But I did like sports. Not so much because of the gaming aspect, but because sports are generally played outdoors. Whole summers playing running bases, hide and seek, and any number of make believe games. Like locative media, location-based games take place outside. Due to this... continued...

02December2007

At a video games seminar last month at MIT sponsored by the Knight Foundation, several of the MIT folks talked about lessons learned from games they developed that resonated with our Remembering 7th Street jazz and blues clubs project. One of the games MIT produced is Revolution, a video game recreation of historic events in colonial Williamsburg. You can read more about it on the blog of Henry Jenkins, director of the MIT Comparative Media Studies Program. There were a number of parallels with our game: - While the Revolution game is designed to be educational, the designers believe "much... continued...

18November2007

Here's an interesting post about a mobile game called Amsterdam 1550 that was designed to teach local students about the old city of Amersterdam. "The game uses 3G cell phones and network to allow students to compete in finding answers to questions about the old city of Amsterdam, for history class excursion and assignment. Frequency 1550 explores the social potential of location-aware devices, inspired by the use of tracking technology and wireless media, human relationships, movement and identity; the project seeks to extend and re-appropriate the functions of locative technologies by exploring ways in which they can be socially constructive... continued...

17November2007

I mentioned in my last post how we're balancing the sometimes conflicting demands of education and entertainment in our Remembering 7th Street video game, especially deciding how much explanatory text should be included in the game. Here's a note from Becca MacLaren, one of the journalism students working on the game, about our discussions: One puzzle we're trying to solve in our Remembering 7th Street video game project is how to reach as broad an audience as possible - from people who lived in the neighborhood in the 1940s and '50s to teenagers who know very little about West Oakland's... continued...

14November2007

After many nervous moments and late nights, Gotham Gazette's The Garbage Game is on our site and ready for players. This is the first in a series of six games on key policy issues facing New York City that Gotham Gazette will be producing over the next two years. As we hope you'll see for yourself, this one focuses on managing the almost 7 billion pounds of residential trash that New Yorkers produce every year. The idea behind the games is to let New Yorkers not only read about policy dilemmas but play an active role in addressing them. And... continued...

12November2007

At a session on video games at the Online News Association conference last month, the panelists discussed how much text can be included in a game - a topic my students and I have been grappling with in our Remembering 7th Street video game project. A couple of the speakers on the Using Serious Games to Engage Readers panel cautioned against including long textual entries in games because they tend to turn off game players. "You can't provide reams of text, because they won't read it," said Duane Dunfield of Red Hot Learning, a video game company based in Canada... continued...

02November2007

Our Technical Director, Amanda Hickman, is not a formal Idea Lab blogger, so I'm posting this on her behalf. This won't be the last you hear from her on the Idea Lab. --Gail As the Gotham Gazette prepares to launch our first Knight-funded news game, I've been thinking a lot more about their requirement that we produce our games using free and open source software. It is only fair for me to start with a couple of observations about where I'm coming from: I think that software freedom matters, a lot. As a Circuit Rider at the LINC Project I... continued...

30October2007

Most of you have probably heard of the Nintendo Wii, an increasingly popular video game system that features motion controls. Some of you may have even played it. Part of the reason I'm mentioning it here is because I'm a dedicated Nintendo fan, but the real motive is a very interesting (and free) feature that I haven't heard much talk about: the News Channel. continued...

27October2007

Some interesting work being done interactive games for use by the news media. For example, ImpactGames (makers of Peacemaker), is working on expanding its business strategy to encompass a model of interactive participation in current events. ImpactGames is in talks with some of the major news sources about creating portals that would allow viewers to "Play the News". Hear more about this latest work and how it relates to current events and the concept of interactive news... continued...

23October2007

Many who spoke at the Online News Association conference in Toronto defined education (of the public) as an important part of journalists' work. Most of us clearly do not feel the need to fulfill Toronto-raised Mary Harris "Mother" Jones' injunction to educate, agitate, organize (and not doing so is a disservice news organizations do to themselves and to society, I will argue later), but what would taking seriously the responsibility to educate, by itself, mean for news? The related content to which this connects is an online video recommended at the conference by Jeff Young (of the Chronicle for Higher... continued...

19October2007

Once again, another conference that didn't fully leverage technology tools to help people connect, make new friends, and collaborate instantly and on the fly....I am speaking of this week's Online News Asscociation Conference in Toronto. Here's how it might have been different: • Conference attendees provide some basic profile information and tag key interests using one of many web based tools like Confabb.com or intronetworks.com. • Rather than having to go around the room and make introductions or describe projects, those introductions/project descriptions could have been available on the Web or on your mobile device as a session was in... continued...

16October2007

Our Knight project is to create a toolset that would make the creation of a news simulation environment / game space easy for a somewhat motivated newsroom. The goal is to see if it would work to use a highly graphical and interactive environment as a way of presenting those "important but (too often) boring" issues in a community. Would this kind of presentation of the often complex and conflicting facets of an issue lead to greater citizen engagement, understanding, and action taking? We had some experience with creating a game, a mod of Neverwinter Nights that we used for... continued...

15October2007

We haven't posted much until now because we've been busy getting the "beta" version of our game engine off the drawing board. We now have an initial build that Nora will demo at the ONA conference in a few days. After some serious brainstorming sessions with game designers, news professionals and people who actually play games, we have a good idea about the type of game environment we will be prototyping. We have some questions and comments for the others in the group who are also working on games and news applications and I'm sure we will have much more... continued...

One reason Gotham Gazette has long been intrigued by the idea of so-called serious games is that they offer another way to tell a story. And the more methods one uses to tell a story, the more people will read (or hear, or watch, or play) that story. As a site on NYC policy and politics, it's been our mission from the beginning to try to attract people beyond the base of Wonks and City Hall habitues (no offense intended; they are, after all, a loyal and helpful audience). To do that, we try to tell present complicated issues in... continued...

The staff of Gotham Gazette is counting down to the day later this fall when our first online game goes up on our site. It's been an interesting process getting us this far. First, of course, we needed a concept. In some respects, this was the easy part as brainstorming sessions over the summer produced literally dozens of ideas. We'd like to do them all -- and we will do some of them in the next two years -- but we decided to do the first one on garbage. What to do with tons and tons of garbage has long... continued...

A lot of people have asked me why we didn't use Second Life to create our Remembering 7th Street virtual world and video game (if you aren't familiar with Second Life, Mark Glaser, who helped set up this weblog for the Knight Challenge Grant winners, did a recent story for MediaShift on Second Life and other online virtual worlds). When we started our project about two years ago, we took a long look at Second Life and discussed hosting our project there with some of their executives. Second Life offered a number of advantages, such as a relatively easy tool... continued...

13October2007

A big concern we had when we started our Remembering 7th Street video game project was how older people who lived and worked on Oakland's 7th Street in the 1940s and 1950s and frequented the jazz and blues clubs there would react to our virtual world rendition of it. Would it look like what they remembered? Or would it seem an alien world to them? Worse, would the game just trivialize a precious memory? On Oct. 8 we got a chance to test this when my journalism students and I went to the West Oakland Senior Center to interview people... continued...

Can new technologies be used to tell old stories about a local community? That's the question we're trying to answer with our "Remembering 7th Street" project that uses a video game to tell the story of Oakland, California's old jazz and blues club scene. During the 1940s and 1950s, Oakland's 7th Street was a vibrant community and a mecca for jazz and blues musicians from all over the country. But in the late 1950s and 1960s the area fell victim to a series of ill-fated redevelopment schemes, and barely a trace of the jazz and blues clubs remains today. We're... continued...

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