Tag: Games
MAZE: Playing Between Image and Text
Solve the World’s Most Challenging Puzzle reads the subtitle of Christopher Manson’s 1985 puzzle book MAZE. Manson’s book was originally advertised as a kind of puzzle “contest” in which the first reader to find their way from room 1 to room 45 and back again in 16 steps (or less, if possible) would win $10,000
The Eco-Zombie: Using Biology to Imagine Zombies Beyond the Human
[10 minute read] In this month’s posts on Metathesis, I have discussed the metaphorical uses of contagious disease and examined the figure of the zombie in some popular late twentieth and twenty-first-century texts. In my final post of the month, I would like to turn to a unique sub-genre of the zombie narrative that unsettles the
The Rhythms of Limitation: Learning about Self-Care in “Stardew Valley”
It’s six in the morning, on the dot, and Pabu wakes like a cuckoo, leaping out of bed, suspenders already clipped on, to face the day. It’s windy outside. Leaves of orange, red, and yellow are dense in the air and Pabu makes his way from his modest front porch to the neighboring coop, almost
Sharing Space: “Proteus” and the Personal
It seems like academia (or any professional forum, for that matter) encourages us to keep our feelings out of things. I can’t tell you how many times I’ve crossed out passages of student essays this month for being “off topic” or “too praisy,” for bringing in “irrelevant” value judgments on the film they’re writing about.
Appreciating Space: “Minecraft” and Empowerment
For the last two summers, I’ve worked as an instructor for the University of Alaska Anchorage’s Kid College program, which is basically a mix between a summer camp and course series about technology for kids aged 9-14. Most of the classes I taught were about game design, and the most popular courses by far were
A Ghost in the Machine: The Specter of Literature in EA’s Middle-Earth: The Shadow of Mordor
One of the most compelling aspects of studying literature is uncovering the ways society and popular media adapt, adopt, reboot, and reimagine classic literary texts and genres into “new” (and more marketable) media forms—for better or for worse. One of my favorite trans-media adaptations of the last few years has been Electronic Art’s 2014 videogame
Cortana: Gender Devolved
For many, the summer’s release of Windows 10 marked a return to form for the venerable series of PC operating systems. It minimized the presence of the much reviled “Metro” styling, restored the Start menu to its former prominence, and made the OS free to anyone who already had either Windows 7 or 8 installed.
Sex on the (Game) Table
I’m going to pivot here from the past two weeks, away from 2000 word theoretical arguments and critical close readings to something a little bit looser. In the process, I also hope to turn away from the world of video games for a little while and towards the cardboard world of the table top. If
Part 2: Critical Witching
We started talking last week about CD Projekt RED’s enormous, dark fantasy role playing game, The Witcher 3: Wild Hunt. I promised we’d try to salvage something useful out of the kerfuffle over Polygon’s “pompous,” gender-concerned review, something that might highlight some deficiencies in the way we think about games as representational works and, in
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