Will Wright, creator of the Sims and the Spore, talks about the future of video games and digital learning in this conversation with Alexis Madrigal of The Atlantic. This program is part of The Atlantic Meets The Pacific, sponsored by the Atlantic and UC San Diego. Series: "The Atlantic Meets The Pacific".
Tagged with “gaming” (29)
The Atlantic Meets The Pacific: Exploring the Future of Gaming and Alternate Realities with Will Wright
Zynga, the company behind popular Facebook games such as Farmville and Cityville, is expected to have its initial public offering before the end of the year. Zynga is a phenomenon. More than 200 million people play its games each month. One person who doesn’t feel Zynga’s success is cause for celebration is video game designer Ian Bogost. Bogost thinks Zynga’s games are mindless, designed to suck money out of players’ pockets. To make his point he created a parody game of his own. As On the Media’s P.J. Vogt reports, what Bogost didn’t expect is that his satire would become one of the most popular games he’s ever made.
Every week, people across the globe spend 3 billion hours playing video games, but that isn’t enough for Jane McGonigal. She says video games can help solve some of the world’s biggest problems — and we really should be playing more.
Can problems like poverty and climate change by fixed through games? Visionary game designer Jane McGonigal thinks they can. With more than 174 million gamers in the United States, McGonigal explores how we can save the world through the power of gaming. McGonigal is helping pioneer the fasting-growing genre of games that turns gameplay to achieve socially positive outcomes.
This program was recorded in collaboration with the Commonwealth Club of California, on January 24, 2011.
Jane McGonigal is the director of games research and development at the Institute for the Future in Palo Alto, California. She has created and deployed games and missions in more than 30 countries on six continents. She specializes in games that help gamers enjoy their real lives more — and games that challenge players to tackle real-world problems, through planetary-scale collaboration.
McGonigal is the author of the newly released book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World.
This week’s Guardian technology podcast comes to you from the South by Southwest interactive festival in Austin, Texas.
Every year, the geeks descend on this university town in central Texas, and now, on its 18th anniversary, the SXSW event is far bigger than ever. There are 20,000 people here for this show alone, with 25 tracks of content taking place in venues throughout the city, tackling topics as varied as the invisible game layer, the future of journalism, how to take code to the next level, and how to create a personal cult. Mostly, it seems to be about being "awesome" and "how to rock" things, if you go by the titles on the schedule.
In this programme Jemima Kiss meets some of the many Brits in town here for business. We find out what really is unique about the web, and we’ll get designer, performer and digital joy-maker Ze Frank’s views on how SXSW has evolved over the years.
Tim Wu reflects on previous revolutions in communications, such as the telephone and radio, and offers some thoughts on the future of the internet and net neutrality.
What if games could help solve, rather than exacerbate, real-world problems? Jane McGonigal, author of the new book, Reality is Broken: Why Games Make Us Better and How They Can Change the World, thinks they can. She explains how games fulfill needs that reality doesn’t, and how to make real life more like a game.
It is possible to have fun with a game that you don’t have to plug in. There’s something called board games. They’ve been around for a while, but they have been largely overshadowed by video games. Matthew Baldwin is a local writer who loves board games. He talks with KUOW’s Megan Sukys about three board games that have taken him from rural Bolivia to a high–tech career in Seattle.
Shaun is a master of all trades. He’s a talented designer, develops for multiple platforms, and even writes his own music and game soundtracks. You might know him from webapps like Mint and Fever, but in this episode of The Box we’re gonna talk about his 2 games: Horror Vacui 2 and the upcoming Mimeo.
Robert Ashley edits listener-submitted game ideas into one big, crazy game, talks to the guy who owns the rights to Tetris about his plans to save the world, gets a lecture on the future of games from a New York University professor, and meets a struggling game blogger who happens to possess freakishly enormous genitalia.
PARENTAL ADVISORY: A Life Well Wasted is always for grown-ups, but this episode is definitely not for kids. Don’t embarrass yourself by playing it in the car with your grandma.
On the eve of the latest iPod launch, will the company be able to maintain its influence as artists and publishers increasingly turn from iTunes to streaming services and music apps?
Join Aleks Krotoski, Jemima Kiss and Charles Arthur as they tackle the latest news from the world of technology. On this week’s programme, they look at the evolution of the online music scene. Apple launches its new iPod on Wednesday in the face of the lowest quarter of sales since 2006, and the device appears to be in terminal decline. How will it maintain its influence as artists and publishers increasingly turn from iTunes downloads to streaming services such as Spotify and We7 and music apps?
Charles exposes the problems inherent in the software patent system in light of the lawsuits served up against companies like Google, Facebook and eBay from Microsoft co-founder Paul Allen’s Interval Licensing and the team look at the problems and the benefits of open source for local government.
Finally, gamesblogger Keith Stuart speaks with Tim Clark from Firstplay.co.uk about the innovations in marketing and distributing digital content that the games industry has been perfecting in the past few years, and what this could mean for the wider digital media sector.
All this plus a healthy dose of opinion – and outtakes – on Tech Weekly.