A Super Better Gameful Life

Jane McGonigal

Her new book, SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient–Powered by the Science of Games (Penguin Books, 2015), seeks to explain in detail the SuperBetter method, which aims to teach how to live and overcome every life obstacle with a gameful mindset. McGonigal defined what “being gameful” means to her back in 2009: “having the positive traits of a gamer” (or a game), such as strong motivation and goal orientation, confidence in one’s own capabilities, enjoying the pursuit of new challenges, perseverance in the face of obstacles, and a passion for learning new skills 1. SuperBetter explains how to bring this mindset to everyday life. Continue Reading

Battle of Bannockburn

Visitor Centre Battle Game

During the First War of Scottish Independence, the Battle of Bannockburn was a significant victory for the Scottish army, defeating the much larger English forces. Since the battle took place in 1314, its location has become a significant historical site, studied by archeologists and historians and preserved through the efforts of the Bannockburn Preservation Committee, the National Trust for Scotland, and Historic Scotland. While the initial visitor center at the site, the Bannockburn Heritage Centre, opened in the 1960s, it was closed in 2012 to be replaced by a new building opened in March 2014 in time to celebrate the 700th anniversary of the battle. Today, the site’s modern facilities welcome visitors with a gift shop, café, and two “Battle Room Experiences”: the Battle Show, a brief narration illustrated by tabletop map projection, and the Battle Game, which takes place using the same projection system and is overseen by a Battlemaster. Continue Reading

Early Modernity and Video Games

by Tobias Winnerling and Florian Kerschbaumer

The book outlines early on that the way that the authors are examining history is more related to present memory than history itself (xix); in other words, the way we tell history is always reflective of the time we live. This precept holds true as games themselves can be considered historical objects, but the ones that the book examines are about the representation of history. Overall, Early Modernity and Video Games manages to present some worthwhile strategies and theories to studying videogames through a historical lens, but is limited because of its early entry into this field. Continue Reading

What is Your Quest?

From Adventure Games to Interactive Books by Anastasia Salter

However, What Is Your Quest? is not just an historical account. Without being overtly confrontational, What Is Your Quest? pushes game studies outside of the boundaries its practitioners sometimes take for granted, and that, for me, is where the book’s value lies, even beyond its work documenting the adventure genre. Rather than rehash old debates about narratology and ludology, Salter considers adventure games not just from the perspective of videogames, but also from the perspective of multiple media types and users. I think the best example may be Salter’s frequent and persistent use of “fans” to refer to adventure game enthusiasts. In popular culture discussion and academia alike, games are often segregated away as unique and separate from other media forms. What is Your Quest? Is not a fan studies book, and doesn’t go much further in this direction than some references to Henry Jenkins. But by means of the single word “fan,” rather than just gamers or players, Salter keeps her discussion rooted in a larger discussion of new media economy, intertextuality, and transmedia. Continue Reading

Persuasive Games

The Expressive Power of Videogames

Before I begin this review of Ian Bogost’s Persuasive Games (PG), I have to make two points that address the nature of this review. One, I am relatively new to game studies, and PG may very well be the first book of video game scholarship I have read. Two, PG is not altogether new (but I hesitate to say “old”), since it was published in 2007. So, as I am writing this review, I am aware of the delayed context of the review and that some, if not most FPS readers are already familiar with Bogost’s text and Bogost himself. At the same time, not everyone can read all the things, and so this review will hopefully be helpful to those who are considering perusing PG. This review, then, can be a useful but brief return to Bogost’s text for those who have already read PG; it can be an introduction for those unfamiliar with the text and it can perhaps provide a different perspective from a newcomer to the field of game studies. Continue Reading

Video Game Spaces

Images Play & Structure in 3D Worlds by Michael Nitsche

Game designer Warren Spector once said that well-designed games “provide compelling problems within an overarching narrative, afford creative opportunities for dealing with these problems, and then respond to players’ choices with meaningful consequences” (Jenkins and Squire). The term he chose for this matrix of creative design and player choice was “possibility spaces.” Space is a constant across almost all videogames, and it comes up frequently in videogame discussion in a variety of different ways: stage design, level structure, gameworld, playground, virtual world, sandbox, hub, PvP zones, instances (in an interesting conflation of space and time), arena battles. For all these frequently bandied-about terms, there’s a relative lack of theory surrounding what space in games means. Von Borries, Walz and Böttger’s 2007 anthology Space Time Play does an admirable job displaying the scope of the issue, but the book is more a survey that aims for breadth rather than depth. Michael Nitsche’s Video Game Spaces: Image, Play, and Structure in 3D Game Worlds goes beyond their starting point in order to fully investigate how players and designers orient and narrate journeys through 3D game worlds. While the book can meanderat times, at its best it is a detailed analysis that raises new perspectives and tools for discussing videogames. Continue Reading