<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
    <title>CMS News</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/" />
    <link rel="self" type="application/atom+xml" href="http://cms.mit.edu/news/fb-atom.xml" />
   <id>tag:cms.mit.edu,2012:/news//1</id>
    <link rel="service.post" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1" title="CMS News" />
    <updated>2012-02-10T19:29:50Z</updated>
    <subtitle>CMS News</subtitle>
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type 4.32-en</generator>
 

<entry>
    <title><![CDATA[Podcast, Clara Fern&aacute;ndez-Vara: "Performing Videogame Narratives in Space: Indexical Storytelling"]]></title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/02/podcast_clara_fernandez-vara_p.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4901" title="Podcast, Clara Fern&amp;aacute;ndez-Vara: &quot;Performing Videogame Narratives in Space: Indexical Storytelling&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4901</id>
    
    <published>2012-02-10T19:07:40Z</published>
    <updated>2012-02-10T19:29:50Z</updated>
    
    <summary>Videogames are performance activities, like theatre, sports, rituals or dance. The presentation will draw comparisons and contrasts with theatre to understand how videogames can incorporate narratives as part of the performance: games give cues to the player, who has to...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><img src="http://cms.mit.edu/events/images/fernandez-vara.jpg" style="width:150px; float:left; border: 1px solid #000; margin: 0 15px 15px 0">Videogames are performance activities, like theatre, sports, rituals or dance. The presentation will draw comparisons and contrasts with theatre to understand how videogames can incorporate narratives as part of the performance: games give cues to the player, who has to figure out the script of the story. How can these cues contribute to the narrative of the game? Focusing on the design of the space, and how it provides opportunities for action, provides some of the answers. The novel concept of indexical storytelling describes a series of strategies that use environmental design to help the player form the narrative script of a game. The game gives indications to the player to interpret, carry out, or even react against. These strategies help understand how videogames tell stories, create narrative opportunities, and open up new avenues for innovation.</p>

<p>Clara Fern&aacute;ndez-Vara is a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. She is particularly interested in applying methods from textual analysis and performance studies to the study of video games and cross-media artifacts. Her work concentrates on adventure games, as well as the integration of stories in simulated environments through game play. Her goal as a researcher is to bridge disciplines - humanities and sciences, theory and practice - in  order to find ways to innovate and open new ground in video games studies and design.</p>

<p>Clara holds a Ph.D. in Digital Media from the Georgia Institute of Technology. She earned a BA in English Studies by the Universidad Aut&oacute;noma de Madrid, and was awarded a fellowship from La Caixa Foundation to pursue a Masters in Comparative Media Studies at MIT. Clara has presented her work at various international academic conferences, such as DiGRA (Digital Games Research Association), Foundations of Digital Games and Future Play. She has also been a speaker at the Game Developer's Conference, one of the main video game industry gatherings worldwide. She teaches courses on videogame theory and game writing at MIT, and has worked on two experimental adventure games as part of her research, Rosemary (2009), Symon (2010) and Stranded in Singapore (2011).</p>

<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-clara-fernandez-vara.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-clara-fernandez-vara.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, Otto Santa Anna: &quot;Contemporary Network Television News Reporting About Latinos: Successes, Failures, and a Range of Proposals to Correct Its Limitations&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/02/podcast_otto_santa_anna_contem.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4899" title="Podcast, Otto Santa Anna: &quot;Contemporary Network Television News Reporting About Latinos: Successes, Failures, and a Range of Proposals to Correct Its Limitations&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4899</id>
    
    <published>2012-02-09T14:56:04Z</published>
    <updated>2012-02-09T14:57:10Z</updated>
    
    <summary>Otto Santa Anna presents findings from his forthcoming book, Juan in a Hundred: Faces and Stories of Latinos on the Network News (Texas). In it he elaborates standard cognitive metaphor analysis (as is used for printed texts), blending cognitive science...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p>Otto Santa Anna presents findings from his forthcoming book, <em>Juan in a Hundred: Faces and Stories of Latinos on the Network News</em> (Texas). In it he elaborates standard cognitive metaphor analysis (as is used for printed texts), blending cognitive science with humanist scholarship, to attempt to capture the full semiotic range of televised reporting. His review of a full year of contemporary network news stories about Latinos reveals both the high production values and journalistic limitations of network reporting. This critical semiotic analysis offers an explanation about how news viewers construct partial understandings about Latinos from the news stories they watch. At the end of this talk he offers a range of recommendations, from modest to radical, to address these limitations.</p>

<p>Otto Santa Ana, UCLA Associate Professor, received his Ph.D. in Linguistics from University of Pennsylvania. Santa Ana's scholarship has focused on language that constructs social hierarchies, particularly how the mass media reinforce unjust inequity in their representations of Latinos. His first book, <em>Brown Tide Rising</em> (2002) offered a close study of newspapers. The American Political Science Association named it Book of the Year on Ethnic and Racial Political Ideology. Santa Ana has now extended his research to multi-modal mass media. His forthcoming book, <em>Juan in a Hundred: The Faces and Stories of Latinos on the Evening News</em>, (University of Texas Press) analyzes a year of network news imaging of Latinos. He maps out an explicit procedure by which news consumers build their understandings out of the multimodal stimuli of television news stories using recent cognitive science scholarship (Lakoff, Fauconnier) as well as humanist theories (Foucault, Calvin McGee, Barthes, Hadyen White) to explain how news viewers construct their skewed understandings about Latinos from the news stories they watch. Throughout the book, Santa Ana offers explicit suggestions to television news professionals.</p>

<p><a href="http://cms.mit.edu/podcasts/colloquia/cms-colloquium-2012-02-08-santa-ana.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/colloquia/cms-colloquium-2012-02-08-santa-ana.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Mashable asks if our postdoc&apos;s augmented reality book could be, well, the future of books</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/02/mashable_asks_if_our_postdocs.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4894" title="Mashable asks if our postdoc's augmented reality book could be, well, the future of books" />
    <id>tag:cms.mit.edu,2012:/news//1.4894</id>
    
    <published>2012-02-06T14:42:28Z</published>
    <updated>2012-02-06T14:46:35Z</updated>
    
    <summary>Thanks to Mashable to be the latest to report on CMS/WHS postdoc fellow Amaranth Borsuk&apos;s project &quot;Between Page and Screen&quot;, an augmented reality display of poetry floating above folio: The future of books may be here. Augmented reality book Between...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="inthepress" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p>Thanks to <a href="http://mashable.com/2012/02/03/augmented-reality-book-between-page-and-screen/">Mashable</a> to be the latest to report on CMS/WHS postdoc fellow Amaranth Borsuk's project "Between Page and Screen", an augmented reality display of poetry floating above folio:</p>

<blockquote><iframe width="550" height="307" src="http://www.youtube.com/embed/1s-JFxEmtpY?rel=0&wmode=opaque" frameborder="0" allowfullscreen></iframe></center></p>
<p>The future of books may be here. Augmented reality book Between Page and Screen is an innovative art project that seeks to renew the reading experience by combining the physicality of a printed book with the technology of Adobe Flash to create a virtual love story. </p>
<p>To see the technology in action, you simply lay the 44-page hardcover across a laptop with a webcam and words will suddenly appear, spin and rattle. Turn the page to experience the wordless book of poems and see the future of interactive reading. </p>

<p>Poet Amaranth Borsuk and developer Brad Bouse, creators of <a href="http://betweenpageandscreen.com/" target="_blank">Between Page and Screen,</a> started exploring augmented reality after seeing a business card developed with similar technology. A simple geometric pattern on the card once held up to a camera would turn up the card owner&#8217;s face.</p>

<p>Borsuk, whose background is in book art and writing, and Bouse, developing his own startup, were mesmerized by the technology. The married duo combined their separate love of writing and technology to create this augmented reality art project that would explore the relationship between handmade books and digital spaces. </p></blockquote>

<p>Read more...</p>

<p><a href="http://mashable.com/2012/02/03/augmented-reality-book-between-page-and-screen/">"Can Augmented Reality Save the Printed Page?"</a> -- Mashable</p>]]>
        
    </content>
</entry>

<entry>
    <title>Podcast, Jeremy Douglass: &quot;Visualizing Play: Graphic Approaches to Game Analysis and Innovation&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/02/podcast_jeremy_douglass_visual.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4893" title="Podcast, Jeremy Douglass: &quot;Visualizing Play: Graphic Approaches to Game Analysis and Innovation&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4893</id>
    
    <published>2012-02-03T21:04:23Z</published>
    <updated>2012-02-03T21:05:46Z</updated>
    
    <summary>Visualizing games and gameplay reveals both startling complexity...and stunning simplicity. This talk discusses many applications of information visualization to games: for theory, historical research, design, development, and creative art practice. Considering examples from across decades of video games (from blockbusters...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="events" />
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><img src="http://cms.mit.edu/events/images/jdouglass.jpg" style="float: left; margin: 0 10px 10px 0; border: 1px solid #000">Visualizing games and gameplay reveals both startling complexity...and stunning simplicity. This talk discusses many applications of information visualization to games: for theory, historical research, design, development, and creative art practice. Considering examples from across decades of video games (from blockbusters to art house experiments) reveals that most games are already information visualizations of a few particular kinds, and can be further transformed in ways that reveal the original through new eyes, suggesting new forms of play.</p>

<p>Jeremy Douglass is a researcher in games and playable media, electronic literature, and the art and science of data mining and information visualization. He is active in the Software Studies and Critical Code Studies research communities, which study software society and the cultural meaning of computer source code. Douglass is a founding member of Playpower, a MacArthur/HASTAC funded digital media and learning initiative to use ultra-affordable 8-bit game systems as a global education platform, and a participant in an NSF grant exploring creative user behavior in virtual worlds. His recording room for gameplay research includes systems spanning over three decades. The Atari 2600 has wood veneer; the PS3 does not.</p>

<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-jeremy-douglass.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-jeremy-douglass.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, T.L. Taylor: &quot;Professional Play and the E-sports Industry&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/podcast_tl_taylor_professional.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4887" title="Podcast, T.L. Taylor: &quot;Professional Play and the E-sports Industry&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4887</id>
    
    <published>2012-01-30T19:48:12Z</published>
    <updated>2012-01-30T19:49:51Z</updated>
    
    <summary>The rise of e-sports signals a development in computer gaming well worth paying attention to. Not only are we witnessing the emergence and refinement of elite play in formalized competitive environments, but the growth of an industry around it --...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><img src="http://cms.mit.edu/events/images/taylor.jpg" style="width:150px; margin: 0 10px 10px 0; float: left; border: 1px solid #000">The rise of e-sports signals a development in computer gaming well worth paying attention to. Not only are we witnessing the emergence and refinement of elite play in formalized competitive environments, but the growth of an industry around it -- complete with team owners, league organizers, broadcasters, and corporate sponsors. Based on extensive qualitative research, this talk will explore the nature of professional computer game play as embodied, technical, and social practice. It will then situate these player performances within a broader context of various institutional actors that are also shaping how high-end competition is developing. In particular, it will look at issues around the ownership of e-sports playing fields, and the status of player action within them.</p>

<p>T.L. Taylor is Associate Professor in the Center for Computer Games Research at the IT University of Copenhagen. She has been working in the field of internet and multi-user studies for over fifteen years and has published on topics such as play and experience in online worlds, values in design, intellectual property, co-creative practices, game software modification, avatars and online embodiment, gender and gaming, pervasive gaming, and e-sports. As a qualitative sociologist, her research looks at the socio-cultural aspects of network life and play. Her book <em>Play Between Worlds: Exploring Online Game Culture</em> (MIT Press, 2006) presented an ethnographic study of a popular massively multiplayer online game and her new book, <em>Raising the Stakes: E-sports and the Professionalization of Computer Gaming</em> (MIT Press, forthcoming March 2012) will be the first published scholarly monograph looking extensively at the rising phenomenon of high-end competitive computer game play. She is also a co-author (along with Tom Boellstorff, Bonnie Nardi, and Celia Pearce) on the soon to be published <em>Ethnography and Virtual Worlds: A Handbook of Method</em> (Princeton University Press, forthcoming summer 2012). Her website (including copies of many of her articles) can be found at <a href="http://tltaylor.com">tltaylor.com</a>.</p>

<p><a href="http://cms.mit.edu/podcasts/insights/cmsinsights-tl-taylor.mp3">Download!</a><br />
</p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cmsinsights-tl-taylor.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, Jessica Hammer: &quot;What Games Mean (And How They Mean It)&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/podcast_jessica_hammer_what_ga.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4886" title="Podcast, Jessica Hammer: &quot;What Games Mean (And How They Mean It)&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4886</id>
    
    <published>2012-01-25T21:45:25Z</published>
    <updated>2012-01-25T21:46:26Z</updated>
    
    <summary>Games are increasingly seen as a way to address human needs, from the intimate work of maintaining social relationships to the pragmatic benefits of games for learning, health, and social change. If we hope to design games that address these...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="events" />
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><img src="http://cms.mit.edu/events/images/hammer.jpg" style="width:150px; float:left; border: 1px solid #000; margin: 0 10px 10px 0">Games are increasingly seen as a way to address human needs, from the intimate work of maintaining social relationships to the pragmatic benefits of games for learning, health, and social change. If we hope to design games that address these needs, we must understand how people create meaning with, through, and around games. How do specific game design decisions impact the way players think, feel, and behave? What kinds of imaginative and social affordances can games provide players? And what kinds of problems are most appropriate to solve with games in the first place? This talk explores the complex interaction between game design, user experience, and real-world problems through the lens of game-based research projects on discrimination, smoking, and history.</p>

<p>Jessica Hammer is a Mellon Interdisciplinary Graduate Research Fellow at Columbia University, a founding member of the Teachers College EGGPLANT game research laboratory and a member of the Creativity Research Group.  She is the lead designer and researcher for the Advance game project, on which she is writing her dissertation.  Her larger research interests include stories, games, communities, gender, creativity and learning.  She also developed the game design course sequence for the Communications, Computing and Technology program at Teachers College Columbia University.  Before joining the department, Jessica worked as a writer, consultant and game designer with an emphasis on serious games and social software.  She has taught at NYU's Interactive Telecommunications Program, consulted for both academic and business clients, and worked at noted New York game company Gamelab.  She received a masters degree in interactive telecommunications from NYU and her BA in computer science from Harvard University.  In her free time, she runs an experimental storytelling group in New York City.</p>

<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-jessica-hammer.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-jessica-hammer.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, Konstantin Mitgutsch: &quot;Purposeful Games: Research &amp; Design&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/podcast_konstantin_mitgutsch_p.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4883" title="Podcast, Konstantin Mitgutsch: &quot;Purposeful Games: Research &amp; Design&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4883</id>
    
    <published>2012-01-24T19:11:54Z</published>
    <updated>2012-01-24T19:13:53Z</updated>
    
    <summary>In the last few years a new trend of designing video games intended to fulfill a serious purpose through impacting the players in real life contexts has emerged. These games claim to raise awareness about social and political issues such...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="events" />
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><img src="http://cms.mit.edu/events/images/kmitgutsch.jpg" style="float:left; margin: 0 10px 10px 0; border: 1px solid #000">In the last few years a new trend of designing video games intended to fulfill a serious purpose through impacting the players in real life contexts has emerged. These games claim to raise awareness about social and political issues such as inequity, injustice, poverty, racism, sexism, exploitation, and oppression. Their intent is to reach a specific purpose beyond pure entertainment. But what are the specific attributes of purposeful games and how can they be researched? Which game design challenges arise and how are they addressed? How do players make meaning of their game play experiences in general? And what is the future of purposeful games research?</p>

<p>In this talk three perspectives of Mitgutsch's recent research on purposeful games are outlined: To begin, insights from a recent study on meaningful experiences in players' lives are examined and the research method of playographies is discussed. In the second part, a research-based game design project on subversive game design and recursive learning is presented and the background of the game Afterland is highlighted. Finally, the narrative of serious games and the design of purposeful games are discussed. On this basis, recent research results will be explored and future challenges for game design and purposeful games research will be outlined.</p>

<p>Dr. Konstantin Mitgutsch is a post-doctoral researcher at the Singapore-MIT GAMBIT Game Lab and a Visiting Professor at the University of Vienna. In 2010 he was a Max Kade Fellow at the Education Arcade at the Program of Comparative Media Studies at MIT. He worked at the University of Vienna for several years and published books in the field of game studies and education. Since 2007 he organizes and chairs the annual Vienna Games Conference FROG and is on the expert council of the Pan European Game Information (PEGI).</p>

<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-konstantin-mitgutsch.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-konstantin-mitgutsch.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, Anne Balsamo: &quot;Designing Culture: The Technological Imagination at Work&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/podcast_anne_balsamo_designing.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4882" title="Podcast, Anne Balsamo: &quot;Designing Culture: The Technological Imagination at Work&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4882</id>
    
    <published>2012-01-23T14:15:19Z</published>
    <updated>2012-01-23T14:16:41Z</updated>
    
    <summary>In her transmedia project, Designing Culture, Anne Balsamo investigates the way in which culture influences the process of technological innovation. Drawing on her experiences working as part of collaborative research-design teams that combine art/science/design/engineering, she will describe her new research...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><img src="http://cms.mit.edu/events/images/balsamo.jpg" style="float:left; width:150px; margin:0 10px 10px 0; border:1px gray solid">In her transmedia project, <em>Designing Culture</em>, Anne Balsamo investigates the way in which culture influences the process of technological innovation. Drawing on her experiences working as part of collaborative research-design teams that combine art/science/design/engineering, she will describe her new research on public interactives and the infrastructures of public intimacy.</p>

<p>Anne Balsamo's work focuses on the relationship between the culture and technology. This focus informs her practice as a scholar, researcher, new media designer and entrepreneur. She is currently a Professor of Interactive Media in the School of Cinematic Arts, and of Communication in the Annenberg School for Communication & Journalism. From 2004-2007, she served as the Director of the Institute for Multimedia Literacy.</p>

<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-anne-balsamo.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-anne-balsamo.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Education Arcade Uses Online Gaming to Teach Science</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/education_arcade_uses_online_g.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4879" title="Education Arcade Uses Online Gaming to Teach Science" />
    <id>tag:cms.mit.edu,2012:/news//1.4879</id>
    
    <published>2012-01-17T16:21:35Z</published>
    <updated>2012-01-17T16:24:43Z</updated>
    
    <summary>From The Education Arcade and the MIT News Office... For Immediate Release: 1/17/12 contact: Eric Klopfer email: klopfer@mit.edu phone: 617-253-2025 contact: Caroline McCall, MIT News Office email: cmccall5@mit.edu phone: 617-253-1682 CAMBRIDGE, Mass. - With a new $3 million grant from...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="announcements" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p>From The Education Arcade and the MIT News Office...</p>

<blockquote>
<strong>For Immediate Release:</strong> 1/17/12
<strong>contact:</strong> Eric Klopfer
<strong>email:</strong> klopfer@mit.edu phone: 617-253-2025
<strong>contact:</strong> Caroline McCall, MIT News Office
<strong>email:</strong> cmccall5@mit.edu phone: 617-253-1682

<p>CAMBRIDGE, Mass. - With a new $3 million grant from the Bill & Melinda Gates Foundation, the MIT Education Arcade is about to design, build, and research a massively multiplayer online game (MMOG) to help high school students learn math and biology.</p>

<p>In contrast to the way that Science, Technology, Engineering and Math (STEM) are currently taught in secondary schools - which often results in students becoming disengaged and disinterested in the subjects at an early age - educational games like the one to be developed give students the chance to explore STEM topics in a way that deepens their knowledge while also developing 21st-century skills.</p>

<p>As director of the Education Arcade and the Scheller Teacher Education Program, Professor Eric Klopfer has been conducting research into such educational gaming tools for over ten years.  He is the creator of StarLogo TNG, a platform for helping kids create 3D simulations and games using a graphical programming language, as well as several mobile game platforms including location-based Augmented Reality games and ubiquitous casual games. </p>

<p>According to Klopfer, the game to be developed under this grant will be designed as a Massively Multiplayer Online Game (MMOG), a genre of online games in which many players' avatars can interact and cooperate or compete directly in the same virtual world. "This genre of games is uniquely suited to teaching the nature of science inquiry," he says, "because they provide collaborative, self-directed learning situations. Players take on the roles of scientists, engineers and mathematicians to explore and explain a robust virtual world."</p>

<p>The game will be designed to align with the Common Core standards in mathematics and Next Generation Science Standards for high school students and will use innovative task-based assessment strategies embedded into the game, which provide unique opportunities for players to display mastery of the relevant topics and skills. This task-based assessment strategy will also provide teachers with targeted data that allows them to track the students' progress and provide valuable just-in-time feedback.</p>

<p>Klopfer's team will be working closely with Filament Games, a Wisconsin-based games production studio as the project's primary software developers. A small number of Boston-area teachers and students will take part in a pilot phase of the project in the spring of 2012 using a prototype of the game.  By the end of the three-year project, the game is expected to have 10,000 users nationwide.<br />
</blockquote></p>]]>
        
    </content>
</entry>

<entry>
    <title>GAMBIT game is winner in Independent Games Festival student showcase</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/gambit_game_is_winner_in_indep.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4877" title="GAMBIT game is winner in Independent Games Festival student showcase" />
    <id>tag:cms.mit.edu,2012:/news//1.4877</id>
    
    <published>2012-01-13T17:56:38Z</published>
    <updated>2012-01-13T18:07:10Z</updated>
    
    <summary>&quot;The Snowfield&quot;, a game developed at our Singapore-MIT GAMBIT Game Lab last summer to explore making narrative games without complex artificial intelligence, has been announced as one of eight winners of the student showcase at the Independent Games Festival. In...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="accomplishments" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><a href="http://cms.mit.edu/news/assets_c/2012/01/snowfield5-3303.php" onclick="window.open('http://cms.mit.edu/news/assets_c/2012/01/snowfield5-3303.php','popup','width=800,height=600,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://cms.mit.edu/news/assets_c/2012/01/snowfield5-thumb-250x187-3303.jpg" width="250" height="187" alt="snowfield5.jpg" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /></a><a href="http://gambit.mit.edu/loadgame/snowfield.php">"The Snowfield"</a>, a game developed at our Singapore-MIT GAMBIT Game Lab last summer to explore making narrative games without complex artificial intelligence, has been announced as one of eight winners of the student showcase at the Independent Games Festival.</p>

<blockquote>In total, this year's Student Competition took in <a href="http://www.igf.com/php-bin/entries2012_student.php">nearly 300 game entries</a> across all platforms -- PC, console and mobile -- from a wide diversity of the world's most prestigious universities and games programs making the Student IGF one of the world's largest showcases of student talent.>

<p>All of the Student Showcase winners announced today will be playable on the Expo show floor at the <a href="http://www.gdconf.com">26th Game Developers Conference</a>, to be held in San Francisco starting March 5th, 2012. Each team will receive a $500 prize for being selected into the Showcase, and are finalists for an additional $3,000 prize for Best Student Game, to be revealed during the Independent Games Festival Awards on March 7th.</p>

<p>The full list of Student Showcase winners for the 2012 Independent Games Festival, along with 'honorable mentions' to those top-quality games that didn't quite make it to finalist status, are as follows:</p>

<p>                           <ul><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=798">The Bridge</a></em> (Case Western Reserve University)</li><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=743">Dust</a></em> (Art Institute of Phoenix)</li><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=258">The Floor Is Jelly</a></em> (Kansas City Art Institute)</li><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=702">Nous</a></em> (DigiPen Institute of Technology) </li><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=93">One and One Story</a></em> (Liceo Scientifico G.B. Morgagni)</li><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=787">Pixi</a></em> (DigiPen Institute of Technology - Singapore)</li><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=653">The Snowfield</a></em> (Singapore-MIT GAMBIT Game Lab)</li><br />
	<li><em><a href="http://www.igf.com/php-bin/entry2012.php?id=786">Way</a></em> (Carnegie Mellon University, Entertainment Technology Center) </li><br />
</ul><br />
</blockquote><br />
<a href="http://igf.com/2012/01/2012_independent_games_festiva_5.html"><br />
"2012 Independent Games Festival Announces Student Showcase Winners"</a> -- IGF.com</p>]]>
        
    </content>
</entry>

<entry>
    <title>Audio: &quot;Occupy Wall Street after Zuccotti Park,&quot; an Interview with Sasha Costanza-Chock</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/audio_occupy_wall_street_after.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4876" title="Audio: &quot;Occupy Wall Street after Zuccotti Park,&quot; an Interview with Sasha Costanza-Chock" />
    <id>tag:cms.mit.edu,2012:/news//1.4876</id>
    
    <published>2012-01-13T17:41:49Z</published>
    <updated>2012-01-13T17:49:19Z</updated>
    
    <summary>Back in November, Associate Professor of Civic Media Sasha Costanza-Chock spoke with NPR&apos;s Brook Gladstone about what comes next for the Occupy movement (image and link courtesy of shass.mit.edu and NPR&apos;s On the Media): Download!...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="mediaappearances" />
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p>Back in November, Associate Professor of Civic Media Sasha Costanza-Chock <a href="http://www.onthemedia.org/2011/nov/18/ows-communications/">spoke with NPR's Brook Gladstone</a> about what comes next for the Occupy movement (image and link courtesy of <a href="http://shass.mit.edu/multimedia/multimedia-2012-sasha-constanza-chock-occupy-wall-street-after-zuccotti-park">shass.mit.edu</a> and NPR's On the Media):</p>

<p><img width="585" height="380" alt="" src="http://shass.mit.edu/files/shass/cimg/multimedia/2012/585_bicycle-and-flag.jpg" /></p>

<p><a href="http://cms.mit.edu/podcasts/otm111811a.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/otm111811a.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, Heather Hendershot: &quot;Before Fox News: Right-Wing Broadcasting, Cold War America, and the Conservative Movement&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/podcast_heather_hendershot_bef.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4874" title="Podcast, Heather Hendershot: &quot;Before Fox News: Right-Wing Broadcasting, Cold War America, and the Conservative Movement&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4874</id>
    
    <published>2012-01-12T15:19:09Z</published>
    <updated>2012-01-12T15:34:38Z</updated>
    
    <summary>In the Cold War years, there was a tremendous surge in right-wing broadcasting in America. Hendershot explains how radio and TV extremists feigned a &quot;balanced&quot; presentation of their ideas in the 1950s; in the 60s, those same broadcasters switched to...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><img src="http://cms.mit.edu/events/images/hendershot.jpg" style="float:left; width:150px; margin:0 10px 10px 0; border:1px gray solid">In the Cold War years, there was a tremendous surge in right-wing broadcasting in America. Hendershot explains how radio and TV extremists feigned a "balanced" presentation of their ideas in the 1950s; in the 60s, those same broadcasters switched to an overtly right-wing line. Ultraconservative broadcasting was eventually shut down by the IRS, citizen activists, and the FCC. The Fairness Doctrine was the most powerful tool used against the extremists, and, thus, right-wing broadcasting was reborn when Reagan suspended the doctrine in 1987, enabling the rise of Rush Limbaugh, and Fox News shortly thereafter. Hendershot's work thus provides useful context for understanding not only the history of the conservative movement but also the contemporary landscape.</p>

<p>Heather Hendershot's research centers on regulation, censorship, FCC policy, and conservative media and political movements.  She is the editor of Nickelodeon Nation: The History, Politics and Economics of America's Only TV Channel for Kids and the author of Saturday Morning Censors: Television Regulation before the V-Chip, Shaking the World for Jesus: Media and Conservative Evangelical Culture, and What's Fair on the Air? Cold War Right-Wing Broadcasting and the Public Interest. She is also editor of Cinema Journal, the official publication of the Society for Cinema and Media Studies.</p>

<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-heather-hendershot.mp3">Download!</a></p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-heather-hendershot.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, John Hartley: &quot;Creative Industries, Micro-productivity and Social Learning: A Cultural Science Approach to Cultural and Media Studies&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/podcast_john_hartley_creative.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4869" title="Podcast, John Hartley: &quot;Creative Industries, Micro-productivity and Social Learning: A Cultural Science Approach to Cultural and Media Studies&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4869</id>
    
    <published>2012-01-03T17:57:00Z</published>
    <updated>2012-01-03T17:58:37Z</updated>
    
    <summary>Download! &quot;To have great poets, there must be great audiences too.&quot; (Walt Whitman) This paper outlines recent developments in the field of cultural and media studies, including an account of changes in the economy, culture and technology, and consequent initiatives...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-john-hartley.mp3">Download!</a></p>

<p><img src="http://cms.mit.edu/events/images/hartley.jpg" style="float:left; margin: 0 10px 10px 0; border:1px solid gray;">"To have great poets, there must be great audiences too." (Walt Whitman)</p>

<p>This paper outlines recent developments in the field of cultural and media studies, including an account of changes in the economy, culture and technology, and consequent initiatives in educational provision for the creative industries. It goes on to outline the case for a new approach to the media and culture, based on evolutionary and complexity studies, in which the comparative media environment is recast in terms of 'micro-productivity' (user-created content) and 'social learning' (networked knowledge).</p>

<p>John Hartley is an educator, author, researcher and commentator on the history and cultural impact of television, journalism, popular media and creative industries.</p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-john-hartley.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, Philip Napoli: &quot;Social Media, Television, and the Evolution of the &apos;Institutionally Effective&apos; Audience&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2012/01/podcast_philip_napoli_social_m.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4868" title="Podcast, Philip Napoli: &quot;Social Media, Television, and the Evolution of the 'Institutionally Effective' Audience&quot;" />
    <id>tag:cms.mit.edu,2012:/news//1.4868</id>
    
    <published>2012-01-03T17:28:01Z</published>
    <updated>2012-01-03T18:03:45Z</updated>
    
    <summary>Download! The relationship between the media industries and their audiences is in the midst of a period of profound change. A key aspect of this transition is that traditional exposure-based conceptualizations of the audience are being challenged by conceptualizations that...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><a href="http://cms.mit.edu/podcasts/insights/cminsights-philip-napoli.mp3">Download!</a></p>

<p><img src="http://cms.mit.edu/events/images/napoli.jpg" style="float:left; margin: 0 10px 10px 0; border:1px solid gray;">The relationship between the media industries and their audiences is in the midst of a period of profound change.  A key aspect of this transition is that traditional exposure-based conceptualizations of the audience are being challenged by conceptualizations that rely primarily on social media data and that are oriented around constructs such as appreciation, engagement, and emotional involvement.  This presentation presents ongoing research that examines the institutional factors that are enabling and inhibiting this transition in the television industry, as well as the implications of this transition for audience representation and cultural production.</p>

<p>Philip Napoli is Professor and the Area Chair in the Communication and Media Management area of Fordham University's Schools of Business. His research focuses on media institutions and media policy.</p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cminsights-philip-napoli.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

<entry>
    <title>Podcast, Ian Bogost: &quot;The Cartoonist and the Whaler: Notes on the Future of Journalism and Other Media&quot;</title>
    <link rel="alternate" type="text/html" href="http://cms.mit.edu/news/2011/12/podcast_ian_bogost_the_cartoon.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=1/entry_id=4863" title="Podcast, Ian Bogost: &quot;The Cartoonist and the Whaler: Notes on the Future of Journalism and Other Media&quot;" />
    <id>tag:cms.mit.edu,2011:/news//1.4863</id>
    
    <published>2011-12-16T21:02:52Z</published>
    <updated>2012-01-03T18:44:04Z</updated>
    
    <summary>Download a recording of this event. A &quot;newsgame&quot; is a videogame that does journalism. Drawing from five years of commercial development and academic research on this new approach, this talk summarizes the principles of newsgames and then offers two related...</summary>
    <author>
        <name>Andrew Whitacre</name>
        <uri>http://cms.mit.edu</uri>
    </author>
    
        <category term="podcast" />
    
    <content type="html" xml:lang="en" xml:base="http://cms.mit.edu/news/">
        <![CDATA[<p><a href="http://cms.mit.edu/podcasts/insights/cmsinsights-ian-bogost.mp3">Download</a> a recording of this event.</p>

<p><img src="http://cms.mit.edu/events/images/bogost.jpg" style="float:left; width:150px; border:1px solid gray; margin: 0 10px 10px 0">A "newsgame" is a videogame that does journalism. Drawing from five years of commercial development and academic research on this new approach, this talk summarizes the principles of newsgames and then offers two related but conflicting perspectives on its role in the future of newsmaking, framed by general thoughts on the challenges of designing and understanding contemporary media.</p>

<p>Ian Bogost, Professor of Digital Media at Georgia Tech, is a designer, philosopher, critic, and researcher who focuses on computational media--videogames in particular. He is also an author and an entrepreneur. He is also a Founding Partner at Persuasive Games and a Board Member at Open Texture (an educational publisher).</p>]]>
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-podcast" style="display: inline;"><embed src="http://cms.mit.edu/MT/mt-static/plugins/Podcast/mp3player.swf" width="320" height="20" allowfullscreen="true" allowscriptaccess="always" flashvars="&file=http://cms.mit.edu/podcasts/insights/cmsinsights-ian-bogost.mp3&height=20&width=320" /></span></p>]]>
    </content>
</entry>

</feed> 
