A long lifetime of developing electronic consumer products has taken Ralph Baer from vacuum tube through microprocessor designs.
Gamasutra “Postmortem: Singapore-MIT GAMBIT’s CarneyVale: Showtime”
In this Gamasutra-exclusive postmortem, GAMBIT’s creators of IGF Grand Prize finalist and XNA Community Games standout CarneyVale: Showtime discuss what went right and wrong during its creation.
Designing Serious Video Games for Autism Research and Therapy
My research group is answering this challenge by embedding experiments in a video game which we use to study autism.
Matthew Weise: “Press the ‘Action’ Button, Snake! The Art of Self-Reference in Video Games”
“It is useful to think about the boundary between player and fiction as an elastic membrane—a threshold—rather than a wall.”
Singapore-MIT GAMBIT Game Lab wins Microsoft 2008 Dream-Build-Play Competition
The winning game, “CarneyVale: Showtime,” was developed by a team of seven Singaporean students working in the Singapore office of the international game lab. The prize includes $40,000 and consideration for publication on the Microsoft XBox LIVE service.
Education Arcade’s “Hi-Tech Who Done It!” in the MIT Technology Review
Part of a research project called the Education Arcade that aims to make computer and video games a valuable component of teaching.
Henry Jenkins in “What’s Wrong with Studying Video Games?”
Matt Peckham calls out the National Review for overlooking the groundbreaking work done in games studies, rather than just game-making itself.








