Category: videogames
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Tea Kettles and Tanuki: How the Large-Testicled Raccoon Dog Bunbuku Chagama Became a Folktale Hero + Game Idea
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in buddhism, comparative literature, Confucianism, dramaturgy, east asia, east asian studies, fable, fairytale, fan studies, folklore, folkloresque, folklorist, game based learning, game Ideas, game studies, gaming, horror, japan, japanese cinema, japanese folklore, japanese language, japanese literature, japanese mythology, japanese video games, kojiki, literary fiction, literary nonfiction, literature, Ludology, material culture, narrative design, Narratology, popular culture, Popular Culture Studies, shinto, spiritual, spirituality, Story time, storytelling, the university of missouri, Thought Provoking, user research, videogames, virtual reality, writing, yokaiAs the tea kettle began to boil, a strange sensation overcame the old man. The water within the kettle began to bubble and swirl, and suddenly, it transformed into a creature unlike any he had ever seen before. It was a Tanuki, a magical creature from Japanese folklore, and it had taken the form of…
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The Mysteries of Kangawoolf with Folklorist and Zoologist Ani Drina
Ani Drina is a multifaceted scholar whose work delves into the intersection of folklore, ecology, and cross-cultural studies. Her expertise in kangaroo lore and legends has earned her recognition as one of the foremost authorities on the subject. In our interview, she shares insights into the Kangawoolf, a mysterious creature that has fascinated and terrorized…
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Review, Seven Levers for Social Change through Games: From Settlers of Catan to Autonomía Zapatista. Issue 17 of Game Environments Journal
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Ready to change the game? Look no further than ‘Seven Levers for Social Change through Games’! This thought-provoking article by Cati Hernández, Noemí Blanch, Pablo Garaizar, and Emiliano Labrador offers a fresh perspective on the potential of games to promote critical reflection, empathy-building, and collaborative action for social justice. From Settlers of Catan to Autonomía…
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The Widow’s Call and the Toad: An Interactive Fiction Southern Gothic
Hailed as a journey through grief, isolation, and the human experience, The Widow’s Call and the Toad is a choose-your-own-adventure in which you’re actions drive a plot that challenges you to tease out the mysteries of your haunting experience and assemble clues with the help of Toad, the boy next door who until now has…
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How I’m adapting Jacques Ranciere’s “The Ignorant Schoolmaster“ into the Curriculum.
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in asian studies, augmented reality, east asia, east asian studies, education, English, game based learning, game studies, gaming, instructional design, interactive fiction, japan, japanese language, japanese literature, Kansas City, narrative design, Narratology, philosophy, reading, serious games, user research, videogames, virtual realityRanciere’s “The Ignorant Schoolmaster” (1987) is a seminal work in the field of education and has been widely discussed and debated within the realm of game studies. The book presents a unique approach to teaching and learning, in which the teacher is seen as an “ignorant schoolmaster” who is able to lead their students to…
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A Reader Responds to Persona 5: Gaming as a Rite and Site of Passage (New Series on Meta-Psychology, Social Cognition, and Individuation)
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in Academia, artificial intelligence, artificual intelligence, asian studies, augmented reality, comparative literature, Culture, digital communities, east asian studies, fairytale, festival, film studies, folklore, folkloresque, folklorist, game based learning, game studies, gaming, Graduate Research, graduate school, instructional design, interactive fiction, japanese cinema, japanese video games, japanese videogames, jrpg, literary fiction, Ludology, media studies, narrative design, psychology, religious studies, spiritual, spirituality, storytelling, stream-of-consciousness, user research, videogames, virtual realityIn Persona 5, the main characters are a group of high school students who discover that they possess the power to enter a parallel world called the “Metaverse,” where they can confront and overcome the distorted desires of adults. Through their experiences in the Metaverse, the characters undergo a process of individuation, which is the…