The video game community on Twitch has taken a massive interest in chess. The young, irreverent gamers and the ancient world of chess are both transforming as their cultures collide.
We live in the time of the ‘quantified self’. This means we’re constantly under pressure to use technology to ‘optimise’ ourselves, and may be why many people view gaming as a ‘waste of time’.
Somewhere between the early Buddhist times and today, worries about game addiction have given way to scientific understanding of the benefits of play, rather than its detriments.
Faced with local planning changes like infill development people often fear they could lose the neighbourhood they love. But serious games are proving effective in giving locals a say in their future.
Melbourne has its first playable art tram – a 32.5-metre-long musical score played via augmented reality. So what’s the idea of playable trams and playable cities really about?
Games have come a long way since their genesis in the 1970s. Today, games designers consult with ecologists and other experts to create worlds that feel alive and real.
In the ‘World Climate’ simulation, people play delegates to UN climate negotiations and work to strike an agreement that meets global climate goals. Playing it has made thousands want to take action.
The epic online game Fortnite was released a year ago and has attracted millions of fans (and detractors). So how has this game made such an enormous impact?