videogames

24 Apr

Barton makes the headlines

in documentary, videogames

I thought you might get a kick out of reading an article in the St Cloud Times today: SCSU professor takes video games to new level. It's on the front page of today's paper, above the fold, and very prominent!

I want to thank David Unze, Jason Wachter, and the St. Cloud Times for this coverage of some very exciting videogame-related projects I'm working on with Bill Loguidice and Lux Digital Pictures.

25 Jan

Vintage Games - New Book on History of Gaming

in fun stuff, history, videogames

I was pretty happy last week to finally get my advance copy of our new book, Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time. This is a collaboration with my long-term colleague and good friend Bill Loguidice, an avid collector and co-founder of Armchair Arcade (i.e., we go way back).

27 Mar

Your Thoughts on a CCCC Videogame SIG

in cccc, sig, videogames, wii

I'm part of the gaming sig that's meeting on Tuesday night (not the "serious games" one meeting the night after). I've been talking to my colleagues, Scott Reed and Wendi Jewell about the possibilities. I'm in favor of trying to get some actual games up for people to play; Scott has volunteered his Wii for the SIG, and I think that'll be lots of fun. Of course, you've probably heard that internet access will probably be lacking at the C's this year, so I'm not sure if it'll be possible to show WOW or Second Life except as boring PowerPoint slides.

20 Oct

CFP: Composition, Literacy, and Video Gaming [Computers and Composition Online]

in cfp, composition, computer games, gaming, Literacy, videogames

Computers and Composition Online will publish a special issue on the intersections between composition, literacy, and computer/video gaming as a companion to the Fall 2008 special print issue of Computers and Composition, "Reading Games: Composition, Literacy, and Video Gaming." These issues will explore the social, historical, cultural, and pedagogical implications of computer/video games on literacies and the writing classroom.