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SMU's Guildhall Collaborates On Dating Violence Avoidance Simulator [07.03.08]

Video game development university The Guildhall at SMU has announced a collaboration with Dedman College’s psychology department to create a program to help women practice strategies for averting sexual assault in "a controlled situation that is safe, yet feels realistic."

Verizon Rewards $1M Grant For ‘Gaming For Learning’ Project [07.01.08]

The Verizon Foundation has provided a $1 million grant to the American Library Association (ALA) for a project aiming to track and measure gaming’s impact on problem-solving and literacy skills, building a model for library gaming that can be deployed nationally.

Icarus, ARI Partner For 3DI Learning Environments [06.25.08]

3D virtual worlds creator Icarus Studios and education/training services provider American Research Institute have collaborated to form PowerU, a learning platform incorporating 3DI (three-dimensional immersive) learning environments to help organizations improve their workforce development.

Feature: 'Persuasive Games: Performative Play' [06.25.08]

Most games let you change things on screen. But how about the real world? In this intriguing piece, writer/designer Ian Bogost looks at Pain Station, World Without Oil, and an RPG piggy bank to explore games that affect our everyday lives directly.

Game Developer June/July Issue Showcases Final Fantasy's WiiWare Debut [06.09.08]

The June/July 2008 issue of Game Developer magazine is now available to subscribers, revealing an exclusive postmortem of Square Enix's Final Fantasy Crystal Chronicles: My Life as a King for WiiWare, analysis of 3D brawlers and free-to-play MMOS, and more - details within.

In-Depth: Justice O'Connor On How Games Can Address Corrupt Courts [06.05.08]

Following its initial report, Gamasutra has full details of retired Supreme Court Justice Sandra Day O’Connor's speech on her Our Courts game, intriguingly planned to educate students on government and civic involvement, as well as the role of the judiciary.

2007 Serious Games Summit GDC: Jane McGonigal On ilovebees, ARGs [04.03.07]

This latest Serious Games Source feature covers a keynote by alternate reality game creator Jane McGonigal presented during the recent 2007 Serious Games Summit, during which she stated “I design games from the future,” and offered insight into the creation of Halo 2 ARG ilovebees.

Serious Game Engine Shootout [02.22.07]

In the march up to the Serious Games Shootout panel to take place in March during the Serious Games Summit in San Francisco, writer Richard Carey presents a comparative analysis of several prominent engines currently used for developing serious games, as well as quotes from the companies behind the technologies.

Playing with Fire: Enemy Dolls [02.16.07]

In this latest Playing with Fire feature, Powerful Robot Games' Gonzalo Frasca offers his unique insight into the perception of conflict in games, as well as in other media, and notes how looking at events through the eyes of the opposition could lead to better understanding.

  • Exergaming Goes Mainstream [02.08.07] In this latest Serious Games Source feature, Erin Hoffman discusses the current state of exergaming, and examines Dr. Ernie Medina's XRtainment Zone, which offers fun and healthy alternatives to traditional exercise regimes for both children and adults alike.
  • Persuasive Games: The Missing Social Rituals of Exergames [02.01.07] In this latest Persuasive Games feature, Ian Bogost examines the potential contributions to fitness by the Nintendo Wii, and offers insight into why social interaction is a necessary component to exergaming.
  • Serious Games Summit DC 2006: Building Better Budget Games [01.25.07] In our continuing coverage from the recent Serious Games Summit DC 2006, Serious Games Source features coverage from a presentation concerning the need for better budget games that both educate and inform.
  • Playing with Fire: When Advergaming Backfires [01.17.07] In this latest Playing with Fire feature, Powerful Robot Games' Gonzalo Frasca discusses Intel's recently released web-based advergame, The Intel IT Manager Game, and how a "cultural bug" resulted in the game's prompt removal and change.