Date(s) - Tuesday October 24
5:00 pm - 6:00 pm
TCU Campus Store, Rooms 208 & 209
Can games be studied as constructs, objects, or spaces of creative research? Games can function as simulations, models, arguments, social/political statements, and creative collaboratories. The vast abilities of this format open the door for engagement in creative problem solving, social scholarship & communication, and immersive learning. The subversive and interactive qualities of this format also allow for a maker to critically engage with a player and question the notion of empathy, outcome, ethics, and true freedom of choice (if such a thing can exist within a game).
Prior to attending this conversation, I encourage you to ask yourself “what is a game?” Write this definition down, and revisit it after you leave the session. Does a game need to be “fun”to be “successful”? How can these metrics of social communication or success be measured within or around an existing set of rules for a game? These issues are central to the conversation surrounding our interaction and changes through the artifice of game v. player or player v. game.
I plan to engage in discussion regarding these aforementioned concepts while also addressing the notion of players as agents of change/empowerment. By using this framework to bridge the gap between creative and critical expression, we can begin to understand what a game may be, and how a game can be used as a scholarly tool.