Unfortunately, Gameifesto’s Kickstarter project to produce a series of broadcasts on what defines a game and it’s socio-cultural impacts didn’t even make it past to 50% of the required budget. Surely, educating the layman on this subject is of dire need. I’m not being sarcastic here, I truly believe people should be taught what makes games so attractive and how it affects them and their surroundings. When I’m done with my thesis, I would very much like to start working on a curriculum to do so. In the meantime, Gameifesto’s proposed subjects for its episodes can serve as quite a fruitful base to start working from.
00. Press Start - How a video series and social media can change games.
01. Points - Why do we play? What good can come of videogames?
02. Coin - How a single quarter became larger than all of Hollywood.
03. 2P - Does play strengthen relationships? Videogames as social activity.
04. Button - We talk to machines through controls, but how do they respond?
05. Pixel - As we approach photorealism, will we revolt against the Uncanny?
06. EXP - Can games help us grow? What can we learn from them?
07. Boss - Everyone loves a villain. Duality and competition in videogames.
08. Princess - Women in games. What a little diversity could bring to gaming.
09. Cake - Gaming narratives and the precocious rituals of the gamer.
10. World - Videogame’s most unique asset. The power of mythmaking.
11. Continue? - What challenges face us today? What will tomorrow bring?