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About the Archives

This page contains all entries posted to GAMBIT in March 2007. They are listed from oldest to newest.

February 2007 is the previous archive.

April 2007 is the next archive.

Many more can be found on the main index page or by looking through the archives.

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Games Kids Play

The Games Kids Play website is a pretty nifty resource of categories and comparisons of classic schoolyard activities.

New York Times: Inside Japan's Puzzle Palace

From the New York Times:

Few Americans had ever thought of Japan as a source for puzzles until a little more than two years ago, when sudoku suddenly took the nation by storm, flooding airport gift shops, and even rivaling crosswords in popularity. Now Nikoli, which publishes puzzle magazines and books, is widely regarded as the world's most prolific wellspring of logic games and brainteasers.

Mr. Kaji and the company have had a hand in creating and promoting most of the half dozen or so number puzzles that have taken off after sudoku. But Mr. Kaji says that Nikoli has at least 250 more puzzles like sudoku, the vast majority of them unknown outside Japan.

3/22/07: Threshold Animation Studios

IBM-MIT/ESD Innovation Lecture Series:
Engineering Systems Solutions to Real World Challenges in Media and Entertainment:
Threshold Animation Studios

Larry Kasanoff, CEO, Threshold Animation Studios and Producer/Director/Co-creator/Writer, Foodfight!

Moderated by Irving Wladawsky-Berger, Visiting Professor of Engineering Systems and VP, Technical Strategy and Innovation, IBM

Event Details
Thursday, March 22, 2007
Time: 4:00 pm (Reception to follow)
Location: MIT, Building E51-345 Cambridge, MA
Map and directions
Contact: Lois Slavin
Sponsored by: MIT's Engineering System Division and IBM

3/13/07: Dr Barbara Lippe, Girls-Games-Japan

March 13, 2007 | 5:00 PM | Location: 14E-304

Women's culture has existed for centuries in Japan. Today, it extensively shapes Japan's popular culture - even its game industry. Gender-blending, androgyny and the challenging of gender roles lie at the core of specific game genres produced by and for females in Japan. Whereas in the West most professional attempts to adress a larger number of female gamers and to engage a greater female workforce in the game industry have failed, Avaloop - an independent game development studio in Austria - is about to change this profoundly. By taking the global de-disneyfication into account and employing female creative leads, its game Papermint has not only already gained a large fanbase of non-traditional gamers but even manages to blend games with the notion of bourgeois 'high culture'. Papermint's success is based on its practical realisation of Barbara's research on Japanese gaming and girl culture, as well as the game's wholly original artistic concept created by a diverse team.

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