The Games Kids Play website is a pretty nifty resource of categories and comparisons of classic schoolyard activities.
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
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. 3/22/07: 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 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. |