gaming

28 Jun

Fun with Inform 7

in gaming, inform, interactive fiction

Ah, summer time. I decided that my big summer project this year would be to write the best text adventure I could using Inform.  You may remember that several years ago I tried writing one from scratch with C++, but too much of that was reinventing the wheel. At any rate, I've been having lots of fun with my new project (tentatively called Panic in the Year Zombie!), but have had so much difficulty with Inform that I'm wondering if it has really saved me any time. I realized that after spending three hours trying to make a milk bottle with a removable lid.

09 Jan

Retrogaming with my Tween

in digital culture, digital rhetoric, education, gaming, interactive fiction, Literacy, reader response, retrogaming, text adventure

My 11yo gamer son plays a text adventure for the first time... and asks for another one before bedtime. We stayed up until almost midnight, and I posted these screencasts the next day.

We started with Adam Cadre's "9:05", and continued with the Crowther and Woods classic "Colossal Cave Adventure".

08 Oct

Job: IT Support for New Instructional Technology / Recreational Gaming Facility near Pittsburgh

in gaming, instructional technology, jobs, lolcats

My school, Seton Hill University, recently won a multimillion dollar instruction technology grant, part of which includes funding for a new technology specialist (which will become a permanent job when the grant ends). 

In helping to write the job notice, I drafted the "you-attitude" paragraphs, with the references to Bioshock and lolcats.

20 Oct

CFP: Composition, Literacy, and Video Gaming [Computers and Composition Online]

in cfp, composition, computer games, gaming, Literacy, videogames

Computers and Composition Online will publish a special issue on the intersections between composition, literacy, and computer/video gaming as a companion to the Fall 2008 special print issue of Computers and Composition, "Reading Games: Composition, Literacy, and Video Gaming." These issues will explore the social, historical, cultural, and pedagogical implications of computer/video games on literacies and the writing classroom.