Majestic has been called a great failure, and I’m with that line of thinking. Christy Dena, who is working on a PhD and researches largely in the area of cross-media entertainment, pointed me to two references: Dave Szulborski’s ‘A Majestic Failure?’ in This is Not a Game (2005) and Carol Handler Miller in ‘Digital Storytelling’ [...]
Ain’t that the truth. Doug Church in “Formal Abstract Design Tools” addresses the need for a common language among game designers, since “… design evolution lags far behind the evolution of overall game technology” (367). The more I dip past game writing into game design, the more I appreciate breakdowns like Church’s. His work was [...]
Posted on January 12, 2008, 6:34 pm, by Beth Aileen Dillon, under
Games,
INSPIRATION.
On the whole, Native American and First Nations (Aboriginal/Indigenous) games fall under the same game-related definitions from scholars such as Roger Caillois and Bernard Suits. As Suits states, “Playing a game is the voluntary attempt to overcome unnecessary obstacles” (190). Similarly, Caillois defines play as free, separate, uncertain, unproductive, governed by rules, and make-believe (142) [...]
Posted on January 4, 2008, 2:43 pm, by Beth Aileen Dillon, under
Introduction.
Aboriginal Territories in Cyberspace (AbTeC) is a series of projects investigating innovative methods for First Nations to participate in networked culture to tell our stories while populating and shaping cyberspace itself.
This blog will serve as a place to preserve our knowledge, culture, and language through discussions, interviews, and short articles relating to indigenous peoples [...]