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	<title>events &#8211; The Ludologist</title>
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	<link>https://www.jesperjuul.net/ludologist</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
	<lastBuildDate>Wed, 13 Mar 2013 19:41:39 +0000</lastBuildDate>
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		<title>Art of Failure talk at Comparative Media Studies, MIT, March 14</title>
		<link>https://www.jesperjuul.net/ludologist/2013/03/13/art-of-failure-talk-cms-mit/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 13 Mar 2013 19:41:39 +0000</pubDate>
				<category><![CDATA[art of failure]]></category>
		<category><![CDATA[events]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1745</guid>

					<description><![CDATA[I am giving a talk on the Art of Failure this Thursday March 14 2013 at 5-7 PM, at Comparative Media Studies, MIT. Location: 20 Ames St, Cambridge, MA Google Map. Room: E14-633 Presented as part of MIT Comparative Media Studies’ Colloquium series for Spring 2013 We often talk of video games as being “fun,” but this is a mistake. When we &#8230; <a href="https://www.jesperjuul.net/ludologist/2013/03/13/art-of-failure-talk-cms-mit/" class="more-link">Continue reading<span class="screen-reader-text"> "Art of Failure talk at Comparative Media Studies, MIT, March 14"</span></a>]]></description>
										<content:encoded><![CDATA[<p>I am giving a talk on the <a href="http://www.jesperjuul.net/artoffailure/">Art of Failure</a> this Thursday March 14 2013 at 5-7 PM, at Comparative Media Studies, MIT.</p>
<p><span style="font-size: 1rem; line-height: 1;">Location: 20 Ames St, Cambridge, MA </span><a itemprop="maps" style="font-size: 1rem; line-height: 1;" title="Click to view a Google Map" href="http://maps.google.com/maps?f=q&amp;source=s_q&amp;hl=en&amp;geocode=&amp;q=20+Ames+St+Cambridge+MA+02139+United+States" target="_blank">Google Map</a>. Room: <a href="http://gamelab.mit.edu/venue/e14-633/">E14-633</a></p>
<p><img decoding="async" class="alignright size-full wp-image-1726" alt="artoffailure_cover_180x264[1]" src="http://www.jesperjuul.net/ludologist/wp-content/uploads/2013/02/artoffailure_cover_180x2641.gif" width="180" height="264" /></p>
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<p><em>Presented as part of <a href="http://cms.mit.edu/events/talks.php">MIT Comparative Media Studies’ Colloquium series</a> for Spring 2013</em></p>
<p>We often talk of video games as being “fun,” but this is a mistake. When we play video games, our facial expressions are only occasionally those of of happiness, instead we frown and grimace when fail to achieve our goals. This is the paradox of failure: why do we play video games even though they make us unhappy?</p>
<p>In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Yet failure in a game is unique in that when we fail in a game, it means that we (not a character) are in some way inadequate, and games then motivate us to play more, in order to escape that inadequacy.</p>
<p>In this talk, based on his new book <em><a href="http://mitpress.mit.edu/books/art-failure">The Art of Failure</a></em>, <a href="http://www.jesperjuul.net/ludologist/">Jesper Juul</a> will argue that the paradox of failure pervades games on many levels: in game design, in sports coaching, in strategy guides, in taunting, in the prejudices against sore losers. The issue of failure is also central to recurring controversies of what games can, or should be about: what does it mean to cause terrible events to happen in a fictional game world? Games, then are the Art of Failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it.</p>
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		<title>Art of Failure book launch March 7 in New York City</title>
		<link>https://www.jesperjuul.net/ludologist/2013/03/04/art-of-failure-book-launch/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Mon, 04 Mar 2013 15:44:43 +0000</pubDate>
				<category><![CDATA[art of failure]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1740</guid>

					<description><![CDATA[Art of Failure book launch w/ talks and game-playing: Join us on Thursday, March 7th at 7PM for a conversation on the pain of playing video games! We tend to talk of video games as being “fun,” but in his new book The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we &#8230; <a href="https://www.jesperjuul.net/ludologist/2013/03/04/art-of-failure-book-launch/" class="more-link">Continue reading<span class="screen-reader-text"> "Art of Failure book launch March 7 in New York City"</span></a>]]></description>
										<content:encoded><![CDATA[<p><img decoding="async" class="alignright size-full wp-image-1726" alt="artoffailure_cover_180x264[1]" src="http://www.jesperjuul.net/ludologist/wp-content/uploads/2013/02/artoffailure_cover_180x2641.gif" width="180" height="264" /></p>
<p><a href="http://www.jesperjuul.net/artoffailure/">Art of Failure</a> book launch w/ talks and game-playing:</p>
<p><b>Join us on Thursday, March 7th at 7PM for a conversation on the pain of playing video games!</b></p>
<p>We tend to talk of video games as being “fun,” but in his new book <a href="http://www.jesperjuul.net/artoffailure/">The Art of Failur<i>e</i></a>, Jesper Juul claims that this is almost entirely mistaken. When we play video games, we frown, grimace, and shout in frustration. So why do we play video games even though they often make us unhappy?</p>
<p>At this book launch event, Jesper Juul will discuss game failure with <b>Doug Wilson, </b>PhD graduate from the IT University of Copenhagen and<b> </b>indie game designer at Die Guten Fabrik of <i>Johann Sebastian Joust</i> fame, and <b>Frank Lantz</b>, veteran game designer and Director of the NYU Game Center.</p>
<p>During the talk, the panelists will play painfully challenging games, and the audience will be invited to share the pain.</p>
<p>Jesper Juul is an assistant professor at the NYU Game Center. He has been working with video game theory since the early 1990′s. His previous book are <i>Half-Real</i> and <i>A Casual Revolution</i>, also on MIT Press. Jesper is a sore loser.</p>
<p><strong style="line-height: 1.714285714; font-size: 1rem;">This event is free and open to the public.  Seats are limited, RSVP here: <a href="http://bit.ly/YsnWK1">http://bit.ly/YsnWK1</a></strong></p>
<p>Copies of <em>The Art of Failure</em> will be available for purchase following the lecture.</p>
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		<title>NYU Video Game Theory Seminar XVI: The History of Video Games begins in Europe in the 1980’s</title>
		<link>https://www.jesperjuul.net/ludologist/2012/11/08/nyu-video-game-theory-seminar-xvi-the-history-of-video-games-begins-in-europe-in-the-1980s/</link>
					<comments>https://www.jesperjuul.net/ludologist/2012/11/08/nyu-video-game-theory-seminar-xvi-the-history-of-video-games-begins-in-europe-in-the-1980s/#respond</comments>
		
		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 08 Nov 2012 18:57:56 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1657</guid>

					<description><![CDATA[You are hereby invited to the sixteenth installment of the NYU Game Center&#8217;s video game theory seminar series. “The History of Video Games begins in Europe in the 1980’s”. Friday November 16 at 4-6pm. Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room. Please RSVP, see below! If there is one thing that &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/11/08/nyu-video-game-theory-seminar-xvi-the-history-of-video-games-begins-in-europe-in-the-1980s/" class="more-link">Continue reading<span class="screen-reader-text"> "NYU Video Game Theory Seminar XVI: The History of Video Games begins in Europe in the 1980’s"</span></a>]]></description>
										<content:encoded><![CDATA[<p><strong><span style="font-family: arial, helvetica, sans-serif;">You are hereby invited to the sixteenth installment of the NYU Game Center&#8217;s video game theory seminar series.</span></strong></p>
<p><strong></strong><span style="font-family: arial, helvetica, sans-serif;"><strong>“The History of Video Games begins in Europe in the 1980’s”.</strong></span><strong><span style="font-family: arial, helvetica, sans-serif;"> Friday November 16 at 4-6pm.</span></strong></p>
<p><strong style="font-family: arial, helvetica, sans-serif;">Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room.<br />
</strong><span style="text-decoration: underline;">Please RSVP, see below!</span></p>
<div>
<p><em><span style="font-family: arial, helvetica, sans-serif;">If there is one thing that video game historians can agree on, it is the pivotal importance of the 1983 crash of the video game market. Yet, the crash went largely unnoticed in Europe where consoles were few and the industry only nascent. The history of European video games in 1980’s is better described as a period of unbroken growth and unprecedented experimentation in game design. In this session, our two speakers will discuss the history of early European experimental and independent games, and show how they prefigured much of what is happening in the video games today.</span></em></p>
<p><span style="font-family: arial, helvetica, sans-serif;">The two speakers of the day are Jaroslav Švelch from Charles University (Prague) and Jesper Juul from the NYU Game Center.</span></p>
<p><span style="font-family: arial, helvetica, sans-serif;"> </span></p>
<p><strong><span style="font-family: arial, helvetica, sans-serif;">The Talks</span></strong></p>
<p><span style="text-decoration: underline;"><span style="font-family: arial, helvetica, sans-serif;">Švelch: The Unintended Avant-garde &#8211; Two stories from 1980&#8217;s European game development</span></span></p>
<p><span style="font-family: arial, helvetica, sans-serif;">The talk discusses two separate stories from the history of computer games, united by the fact that the games at the center of these stories broke new grounds without much impact or commercial success. First, we will discuss the British game &#8220;Deus Ex Machina&#8221;, probably the first commercially released art game, designed  in 1984 by Mel Croucher, whose mission to express abstract human experiences in many ways resembles today&#8217;s indie and art games. Secondly, we will talk about the text adventure game &#8220;The Adventures of Indiana Jones on Wenceslas Square in Prague on January 16, 1989&#8221;, which preceded editorial game design of games like Raid Gaza in being a response to contemporary events &#8211; in this case, the violently suppressed anti-regime demonstration in Czechoslovakia.</span></p>
<p><span style="font-family: arial, helvetica, sans-serif;"> </span></p>
<p><span style="text-decoration: underline;"><span style="font-family: arial, helvetica, sans-serif;">Juul: Indie Games are from Europe<em></em></span></span></p>
<p><span style="font-family: arial, helvetica, sans-serif;">In this talk, I will return to some of the most influential European games of the mid-1980’s and show how they contain both forgotten possibilities that we have yet to bring to fruition, as well as the seeds of many of the current themes in video games, such as the independent developer, games as experiment and personal expression, and the kind of short-turnaround cloning that we find in mobile distribution channels. At the same time, the discussion of video games in the especially the UK gaming press at the time was decidedly un-romantic, avoiding any discussion of games as an art form, vehicle of expression, or indeed as anything more than utility.</span></p>
<p><span style="font-family: arial, helvetica, sans-serif;"> </span></p>
<p><strong><span style="font-family: arial, helvetica, sans-serif;">Speaker bios</span></strong></p>
<p><span style="font-family: arial, helvetica, sans-serif;"><span style="text-decoration: underline;">Jaroslav Švelch</span> is a Ph.D. candidate, lecturer and researcher at Charles University, and currently also a research intern at Microsoft Research New England. He holds a Bachelor’s degree in Journalism and Master’s degrees in Media Studies, and Linguistics and Phonetics/Translation Studies, all from Charles University in Prague. His research focuses on social uses of entertainment technology, history of computer games, language management online and the concepts of monstrosity and adversity in virtual spaces.</span></p>
<p><span style="text-decoration: underline;">Jesper Juul</span><span style="font-family: arial, helvetica, sans-serif;"> has been working with the development of video game theory since the late 1990&#8217;s. He is a visiting arts professor at the NYU Game Center, and has previously worked at the Singapore-MIT GAMBIT Lab at MIT, the Danish Design School, and at the IT University of Copenhagen. His book </span><em style="font-family: arial, helvetica, sans-serif;">Half-Real</em><span style="font-family: arial, helvetica, sans-serif;"> on video game theory was published by MIT press in 2005. His book </span><em style="font-family: arial, helvetica, sans-serif;">A Casual Revolution</em><span style="font-family: arial, helvetica, sans-serif;"> examines how puzzle games, music games, and the Nintendo Wii brought video games to a new audience. His upcoming book </span><em style="font-family: arial, helvetica, sans-serif;">The Art of Failure </em><span style="font-family: arial, helvetica, sans-serif;">will be published in spring 2013. He maintains the blog The Ludologist on &#8220;game research and other important things&#8221;. Jesper Juul co-edits the Playful Thinking book series for MIT Press.</span></p>
<p><span style="font-family: arial, helvetica, sans-serif;"><br />
</span></p>
<p><strong style="font-family: arial, helvetica, sans-serif;">The theory seminars are aimed at researchers, industry professionals and students. Please RSVP so you can get into the building! </strong><span style="text-decoration: underline;">jesper.juul (at) nyu.edu</span></p>
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		<title>Bennett Foddy Speaks at the Game Center</title>
		<link>https://www.jesperjuul.net/ludologist/2012/09/26/bennett-foddy-speaks-at-the-game-center/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 26 Sep 2012 19:25:50 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1622</guid>

					<description><![CDATA[This Friday, 9/28 at 7PM game designer and Professor of Bioethics, Bennett Foddy, will be speaking at the NYU Game Center.  The topic of discussion will be Bennett’s high-level creative procedures for ideation, his iterative design process, and rules of thumb for solid creative process.  Students and practitioners are encouraged to join us for this unique opportunity &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/09/26/bennett-foddy-speaks-at-the-game-center/" class="more-link">Continue reading<span class="screen-reader-text"> "Bennett Foddy Speaks at the Game Center"</span></a>]]></description>
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<p>This Friday, 9/28 at 7PM game designer and Professor of Bioethics, Bennett Foddy, will be speaking at the NYU Game Center.  The topic of discussion will be Bennett’s high-level creative procedures for ideation, his iterative design process, and rules of thumb for solid creative process.  Students and practitioners are encouraged to join us for this unique opportunity for learning and close dialogue with the creator of sucessful games like QWOP, GIRP, and Pole Riders.  A selection of Bennett’s games will be available for play at the event.</p>
<p><a href="https://docs.google.com/spreadsheet/viewform?formkey=dERnNkRPUHBCRDRsWGVod3hTeWdRLWc6MA#gid=0">Please RSVP here.</a></p>
<p>This event is the first in a series of informal talks and dialogues on varied topics around games that will be happening on the 9th Floor of 721 Broadway throughout the semester.  As with our Lecture Series, these talks are free and open to the public.  Look for more news on 9th Floor talks on game theory, video game art, LARPs, and much more.  We encourage you to bring friends and colleagues with interest in games and to come with questions for the speakers.</p>
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		<title>PRACTICE Speakers and Schedule Updated</title>
		<link>https://www.jesperjuul.net/ludologist/2012/09/12/practice-201/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 12 Sep 2012 14:59:55 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1618</guid>

					<description><![CDATA[ You’re invited to the premier game design conference, PRACTICE: Game Design in Detail! On November 9th-11th join us at the New York University Game Center for a weekend of brilliant talks, intense debates, and playful socializing with some of the world’s top game designers and a group of your game design colleagues and peers. Since &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/09/12/practice-201/" class="more-link">Continue reading<span class="screen-reader-text"> "PRACTICE Speakers and Schedule Updated"</span></a>]]></description>
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<p> You’re invited to the premier game design conference, PRACTICE: Game Design in Detail!</p>
<p>On November 9th-11th join us at the New York University Game Center for a weekend of brilliant talks, intense debates, and playful socializing with some of the world’s top game designers and a group of your game design colleagues and peers.</p>
<p>Since we last updated you on PRACTICE, we have added more world-class speakers, the schedule has been opened up to add time for socializing, and we will host the opening reception and a special event at the Museum of the Moving Image.  <a href="http://gamecenter.nyu.edu/practice/index.html">View the full list of speakers and more information on the conference here</a>.  On the site you’ll also find videos of select lectures from last year, as well examples of PRACTICE in the news.</p>
<p>Highlights from this year’s schedule include a lecture by the lead designer of the new Sim City, Stone Librande on the development of the game, a longer ‘Open Problems’ session, a popular event from last year where attendees bring in their own design problems for feedback form the entire room, and in keeping with PRACTICE’s penchant for expanding the notion of game design, David Ward, from the War Gaming Department at the United States Naval War College, will open the event on Sunday.  PRACTICE is a gathering of the most diverse and forward thinking game designers in the world and we want you to add your voice!</p>
<p>PRACTICE was created to address the community of working game designers, so this year we’re happy to offer a 10% discount to IGDA members!  <a href="https://web.ovationtix.com/trs/pe/9697407">Simply use the code ‘IGDA’ at the registration page to access the discount.</a></p>
<p>The heart of PRACTICE is the exchange of ideas among the attendees, and so we invite you to spread the word to friends and colleagues you think would like to be a part of this exchange!</p>
<p>If you have questions or comments about the conference, we’d be happy to hear from you at: gamecenter@nyu.edu</p>
<p>We hope to see you there!</p>
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		<title>NYU Video Game Seminar XV on Procedural Content Generation in Games May 25th</title>
		<link>https://www.jesperjuul.net/ludologist/2012/05/17/nyu-video-game-seminar-xv/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 17 May 2012 15:03:52 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1520</guid>

					<description><![CDATA[You are hereby invited to the fifteenth installment of the NYU Game Center&#8217;s video game theory seminar series: Friday May 25th at 4-6pm. Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room. What if the game designer takes a step back from creating content, and rather creates algorithms and procedures that, in &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/05/17/nyu-video-game-seminar-xv/" class="more-link">Continue reading<span class="screen-reader-text"> "NYU Video Game Seminar XV on Procedural Content Generation in Games May 25th"</span></a>]]></description>
										<content:encoded><![CDATA[<p>You are hereby invited to the fifteenth installment of the NYU Game Center&#8217;s video game theory seminar series: Friday May 25th at 4-6pm.</p>
<p>Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room.</p>
<p><em>What if the game designer takes a step back from creating content, and rather creates algorithms and procedures that, in turn, create game content? What are the limits and opportunities? What kinds of content can be created? In this session, our two speakers will present their work on procedural content generation in games.</em></p>
<p>The two speakers of the day are Clara Fernández-Vera from the Singapore-MIT GAMBIT Game Lab and Julian Togelius from the IT University of Copenhagen, Denmark.</p>
<p><strong>The talks</strong></p>
<p>Clara Fernández-Vera will talk on <em>The Trials of Designing Procedurally Generated Adventure Games</em>.<strong></strong></p>
<p>Julian Togelius will talk on <em>Searching for fun: Procedural Content Generation as Search and as a Necessity</em>.</p>
<p>&nbsp;</p>
<p><strong>Speaker bios</strong></p>
<p>Clara Fernández-Vara is a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. Her work concentrates on adventure games and narrative in simulated environments. She teaches courses on videogame theory and game writing at MIT, and has worked on experimental adventure games as part of her research, Rosemary (2009), Symon (2010), and Stranded in Singapore (2011), all well received by game critics and fans alike.</p>
<p>Julian Togelius is an associate professor at the IT University of Copenhagen, Denmark. He holds a BA from Lund University, a PhD from the University of Essex, and is the current chair of the IEEE CIS Games Technical Committee. His main research interests are within game AI, especially adaptive games, player modelling and procedural content generation. He seriously believes that computer can be taught to design games by themselves, and perhaps even to enjoy them.</p>
<p>&nbsp;</p>
<p>The theory seminars are aimed at researchers, industry professionals and graduate students. We are ordering coffee and grapes, so let me know if you are coming!</p>
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		<title>WHY THE %&#038;*# IS THIS SO %&#038;#ING IMPOSSIBLE??</title>
		<link>https://www.jesperjuul.net/ludologist/2012/05/03/why-is-this-so-impossible/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 03 May 2012 15:07:03 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1510</guid>

					<description><![CDATA[On Friday May 4th I will be a panelist at ROLFCon in Cambridge, with distinguished co-panelists Jamin Warren, Bennett Foddy and Michael “Kayin” O’Reilly. Gaming: WHY THE %&#38;*# IS THIS SO %&#38;#ING IMPOSSIBLE?? Panelists: Bennett Foddy (QWOP / GIRP), Michael “Kayin” O’Reilly (I Wanna Be The Guy), Jesper Juul (NYU Game Center), Jamin Warren (mod – Kill &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/05/03/why-is-this-so-impossible/" class="more-link">Continue reading<span class="screen-reader-text"> "WHY THE %&#038;*# IS THIS SO %&#038;#ING IMPOSSIBLE??"</span></a>]]></description>
										<content:encoded><![CDATA[<p>On Friday May 4th I will be a panelist at <a href="http://roflcon.org">ROLFCon</a> in Cambridge, with distinguished co-panelists <a href="http://killscreendaily.com/archive/author/jamin-warren/">Jamin Warren</a>, <a href="http://www.foddy.net/">Bennett Foddy</a> and <a href="http://kayin.pyoko.org/">Michael “Kayin” O’Reilly</a>.</p>
<p><strong>Gaming: WHY THE %&amp;*# IS THIS SO %&amp;#ING IMPOSSIBLE??</strong></p>
<p><strong><em>Panelists: </em></strong>Bennett Foddy (QWOP / GIRP), Michael “Kayin” O’Reilly (I Wanna Be The Guy), Jesper Juul (NYU Game Center), Jamin Warren (mod – Kill Screen)</p>
<p><em>We all know what it’s like to be deliciously close to victory, only to have it snatched out of our hands by that %&amp;*#ing obstacle that has stopped you for the 30th time…tonight. So why do we keep playing games that torture us? And who are the %*(@&amp;ers $&amp;@*ed up enough to make these games?</em></p>
<p><em>The creators of some of the most brilliant yet frustrating games of all time are joining us for this panel to talk about the love/hate relationship you have with their games and why they chose to make it that way. Please don’t throw your controllers at them.</em></p>
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		<title>NYU Game Center Summer Courses</title>
		<link>https://www.jesperjuul.net/ludologist/2012/04/11/nyu-game-center-summer-courses/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 17:45:34 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1486</guid>

					<description><![CDATA[Interested in improving your game development skills over the summer? Then take a look at our exciting summer opportunities for students to get hands on experience creating and thinking about games! If you have any general questions about summer courses, please check this website or email the Game Center at gamecenter@nyu.edu OART-UT 1604 Game Development Workshop Summer Session &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/04/11/nyu-game-center-summer-courses/" class="more-link">Continue reading<span class="screen-reader-text"> "NYU Game Center Summer Courses"</span></a>]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" decoding="async" class="alignnone  wp-image-1488" title="summersun[1]" src="http://www.jesperjuul.net/ludologist/wp-content/uploads/2012/04/summersun1-450x471.png" alt="" width="97" height="102" srcset="https://www.jesperjuul.net/ludologist/wp-content/uploads/2012/04/summersun1-450x471.png 450w, https://www.jesperjuul.net/ludologist/wp-content/uploads/2012/04/summersun1.png 900w" sizes="auto, (max-width: 97px) 85vw, 97px" /></p>
<p>Interested in improving your game development skills over the summer? Then take a look at our exciting summer opportunities for students to get hands on experience creating and thinking about games!</p>
<p>If you have any general questions about summer courses, please check <a href="http://www.nyu.edu/summer/">this website</a> or email the Game Center at <a href="mailto:gamecenter@nyu.edu">gamecenter@nyu.edu</a></p>
<p><strong>OART-UT 1604 Game Development Workshop</strong><br />
<strong>Summer Session I:</strong> 05/21/2012 – 06/29/2012<br />
<strong>When:</strong> Mon, Wed 12.30 PM – 3.15PM</p>
<p>This course reflects the various skills and disciplines that are brought together in modern game development: game design, programming, visual art, animation, sound design, and writing. The workshop will situate these disciplines within a larger context of game literacy and a historical and critical understanding of games as cultural objects. Classroom lectures and lab time will all be used to bring these different educational vectors together into a coherent whole; the workshop will be organized around a single, long-term, hands-on, game creation project. Working in small groups under the close supervision of instructors, students will collaborate on the creation of a playable game. As a creative constraint to help inspire them and guide their designs, the students will be given a theme to express in their game projects.</p>
<p><strong>OART-UT 1606 Thinking About Games</strong><br />
<strong>Summer Session II:</strong> 07/02/2012 – 08/10/2012<br />
<strong>When:</strong> Tue, Thu 12.30 PM – 3.15PM</p>
<p>This class is an overview of the field of video games that approaches them from several theoretical and critical perspectives. No special theoretical background or prior training is needed to take the course, but to have had a broad practical experience with and basic knowledge of games is a distinct advantage. Also, an interest in theoretical and analytical issues will help. You are expected to actively participate in the lectures, which are dialogic in form, with ample room for discussion.</p>
<p>The course will prepare the student to:<br />
&#8211; Understand and discuss games from a theoretical perspective<br />
&#8211; Apply new theories and evaluate them critically.<br />
&#8211; Assess and discuss game concepts and the use of games in various contexts.<br />
&#8211; Analyze games, and understand and apply a range of analytical methods</p>
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		<title>NYU Video Game Seminar XIV on New Interfaces &#038; New Games: This Thursday April 12th at 5-7pm</title>
		<link>https://www.jesperjuul.net/ludologist/2012/04/10/video-game-seminar-xiv/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 13:46:06 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1483</guid>

					<description><![CDATA[You are hereby invited to the fourteenth installment of the NYU Game Center&#8217;s video game theory seminar series: This coming Thursday April 12th 2012 at 5-7pm. Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room. Are the games we play defined by the interfaces that we already use? If so, can new &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/04/10/video-game-seminar-xiv/" class="more-link">Continue reading<span class="screen-reader-text"> "NYU Video Game Seminar XIV on New Interfaces &#038; New Games: This Thursday April 12th at 5-7pm"</span></a>]]></description>
										<content:encoded><![CDATA[<div dir="ltr">
<div>You are hereby invited to the fourteenth installment of the NYU Game Center&#8217;s video game theory seminar series: This coming Thursday April 12th 2012 at 5-7pm.</div>
<div></div>
<p>Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room.</p>
<p><em>Are the games we play defined by the interfaces that we already use? If so, can new interfaces shake games up? Provide us with new kinds of games and new types of experiences?</em></p>
<p>The two speakers of the day are game developer and researcher Doug Wilson of ITU Copenhagen &amp; Die Gute Fabrik, and the NYU Game Center &amp; NYU Poly&#8217;s very own game interface researcher Katherine Isbister.</p>
<p><strong>The talks</strong><br />
Katherine Isbister will talk on <span style="text-decoration: underline;">Shaking up our relations with machines.</span></p>
<p>Douglas Wilson will present his uncensored talk on <span style="text-decoration: underline;">Doing Ridiculous Sh*t with Technology.</span></p>
<p>&nbsp;</p>
<p><strong>Speaker bios</strong></p>
<p><a tabindex="0" href="http://www.katherineinterface.com/" target="_blank">Katherine Isbister</a> is an Associate Professor jointly appointed between the NYU Game Center and NYU-Poly&#8217;s Computer Science Department. She is Research Director of the Game Innovation Lab. Her work focuses on broadening the social and emotional palette of everyday interaction with and through computers.</p>
<p><a tabindex="0" href="http://doougle.net/" target="_blank">Douglas Wilson</a> is a Lead Game Designer and Partner at Die Gute Fabrik, a small indie games studio based in Copenhagen, Denmark. He is currently working on a number of game projects including Johann Sebastian Joust, which received the Innovation Award at the 2012 Game Developers Choice Awards. Doug recently finished a PhD dissertation at IT University of Copenhagen, where he wrote about designing games that embrace an aesthetic of confrontation, silliness, and brokenness. His work has been shown around the world, in venues such as the Independent Games Festival, IndieCade, Babycastles, and the Museum of Modern Art.</p>
<p>&nbsp;</p>
<p>The theory seminars are aimed at researchers, industry professionals and graduate students. We are ordering coffee and grapes, so RSVP by emailing jesper.juul at nyu.edu.</p>
</div>
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		<title>Re:Play 2012: The Theory, Practice, and Business of Video Games</title>
		<link>https://www.jesperjuul.net/ludologist/2012/04/03/replay-2012-the-theory-practice-and-business-of-video-games/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Tue, 03 Apr 2012 15:07:23 +0000</pubDate>
				<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1470</guid>

					<description><![CDATA[On April 17th, I am co-organizing the one-day Re:Play 2012 video game conference here at New York University. Re:Play is sponsored by the Media, Culture &#38; Communication Department at New York University&#8217;s Steinhardt School for Culture, Education and Human Development in collaboration with the New York University Game Center The conference is free, but registration &#8230; <a href="https://www.jesperjuul.net/ludologist/2012/04/03/replay-2012-the-theory-practice-and-business-of-video-games/" class="more-link">Continue reading<span class="screen-reader-text"> "Re:Play 2012: The Theory, Practice, and Business of Video Games"</span></a>]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" decoding="async" class="alignnone" title="replay" src="http://www.jesperjuul.net/ludologist/wp-content/uploads/2012/04/replay-388x600.jpg" alt="" width="140" height="216" /></p>
<p>On April 17th, I am co-organizing the one-day<a href="http://replaynyu.org/"> Re:Play 2012 video game conference</a> here at New York University.</p>
<p>Re:Play is sponsored by the Media, Culture &amp; Communication Department at New York University&#8217;s Steinhardt School for Culture, Education and Human Development in collaboration with the New York University Game Center</p>
<p>The conference is free, but registration is required at the <a href="http://replaynyu.org/">http://replaynyu.org/</a> site. Hope to see you there!</p>
<p>&nbsp;</p>
<h2>Program</h2>
<p><strong>9:00 &#8211; 9:45</strong>: Arrival and registration, coffee and pastries</p>
<p><strong>9:45 &#8211; 10:00</strong>: Opening remarks</p>
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<p><strong>Panel 1</strong></p>
<p><strong>10:00 &#8211; 11:00</strong>: Video Games and Religion</p>
<p>Ask your average member of the clergy, and they’re likely to see video games as a waste of time at best or, at worst, as a nefarious destroyer of young souls. But games and religion, closed systems based on stringent rules and dedicated largely to ritual, have more in common than they might imagine. This panel will discuss the relationship between these two popular forms of personal reflection and communal interaction, seeing what, if anything, they might have to teach each other.<br />
<strong>            Moderator</strong>: Liel Leibovitz (NYU)<br />
<strong>            Panelists</strong>: Ryan Hennesy (Princeton), others TBA</p>
<p><strong>11:00 &#8211; 11:15</strong>: Break</p>
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<p><strong>11:15 &#8211; 12:00</strong>: Interlude I: Music for EnvironManta: Painting a Universe with Melody</p>
<p>Katie Jacoby (NYU)</p>
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<p><strong>12:00 &#8211; 1:00</strong>: Lunch</p>
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<p><strong>Panel 2</strong></p>
<p><strong>1:00 &#8211; 2:00</strong>: Publisher Revolutions: Free-to-Play Economics</p>
<p>The gaming industry has proven resilient to economic turmoil and declining publisher revenues, growing at an annual rate of ten percent at a time when the U.S. economy grew only two percent per year and adding almost $5 billion to America’s GDP. This growth, however, belies the fundamental shifts currently taking place among the traditional value chain. Developers, publishers, and retailers all find themselves confronted with a changing market forcing each of them to assume a different role. This panel will discuss major trends such as the move toward free-to-play and the emergence of social gaming, and ask whether its emerging publishing models present a blue print for other entertainment industries.<br />
<strong>Moderator</strong>: Joost van Dreunen (NYU Game Center)<br />
<strong>Panelists</strong>: Stephen Ju (Credit Suisse), Janelle Benjamin (SuperData Research), Katharine Lewis (Fremantle</p>
<p>Media), Jessica Rosenblatt (Arkadium), Rainer Markussen (Gamigo), Gui Karyo (Atari)</p>
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<p><strong>2:00 &#8211; 2:15</strong>: Break</p>
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<p><strong>Panel 2a</strong></p>
<p><strong>2:15 &#8211; 3:00</strong>: Gamification Mini-Panel</p>
<p>In an attempt to connect theory with practice, this 30-minute panel will discuss the topic of gamification by examining and playing with its machinations.<br />
<strong>        Panelists</strong>: Paige MacGregor (NYU), Michelle Forelle (NYU), Max Foxman (NYU), Stephanie Llamas (NYU)</p>
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<p><strong>3:15 &#8211; 4:00</strong>: Interlude II: Video game presentation</p>
<p>A representative from one of the industry’s leading studios will showcase a popular, upcoming release.</p>
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<p><strong>Panel 3</strong></p>
<p><strong>4:00 &#8211; 5:00</strong>: Brand new, you&#8217;re Retro: Platforms and distribution models from the Atari 2600 to <em>Angry Birds</em></p>
<p>With interactive entertainment entering into the mainstream, the demands made on designers and publishers have changed as well. No longer exclusively focused on the legendary “hardcore” gamer, we see game designs and business models changing.<br />
But is all of this really new? In this panel, Nick Montfort and Jesper Juul will discuss how casual games fit in the history of video game. Are casual games new, or are they a return to the simplicity of early platforms like the Atari 2600 and once-mighty commercial genres like text adventures?</p>
<p><strong>        Panelists</strong>: Nick Montfort (CMS, MIT) and Jesper Juul (NYU Game Center)</p>
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<p><strong>5:00 &#8211; 5:15</strong>: Closing remarks</p>
<p><strong>5:15 &#8211; 6:00</strong>: Cocktail reception</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><a href="http://www.jesperjuul.net/ludologist/wp-content/uploads/2012/04/replay.jpg"><br />
</a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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