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	<title>general &#8211; The Ludologist</title>
	<atom:link href="https://www.jesperjuul.net/ludologist/category/general/feed/" rel="self" type="application/rss+xml" />
	<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>
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		<title>Will start blogging again</title>
		<link>https://www.jesperjuul.net/ludologist/2019/05/16/will-start-blogging-again/</link>
					<comments>https://www.jesperjuul.net/ludologist/2019/05/16/will-start-blogging-again/#comments</comments>
		
		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 16 May 2019 08:38:16 +0000</pubDate>
				<category><![CDATA[general]]></category>
		<guid isPermaLink="false">https://www.jesperjuul.net/ludologist/?p=2562</guid>

					<description><![CDATA[How it happened: I used to use this blog to post what I did, promote interesting things I saw, and comment on the world in general. Then most people stopped using RSS readers, and discussions and comments moved to social media, where we are at the mercy of algorithms, discussion only happens in small groups, &#8230; <a href="https://www.jesperjuul.net/ludologist/2019/05/16/will-start-blogging-again/" class="more-link">Continue reading<span class="screen-reader-text"> "Will start blogging again"</span></a>]]></description>
										<content:encoded><![CDATA[<p><em>How it happened</em>: I used to use this blog to post what I did, promote interesting things I saw, and comment on the world in general.</p>
<p>Then most people stopped using RSS readers, and discussions and comments moved to social media, where we are at the mercy of algorithms, discussion only happens in small groups, and history disappears quickly.</p>
<p>So I will start blogging again.</p>
<p><em>Question</em>: How to make people aware of new posts? Are there RSS reader holdouts? Would you be interested in getting emails when I post something?</p>
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		<title>The Consoles that wouldn&#8217;t die</title>
		<link>https://www.jesperjuul.net/ludologist/2016/02/05/the-consoles-that-wouldnt-die/</link>
					<comments>https://www.jesperjuul.net/ludologist/2016/02/05/the-consoles-that-wouldnt-die/#comments</comments>
		
		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Fri, 05 Feb 2016 10:46:34 +0000</pubDate>
				<category><![CDATA[games]]></category>
		<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=2197</guid>

					<description><![CDATA[Remember when the current console generation was being launched, and there was a widespread idea, also shared by me, that the PS4, Xbox One and Wii U were going to fail in the face of tablets, mobile phones, indie games, and all? That the new generation was a &#8220;prayer to stop time&#8220;? And many articles on &#8220;Why consoles gaming is dying&#8220;, &#8220;Consoles &#8230; <a href="https://www.jesperjuul.net/ludologist/2016/02/05/the-consoles-that-wouldnt-die/" class="more-link">Continue reading<span class="screen-reader-text"> "The Consoles that wouldn&#8217;t die"</span></a>]]></description>
										<content:encoded><![CDATA[<p>Remember when the current console generation was being launched, and there was a widespread idea, also shared by me, that the PS4, Xbox One and Wii U were going to fail in the face of tablets, mobile phones, indie games, and all? That the new generation was a &#8220;<a href="http://www.gamasutra.com/view/news/192709/Opinion_Xbox_One_is_a_desperate_prayer_to_stop_time.php">prayer to stop time</a>&#8220;?</p>
<p>And many articles on &#8220;<a href="http://edition.cnn.com/2012/11/09/tech/gaming-gadgets/console-gaming-dead/">Why consoles gaming is dying</a>&#8220;, &#8220;<a href="http://wccftech.com/konami-consoles-dying/">Consoles are dying</a>&#8220;?</p>
<p>And yet here we are. Ars Technica has an <a href="http://arstechnica.com/gaming/2016/02/sony-further-extends-ps4s-console-sales-lead-over-the-2015-holidays/">article comparing sales across console generations</a>, with the current generation doing much better than the previous one, on a quarter-to-quarter basis.</p>
<p><a href="http://www.jesperjuul.net/ludologist/wp-content/uploads/2016/02/console-wars-q4-2015.005-980x735-1.png" rel="attachment wp-att-2204"><img fetchpriority="high" decoding="async" class="alignnone size-large wp-image-2204" src="http://www.jesperjuul.net/ludologist/wp-content/uploads/2016/02/console-wars-q4-2015.005-980x735-1-450x338.png" alt="Console sales " width="450" height="338" srcset="https://www.jesperjuul.net/ludologist/wp-content/uploads/2016/02/console-wars-q4-2015.005-980x735-1-450x338.png 450w, https://www.jesperjuul.net/ludologist/wp-content/uploads/2016/02/console-wars-q4-2015.005-980x735-1-768x576.png 768w, https://www.jesperjuul.net/ludologist/wp-content/uploads/2016/02/console-wars-q4-2015.005-980x735-1.png 980w" sizes="(max-width: 450px) 85vw, 450px" /></a></p>
<p>I suspect that the story was that many critics, myself included, were personally jaded by console hardware, and much more interested in indie and experimental games than in the latest military shooter. But our sentiments just weren&#8217;t widely that shared. People still want new games on new hardware, even if they only look marginally better than those of the previous generation. The PS4 <em>is</em> slick, and the share button <em>is</em> worth paying for. You also buy a new console because that is where the games are going to be.</p>
<p>Also, cloud gaming never took off (and I suspect it won&#8217;t due to latency issues).</p>
<p>Yes, you can be wrong.</p>
<p>PS. And Super Mario Maker is also an exhilarating experience.</p>
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		<title>The Evolution of 8-Bit Art, PBS Off Book</title>
		<link>https://www.jesperjuul.net/ludologist/2012/06/14/evolution-of-8-bit-art/</link>
					<comments>https://www.jesperjuul.net/ludologist/2012/06/14/evolution-of-8-bit-art/#respond</comments>
		
		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 14 Jun 2012 16:16:11 +0000</pubDate>
				<category><![CDATA[games]]></category>
		<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=1554</guid>

					<description><![CDATA[A few remarks from yours truly in the PBS Off Book installment on 8-Bit Art:]]></description>
										<content:encoded><![CDATA[<p>A few remarks from yours truly in the PBS Off Book installment on 8-Bit Art:</p>
<p><iframe width="450" height="253" src="http://www.youtube.com/embed/xYL1DsY8GMI" frameborder="0" allowfullscreen></iframe></p>
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		<title>Speaking at MIT Monday the 27th</title>
		<link>https://www.jesperjuul.net/ludologist/2008/10/26/speaking-at-mit-monday-the-27th/</link>
					<comments>https://www.jesperjuul.net/ludologist/2008/10/26/speaking-at-mit-monday-the-27th/#comments</comments>
		
		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Mon, 27 Oct 2008 00:38:01 +0000</pubDate>
				<category><![CDATA[games]]></category>
		<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=492</guid>

					<description><![CDATA[Monday I am speaking at Nick Montfort&#8217;s very nice Purple Blurb lecture series at MIT. Jesper Juul on developing video games to develop video game theory October 27, 6pm, 14N-233 Juul is a video game theorist and author of Half Real: Video Games between Real Rules and Fictional Worlds (MIT Press, 2006). He is also &#8230; <a href="https://www.jesperjuul.net/ludologist/2008/10/26/speaking-at-mit-monday-the-27th/" class="more-link">Continue reading<span class="screen-reader-text"> "Speaking at MIT Monday the 27th"</span></a>]]></description>
										<content:encoded><![CDATA[<p>Monday I am speaking at Nick Montfort&#8217;s very nice <a href="http://nickm.com/if/purple_blurb/">Purple Blurb lecture series</a> at MIT.</p>
<h3 style="clear: both;"><strong>Jesper Juul</strong> on developing video games to develop video game theory</h3>
<p><strong><span class="yshortcuts">October 27</span>, 6pm, 14N-233</strong><br />
Juul is a video game theorist and author of <em>Half Real: Video Games between Real Rules and Fictional Worlds</em> (MIT Press, 2006). He is also a video game developer, and will discuss using lessons from developing online and casual games to inform work with video game theory (and vice versa). Juul is currently a lecturer in the Program in Writing and Humanistic Studies; he works at the Singapore-MIT GAMBIT Game Lab.</p>
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		<title>Speaking at Indiana University, Georgia Tech</title>
		<link>https://www.jesperjuul.net/ludologist/2008/03/26/speaking-at-indiana-university-georgia-tech/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 26 Mar 2008 20:53:46 +0000</pubDate>
				<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=444</guid>

					<description><![CDATA[Indiana University 12:30-1:45 pm on Friday, March 28, 2008 Indiana University Bloomington, Dept. of Telecommunications, Room RTV 226 Talk: Games for Making Friends and Enemies: A Small Theory of Games in Social Contexts. It is easy to forget that before the single player video game, most video games were for more than one player. In &#8230; <a href="https://www.jesperjuul.net/ludologist/2008/03/26/speaking-at-indiana-university-georgia-tech/" class="more-link">Continue reading<span class="screen-reader-text"> "Speaking at Indiana University, Georgia Tech"</span></a>]]></description>
										<content:encoded><![CDATA[<p><strong>Indiana University</strong></p>
<p>12:30-1:45 pm on Friday, March 28, 2008<br />
Indiana University Bloomington, Dept. of Telecommunications, Room RTV 226</p>
<p>Talk:<em> </em><em>Games for Making Friends and Enemies: A Small Theory of Games in Social Contexts</em>.</p>
<blockquote><p>It is easy to forget that before the single player video game, most video games were for more than one player. In this work in progress talk, I will argue that many of the more successful multiplayer games, from Parcheesi to Rock Band to Animal Crossing acquire their power by piggybacking on existing social relations, thus acquiring many layers of meaning when played, as well as ambiguously threatening to rewrite these relations. By use of digital and non-digital examples, I will outline a theory of how games acquire meaning from the context in which they are played.</p></blockquote>
<p><strong>Georgia Tech</strong></p>
<p>Monday, March 31st<br />
TSRB 132<br />
1:30-2:30 pm</p>
<p>Talk:<em> </em><em>Hardcore players of casual games: Locating the &#8220;casual&#8221; in casual games.</em></p>
<blockquote><p>Casual games are usually described as relaxing games to be played for short periods of time, but studies have shown that many players of casual games play more than 10 hours a week. In essence, it seems that casual players play in &#8220;hardcore&#8221; ways. In this talk I will discuss the problematic distinction between &#8220;hardcore&#8221; and &#8220;casual&#8221; players by examining the new field of casual games and answering the question: Should we talk about casual games or casual players?</p></blockquote>
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		<title>My new Job at the Singapore-MIT GAMBIT Game Lab</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/09/my-new-job-at-the-singapore-mit-gambit-game-lab/</link>
					<comments>https://www.jesperjuul.net/ludologist/2008/01/09/my-new-job-at-the-singapore-mit-gambit-game-lab/#comments</comments>
		
		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 09 Jan 2008 21:05:09 +0000</pubDate>
				<category><![CDATA[games]]></category>
		<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=422</guid>

					<description><![CDATA[As of January 1st 2008, I have started in my new job as a video game researcher and lecturer at the Singapore-MIT GAMBIT Game Lab at MIT. I am really looking forwards to working here with a great group of new colleagues and students. Here is my new office sign:]]></description>
										<content:encoded><![CDATA[<p>As of January 1st 2008, I have started in my new job as a video game researcher and lecturer at the <a href="http://gambit.mit.edu/">Singapore-MIT GAMBIT Game Lab</a> at MIT.</p>
<p>I am really looking forwards to working here with a great group of new colleagues and students.</p>
<p>Here is my new office sign:</p>
<p><img decoding="async" src="http://www.jesperjuul.net/ludologist/wp-content/uploads/2008/01/cimg6216-2.jpg" alt="MIT sign 3" /></p>
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		<title>Ian on a Roll on Colbert</title>
		<link>https://www.jesperjuul.net/ludologist/2007/08/09/ian-on-a-roll/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 09 Aug 2007 10:36:48 +0000</pubDate>
				<category><![CDATA[games]]></category>
		<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=355</guid>

					<description><![CDATA[Ian Bogost is on a bit of a roll here, first Unit Operations, then Persuasive Games and now spreading the video game gospel on the Colbert Report. Go Ian! (Code for embedding from Linn via Jill.)]]></description>
										<content:encoded><![CDATA[<p>Ian Bogost is on a bit of a roll here, first <em>Unit Operations</em>, then <em>Persuasive Games</em> and now spreading the video game gospel on the Colbert Report. Go Ian!</p>
<p><embed src="http://www.comedycentral.com/motherload/syndicated_player/index.jhtml" flashvars="feed=http://www.comedycentral.com/motherload/xml/data_synd.jhtml?vid=91012%26myspace=false" quality="high" bgcolor="#006699" name="comedy_player" allowscriptaccess="always" allownetworking="external" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" align="middle" height="325" width="340"></embed><br />
<br />
(Code for embedding from <a href="http://dekcuf.blogspot.com/2007/08/bogost-colbert.html">Linn</a> via <a href="http://jilltxt.net/?p=2095">Jill</a>.)</p>
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		<title>Dr. Montfort</title>
		<link>https://www.jesperjuul.net/ludologist/2007/06/21/dr-montfort/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 21 Jun 2007 17:11:20 +0000</pubDate>
				<category><![CDATA[games]]></category>
		<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=347</guid>

					<description><![CDATA[Congratulations to Nick Montfort for successfully defending his Ph.D. thesis at University of Pennsylvania! It&#8217;s a wild project, actually: Nick has made an interactive fiction where you can change viewpoint, tense, etc&#8230; on the fly. Check it out!]]></description>
										<content:encoded><![CDATA[<p>Congratulations to <a href="http://nickm.com/">Nick Montfort</a> for successfully defending his Ph.D. thesis at University of Pennsylvania!</p>
<p>It&#8217;s a wild project, actually: Nick has made an interactive fiction where you can change viewpoint, tense, etc&#8230; on the fly. <a href="http://nickm.com/">Check it out</a>!</p>
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		<title>Sorry, but You Can&#8217;t Do That: Talk at University of California, San Diego, April 18th</title>
		<link>https://www.jesperjuul.net/ludologist/2007/04/15/sorry-but-you-cant-do-that-talk-at-university-of-california-san-diego-april-18th/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Sun, 15 Apr 2007 13:03:27 +0000</pubDate>
				<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=332</guid>

					<description><![CDATA[When Date: Wednesday, 18 April 2007 Time: 12:00 ? 2:00 PM Where University of California, San Diego San Diego Supercomputer Center Auditorium 10100 Hopkins Drive La Jolla, CA 92093?0505 Visitor Information Sorry, but You Can&#8217;t Do That: How We Make Sense of Video Games &#8220;We have yet to see a Citizen Kane of video games.&#8221; &#8230; <a href="https://www.jesperjuul.net/ludologist/2007/04/15/sorry-but-you-cant-do-that-talk-at-university-of-california-san-diego-april-18th/" class="more-link">Continue reading<span class="screen-reader-text"> "Sorry, but You Can&#8217;t Do That: Talk at University of California, San Diego, April 18th"</span></a>]]></description>
										<content:encoded><![CDATA[<h4>When</h4>
<blockquote id="event"><p>Date: Wednesday, 18 April 2007<br />
Time: 12:00 ? 2:00 PM</p></blockquote>
<h4>Where</h4>
<blockquote id="event"><p><a href="http://www.ucsd.edu/" onclick="javascript:urchinTracker ('/outgoing/www.ucsd.edu/');">University of California, San Diego</a><br />
<a href="http://www.sdsc.edu/" onclick="javascript:urchinTracker ('/outgoing/www.sdsc.edu/');">San Diego Supercomputer Center</a> Auditorium<br />
10100 Hopkins Drive<br />
La Jolla, CA 92093?0505<br />
<a href="http://www.sdsc.edu/about/Visitorinfo.html" onclick="javascript:urchinTracker ('/outgoing/www.sdsc.edu/about/Visitorinfo.html');">Visitor Information</a></p></blockquote>
<h3>Sorry, but You Can&#8217;t Do That: How We Make Sense of Video Games</h3>
<p>&#8220;We have yet to see a Citizen Kane of video games.&#8221;</p>
<p>In this talk, I will argue that there have been many Citizen Kanes of video games. By this, I mean video games created with a deep understanding of the medium, while simultaneous pushing the boundaries of what video games can be: Examples such as StarCraft, and the Legend of Zelda and Grand Theft Auto series fit in that category. These are, however, also Citizen Kanes in the sense that they are hard to play, and that they speak primarily to a specialized market of players with prior experience with video games.<br />
Compared to other media, video games are really missing The Da Vinci Code or Night at the Museum: somewhat shallow but easily enjoyable games that require no specialized knowledge to use or understand. The question therefore becomes to understand gaming literacy: to identify the conventions and cues that trained gamers understand, but which are incomprehensible to the uninitiated.<br />
By playing games with the audience, I will illustrate what it means to be literate in video games, what happens when you pick up a game, how a player makes sense of a game, how small changes in a game design can radically change the gameplay of the game, and how the player changes his or her understanding of the game over time.</p>
<h3>Thinking Outside The Game Box</h3>
<p>Judith Faifman, an educator and codirector of the Digital Cultures Research and Design Group, will follow with a discussion on the impact of video games on modes of thought. Faifman will also discuss how literacy in new media can promote social inclusion for students from low-income and minority families.</p>
<p>Faifman has sought to integrate new, digital cultures into existing educational environments. Her group is collaborating with the National Ministry of Education in Argentina to develop youth-media production. She is seeking to provide solid, theoretical foundations for digital, pedagogical practice for social inclusion.</p>
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		<title>Juicy: Using Game Design to improve the Email Experience</title>
		<link>https://www.jesperjuul.net/ludologist/2007/03/26/juicy-using-game-design-to-improve-the-email-experience/</link>
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		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Mon, 26 Mar 2007 16:09:15 +0000</pubDate>
				<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=327</guid>

					<description><![CDATA[During GDC I played Peggle, and I picked up the design term juicy from Chaim Gingold: A juicy interface is one that gives excessive amounts of feedback for all of your actions &#8211; particle effects (you can&#8217;t have too many), halos, sounds, things that glow, bounces, echoes, and so on. Juicy interfaces are usually incredibly &#8230; <a href="https://www.jesperjuul.net/ludologist/2007/03/26/juicy-using-game-design-to-improve-the-email-experience/" class="more-link">Continue reading<span class="screen-reader-text"> "Juicy: Using Game Design to improve the Email Experience"</span></a>]]></description>
										<content:encoded><![CDATA[<p>During GDC I played <a href="http://www.popcap.com/peggle.php">Peggle</a>, and I picked up the design term <em>juicy</em> from <a href="http://www.slackworks.com/~cog/">Chaim Gingold</a>: A juicy interface is one that gives excessive amounts of feedback for all of your actions &#8211; particle effects (you can&#8217;t have too many), halos, sounds, things that glow, bounces, echoes, and so on. Juicy interfaces are usually incredibly <em>satisfying</em>, and it is one of the things that PopCap excel at creating. Juicy interfaces are generally quite addictive, in the positive sense.</p>
<p>So I realized that my email program for years has been set up to make me addicted to the wrong thing: There is a bell when a mail comes in, which gives me your old <a href="http://en.wikipedia.org/wiki/Reinforcement#Schedules_of_reinforcement">variable interval reinforcement</a> &#8220;ah, yes, that&#8217;s the stuff&#8221;-feeling. So I get addicted to <em>checking my mail</em>, which is completely unproductive.</p>
<p>I want to be addicted to <em>replying to mail</em>, so I removed the sound for when mail comes in and I&#8217;ve set up a sound for when I send an email. Now, sending a mail is much juicier than it used to be, and my email experience is much better.</p>
<p>Technically, I would like the mail program to provide extra feedback for when I reply to a mail vs. sending a mail (can&#8217;t see how to do that in Eudora). Why not particle effects, halos, sounds, things that glow, bounces, echoes?</p>
<p>I want a really juicy email experience.</p>
<p>[Update: I now realize that Kyle Gabler, Kyle Gray, Matt Kucic, and Shalin Shodhan <a href="http://www.gamasutra.com/features/20051026/gabler_03.shtml">discussed juiciness a while ago on Gamasutra</a>.]</p>
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