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some aspects of games, in no particular order
1) single vs. multiplayer
2) turn based vs. 'real time' (or game-time)
3) map based vs. non-map (or spatial-ness)
4) production value (complex vs. simple sound and graphics)
5) technology frame: player interface & controls & system specs (boardgame vs. internet vs. arcade vs. desktop, and if windows, what version...)
6) 'purpose' of game (eg save the princess, or get points, or get to the end)
7) things you can control in-game
a) I-thou vs. I-it
b) reflexive vs. not
8) playing cost ($, time, opportunity cost, transaction cost of aquisition...)
9) crime and punishment (game cheats, admin powers...)
10)role (what do you represent in the game?)
11)playing benefits ( fun, education, socialization, $)
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Jonathan Moses Katcher
---------------------------
some aspects of games, in no
some aspects of games, in no particular order
1) single vs. multiplayer
2) turn based vs. 'real time' (or game-time)
3) map based vs. non-map (or spatial-ness)
4) production value (complex vs. simple sound and graphics)
5) technology frame: player interface & controls & system specs (boardgame vs. internet vs. arcade vs. desktop, and if windows, what version...)
6) 'purpose' of game (eg save the princess, or get points, or get to the end)
7) things you can control in-game
a) I-thou vs. I-it
b) reflexive vs. not
8) playing cost ($, time, opportunity cost, transaction cost of aquisition...)
9) crime and punishment (game cheats, admin powers...)
10)role (what do you represent in the game?)
11)playing benefits ( fun, education, socialization, $)
---------------------------
Jonathan Moses Katcher
---------------------------