Newsgames: Theory and Design

  • Miguel Sicart
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5309)

Abstract

Computer games have a long history as entertainment media, but their use for educational or political communication is relatively recent. This paper explores the use of computer games as news media. Newsgames are computer games used to participate in the public sphere with the intention of explaining or commenting on current news. The paper provides a set of concepts for analyzing newsgames, based on public service theory. The paper expands this analytical approach with a reflection on game design methodologies for creating newsgames.

Keywords

Newsgames Serious Games Public Service Theory Procedural Rhetorics Political Games 

References

  1. 1.
    Bogost, I.: Persuasive Games. The Expressive Power of Videogames. The MIT Press, Cambridge (2007)Google Scholar
  2. 2.
    Hartley, J.: Understanding News. Routledge, London (1982)Google Scholar
  3. 3.
    Flanagan, M., Nissembaum, H., Belman, J., Diamond, J.: A Method for Discovering Values in Digital Games. In: Situated Play. Proceedings of DIGRA 2007 Conference, pp. 752–759 (2007)Google Scholar
  4. 4.
    Frasca, G.: Videogames of the Oppressed: critical thinking, education, tolerance and other trivial issues. In: Wardrip-Fruin, N., Harrigan, P. (eds.) First Person, New Media as Story, Performance, and Game. The MIT Press, Cambridge (2004)Google Scholar
  5. 5.
    Abt, C.: Serious Games. University Press of America, New York (1970)Google Scholar
  6. 6.
    Sutton-Smith, B.: The Ambiguity of Play. Harvard University Press, Cambridge (1997)Google Scholar
  7. 7.
    Bergeron, B.: Developing Serious Games. Charles River Media, Hingham (2006)Google Scholar
  8. 8.
  9. 9.
    Brown, A.: Economics, Public Service Broadcasting, and Social Values. The Journal of Media Economics 9(1), 3–15 (1996)CrossRefGoogle Scholar
  10. 10.
    Gunther, A.C., Thorson, E.: Perceived Persuasive Effects of Product Commercials and Public Service Announcements. Communication Research 19(5), 574–596 (1992)CrossRefGoogle Scholar
  11. 11.
    Denhard, R.B., Denhard, J.V.: The New Public Service: Serving Rather Than Steering. Public Administration Review 60(6), 549–559 (2000)CrossRefGoogle Scholar
  12. 12.
    Salen, K., Zimmerman, E.: Rules of Play. The MIT Press, Cambridge (2004)Google Scholar
  13. 13.
  14. 14.
    Tracey, M.: The Decline and Fall of Public Service Broadcasting. Oxford University Press, Oxford (1998)CrossRefGoogle Scholar
  15. 15.
    Norman, D.: The Design of Everyday Things. Basic Books, New York (1988)Google Scholar
  16. 16.
    Juul, J.: Half Real. Videogames between Real Rules and Fictional Worlds. MIT Press, Cambridge (2005)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2008

Authors and Affiliations

  • Miguel Sicart
    • 1
  1. 1.Center for Computer Games ResearchIT University of CopenhagenDenmark

Personalised recommendations