Events listed below are open to all members of the Duke community. All lab events are free and take place in the Game Lab (Link Classroom 6) unless otherwise noted. Please check back regularly for updates.
***Upcoming Events coming this Fall 2019***
[GAME NIGHT: War, Peace, & Strategy Games ]
April 19, 2019
6:00pm – 11:00pm
Link Classrooms 5 and 6
Come join us at our last Game Night for the Spring Semester, as we play and explore exciting games!!!
War Games: Moral Conflict, Paths of Glory, A Game of Thrones, Risk, and, Small World.
Abstract Strategy Games: Chess, Checkers, Go, Tak, Chinese Checkers, and Mahjong.
Negotiation Games: Diplomacy and Intrigue.
The League of Legends and Super Smash Bros. Tournament, will take place in Link Classroom 6.
Games will take place in both Link Classrooms 5 and 6.
***Food & Drinks will be served in Link 5***
[“Gamification for the Foreign Language Classroom,” with Enrique Cachafeiro, Luis Navarro, and Eileen Anderson]
April 6, 2019
10:00am – 1:00pm
A workshop on gamification theory and practical applications of incorporating digital an analogue games into your courses.
[Design + Code + Culture = Play “BONNE CHANCE”]
March 28, 2019
4:00pm – 6:00pm
Link Classroom 6
Learning languages through or with gaming are not new in and of itself. What makes the “Bonne Chance” project unique is that we are trying to teach French through designing a game instead of simply playing it. Through an interdisciplinary approach to modern software development, students from multiple academic backgrounds with varying experience levels are able to work together in a cross-functional community. Language and culture immersion is being explored in a new technological and educational realm by applying game-based learning mechanics to an elementary French language curriculum. (Click flyer to link to site).
Cary Staples, Sebastien Dubreil and their students from “The App Farm”will discuss the project of the game.
“On the surface, the union of the humanities and video games might seem odd, the former focused on thoughtful reflection, context and contingencies, and the latter on reflex, immediacy and instantaneous feedback. In practice, however, this union is increasingly proving to be an enormously profound one, with games providing a platform for more experiential ways of engaging history, literature, philosophy, and even religion.” (Humanities Arcade, 2016)
[I Am Game: The Mechanics of Undesirability in the Video-game Papers, Please ]
March 27, 2019
4:00pm – 5:30pm
Rubinstein Library 349
Debuting to critical acclaim in 2013, the applied-puzzle video game Papers, Please stations its player as an immigration inspector at the border checkpoint of a fictional country. The anachronistic font and layout embrace a 1980s-style aesthetic, resonating with the setting’s uncanny invocation of the Soviet Bloc under the Cold War regime. Professor Shin will discuss how the social realism of Papers, Please portrays our current state of affairs wherein person-hood and empathy are rendered “undesired cosmetic disturbances” that undermine the “illusion of representative modeling”; representative as in high-fidelity adherence to the standards of desirability as conditions for survival within and beyond the game space.
[From Gamification to Gameful Learning ]
March 25, 2019
American Tobacco Campus Strickland Building, 3rd Floor
Dr. Rachel Niemer is Director of Strategic Initiatives in the Office of Academic Innovation at the University of Michigan. She coordinates the Product Management, Public Engagement, and Behavioral Science teams in their work as thought-partners with faculty. Dr. Niemer helps establish the vision for designing new and engaging learning environments using best practices from industry paired with findings from the learning and motivational sciences. Prior to joining the Academic Innovation team, Rachel served as the Assistant Director at the Center for Research on Learning and Teaching at Michigan.
[GAME NIGHT: Sci-Fi Fantasy ]
March 22, 2019
6:00pm – 11:30pm
Link Classrooms 4, 5, and 6
Come join us as we play and explore exciting games such as:
***Science Fiction Games***
***Super Smash Bros. Ultimate***
****League of Legends***
Games will take place in both Link 4, 5, and 6.
February 22, 2019
This game night will feature a selection of cultural games from around the world curated by Duke faculty. Faculty members will be on-hand to share and teach the games of their home cultures. Join us as we traverse continents in the world of gaming. Dinner will be served.
January 25, 2019
The Best and Worst Biology in Video Games (or at least the ones I’ve played)
Eric Spana, Duke University
Eric Spana explains the unusual and fantastic occurrences in science fiction, fantasy and video games using the biological mechanisms already identified on Earth while pointing out the really, really bad science, too.
January 25, 2019
What Remains of Edith Finch: An Exploration of Walking Simulators
Jung Yeop Lee, Soonchunhyang University
Video games have coexisted with furious action, violence and thrill. It is not common to consider the aesthetics of contemplation of the sublime landscape of Los Santos of Grand Theft Auto V. However, the Walking Simulator genre simultaneously reduces the interaction between the player and the game, and limits the user’s intervention space to the epic selection, while simultaneously pursuing the aesthetics of the contemplation and the fun of the puzzle. Through the analysis of the award-winning game What Remains of Edith Finch this talk dives into the contemplative world of games and the aesthetics of the walking simulator. Dinner to follow.
January 24, 2019
“Program and Control”? Netflix’s Bandersnatch and the Future of Choose Your Own Adventure
Anastasia Salter, UCF
Netflix’s new playable film, Black Mirror: Bandersnatch, has drawn renewed attention to the potential for mainstreaming interactive fiction. Taking place as it does among the dystopian, tech-wary episodic sequences of Black Mirror, the work is simultaneously an experiment to gauge audience acceptance and a commentary on the potential future of user-aware, data-gathering playable experiences as an accepted part of “watching”–and being watched. However, placing Bandersnatch into conversation with the history of games and interactive fiction is mostly a testament to how far we haven’t come: the combination of 80s nostalgia, trite “bad” endings, forced metafiction, and an elevation of the game designer as auteur is fundamentally disappointing. What can we learn from the responses of non-gamers and a broader community to Bandersnatch’s experiment, and where might interactive film go from here?
November 30, 2018
Take a break from studying and come join us as we play the newest addition to our game library to close out the semester.
November 9, 2018
Come join us as we play large-group games such as Welcome To, Two Rooms & a Boom, others! Invite your friends! Dinner will be served.
October 19, 2018
Duke Games and Culture, a Humanities Unbounded Collaborative Project in Asian and Middle Eastern Studies, invites you to our inaugural game night and information session where all involved faculty will introduce the University community to the many opportunities to get involved with Games and Culture on campus!