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December 20, 2014
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Features » Serious
Creating Virtual Reality Games: The Fundamentals 16
by Sébastien Kuntz [05.23.13]
As VR heats up again thanks to the emergence of the Oculus Rift, Gamasutra presents a ten-year veteran's take on best practices for developing immersive games using this technology.
Design, Console/PC, Serious, Indie

Games With The Power To Offend: Surviving And Stoking Controversy 20
by Michael Thomsen [08.24.10]
Developers, execs and PR talk some of gaming's top controversies -- from Six Days in Fallujah to Resident Evil 5 -- how they handled them, and how they might be avoided in the future.
Business/Marketing, Design, Serious

From Research To Games: Interacting With 3D Space 7
by Joseph LaViola Jr. [04.22.10]
While 3D interfaces are just taking off for consumers, years of research have been poured into the field. Dr. Joe LaViola of the University of Central Florida shares detailed academic findings about building useful and fun ways to interact with games.
Design, Programming, Art, Serious

Persuasive Games: Shell Games 23
by Ian Bogost [03.03.10]
Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?
Design, Serious

Moving Hardcore Gaming To The Web: Making History 31
by Matt Seegmiller [01.05.10]
Can you take your game into the browser and gain in the process? Developer Muzzy Lane (Making History series) discusses the challenges and advantages of this approach in this in-depth tech-oriented article.
Business/Marketing, Design, Programming, Serious, Social/Online

Persuasive Games: This Is Only A Drill 13
by Ian Bogost [07.28.09]
In his new Gamasutra column, writer and game designer Ian Bogost asks -- why can't the power of games be used to help retain information in public safety drills, for example replacing the air safety videos that many travelers barely listen to?
Design, Serious

Persuasive Games: Gestures as Meaning 7
by Ian Bogost [06.30.09]
In his latest 'Persuasive Games' column, game designer and writer Ian Bogost examines both Natal-like gesture control devices and Brenda Brathwaite's experimental board game Train, suggesting: "Perhaps the souls of our games are not to be found in ever-better accelerometers... but in the way they invite players to respond to them."
Design, Serious

Combating Child Obesity: Helping Kids Feel Better by Doing What They Love 23
by Garth DeAngelis [06.10.08]
Can you create a deep, story-based title that also functions as an exergame? DeAngelis looks at the history of exercise gaming and explains how his CMU university project Winds Of Orbis tries to twin the RPG and exercising for kids.
Design, PC, Console/PC, Serious, North America

Persuasive Games: Videogame Vignette 1
by Ian Bogost [02.12.08]
In his latest 'Persuasive Games' column on sociopolitical games, designer/author Ian Bogost analyzes the 'vignette' that is Hush, a student game which movingly chronicles the massacres of the Rwandan Civil War.
Design, PC, Serious

Persuasive Games: The Holly and the Ivy 8
by Ian Bogost [12.20.07]
Ian Bogost's latest 'Persuasive Games' column takes a seasonal twist, as he examines the history of holiday-related themes in games - from Christmas NiGHTS through Sims 2 expansions - and suggests that the industry should produce more Christmas games.
Serious