News Update: Brexit, Hall of Fame, Tetris, Digital Storytelling, Ludified Cinema

Welcome to the latest update where we draw attention to some recent gaming news relevant to our project’s focus.

With the triggering of Article 50 signalling the beginning negotiations for Britain‚Äôs exit from the EU, The Guardian reported on the impact on the gaming industry in the UK. They suggest that 40% of the gaming industry are considering moving their business from the UK as a result of Brexit, due to the uncertainties that Britain leaving the EU brings in relation to European workers. ūüôĀ

The Register reported on a recent study¬†that explored the use of Tetris in response to Post Traumatic Stress Disorder. They suggest that, as a form of ‘mild brain stimulus… playing a game of Tetris in the aftermath of a traumatic event can help alleviate the symptoms of post-traumatic stress disorder.’

NME reported on the nominees for induction into the Video Game Hall of Fame at The Strong – National Museum of Play. The 2017 Finalists represent what could be considered a classic selection of video games, perhaps reflecting a desire to establish practices resembling curatorship around digital artifacts. In terms of more contemporary games, The Guardian also report on Rezzed 2017, outlining what they considered the ’12 most interesting games’ on show from the indie games festival.

The International Conference on Interactive Digital Storytelling (ICIDS‚Äč ‚Äč2017) have issued a call for papers. The event will take place in Funchal, Madeira Islands, Portugal and be hosted by the‚Äč ‚ÄčMadeira Interactive Technologies Institute. They are seeking proposals that investigate interactive digital storytelling, including interactive narratives in digital games, ¬†and its possible applications in different domains.

A new article by Lasse Juel Larsen in the Games and Culture Journal exemplifies the concept of ‘ludification’, in the context of cinema. Larsen explores five¬†traits of computer game influences on contemporary cinema such as play worlds, ludified quests, controller and interfaces, play experience and game structure. A special edition of Games and Culture also examines applications of serious games in relation to training.¬†This set of paper stem from The¬†SIRIUS project, described as¬†‘a 4-year, multiteam experimental research program designed to study the effectiveness of games as a training tool for teaching about and mitigating cognitive bias’. Papers cover serious games and decision making,¬†design and development of serious games for training purposes.