Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC09



QTY:

(305) SPORE's Wake: What Seriously Happened?
Price $7.95
Adjustment
Type
Stock 0
Status
Weight 0 lb, 0 oz
SKU
Statistics
Description
No matter your position in the games space there was little disagreement over the last few years that Will Wright's Spore would have a major impact. From within the context of serious games there were many unique issues that were predicted to arise, and a lot of potential was identified. SPORE, like many of Wright's other works, seemed poised to span a variety of usage contexts beyond entertainment. In doing so, it was potentially another step toward a world where a game's non-entertainment impact and its entertainment impact were both of equal interest to their respective constituencies. Now SPORE has shipped, and in the months that have passed since there's been a chance to comprehensively chart that impact. With the power of hindsight rather than conjecture we can now take a deeper look at the results of SPORE and what it can tell us about the future of games that speak (whether they intend to or not) to a possibility set larger then entertainment alone. In this interesting session Margaret Robertson (former editor of Edge magazine) who has spent many hours with SPORE and written prominently about the game will lead the audience through an investigation and analysis of what has happened since its launch of. Did it become a tool in the debate over intelligent design vs. evolution? Has SPORE created a new classroom tool for creativity? Or for teaching astronomy or other equally interesting avenues? This deeper look at the near-term legacy of this game offers us a unique chance to look critically not just at products like SPORE but at the field of serious games in general and more specifically at the notion of how certain titles spawned in the name of entertainment succeed and/or fail at being more then just entertaining media.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.