DiGRA D-A-CH Game Studies Watchlist CW #15
?? Rudolf T. Inderst ??
Digital Game Studies Lecturer & SciCom with a knack for Podcasts, Video Essays & Krav Maga.
?? AHOI there, game studies operators!
Surely you're joking, my dear 2024? It's supposed to be mid-April already? Wasn't it just Silverster, snow and ... oh, what do I know - this is an old man at the limit of his cogintive and mental powers on the right-hand highway lane of high-energy life!
This week, it was pretty easy to pick a contribution tbh - since the Gaming Historian is such a wonderful presenter of things, I instantly chose his new video: The Story of The Oregon Trail
"In 1971, three student teachers in Minneapolis, MN created a little computer game about westward expansion in the United States. Over 50 years later, The Oregon Trail series has sold more than 65 million copies and has been inducted into the World Video Game Hall of Fame. But the original creators never made a penny off the game. Learn the story behind one of the most successful edutainment games of all time."
There are a few good reasons, why Norman Caruso would chose this specific topic for his essay: Analyzing Oregon Trail from a Game Studies perspective is invaluable due to its historical significance, cultural impact, educational value, and contribution to game design evolution.
Firstly, as one of the earliest educational computer games, it offers insights into the evolution of games as learning tools. Secondly, its cultural impact has shaped perceptions and experiences across generations, making it a rich subject for examination. Thirdly, designed to educate players about 19th-century pioneer life, it provides a case study for exploring the effectiveness of games in education.
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Additionally, studying Oregon Trail allows us to trace the evolution of game design principles, from its simple interface to modern experiences. Lastly, understanding the player experience offers insights into player engagement, narrative elements, and decision-making processes within the game.
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Hold on everyone & beware! I also have wonderful reading material new for you: Necronom (Lunatic Software/Linel, 1991, Amiga) - this is a case study done by Aurelia Brandenburg, Adrian Demleitner, Arno G?rgen, Addrich Mauch, and Eugen Pfister (Thanks for the tip, dear Arno ??!).
The game is of particular historical interest because it is representative of the extremely successful shmup genre at the beginning of the 1990s, or more specifically of its success on the Amiga.
Please stay healthy everyone! Cheers, Rudolf
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