Some time ago, I worked at a bookstore. My days were filled with hauling stacks of books, shelving books, looking up titles, and endlessly restocking whatever Oprah’s latest recommendation was. My coworkers were witty and humorous, and on slow days we’d chat while shelving or alphabetizing books. It was during one of these conversations that I first heard the term curmudgeon, as a coworker deemed herself “Captain Curmudgeon” which made me chuckle, but also think.
Today people find themselves bombarded with ideas, images, and characters from every kind of media.
The current “serious gaming” trend in both electronic and traditional play uses games to increase awareness of significant cultural, historical, and current events. Game designers Brenda Brathwaite Romero and John Romero recently visited The Strong and provided a compelling demonstration of this trend to staff.
The roots of video gaming go deep into the longer history of games, puzzles, and play. Backyard games of cops and robbers predated first-person shooters. Puzzles existed long before designers incorporated them in video games. Pen and paper RPGs proved so exciting and immersive that programmers began creating electronic variations.