Ludomedia #86


Games media worth reading, watching or listening to.

Alan MacLeod: Call of Duty is a Government Psyop: These Documents Prove It

  • “Yet a closer inspection of Activision Blizzard’s key staff and their connections to state power, as well as details gleaned from documents obtained under the Freedom of Information Act, reveal that Call of Duty is not a neutral first-person shooter, but a carefully constructed piece of military propaganda, designed to advance the interests of the U.S. national security state.”

Bader Chaarani et al.: Association of Video Gaming With Cognitive Performance Among Children

  • “As part of the national Adolescent Brain Cognitive Development study and after controlling for confounding effects, results of this case-control study of 2217 children showed enhanced cognitive performance in children who played video games vs those who did not. Clear blood oxygen level–dependent signal differences were associated with video gaming in task-related brain regions during inhibition control and working memory.”

Edmund McMillen: Dos & Don’ts of Indie Dev Retrospective

  • “I think honesty is what art is. Business makes it dishonest. It’s a difficult field for an artist to be in, because to some degree the dishonesty of selling something, or being a sales person, can easily taint your work, and you can attempt to manipulate people into feeling a certain way, playing more or putting more money into the machine and it’s a dangerous thing. […] Not being manipulative and condescending with your work is important. Knowing who you are is important. And allowing your flaws and eccentricities to show in your work is honest, and that’s what makes art special.”

Elena Petrovskaya & David Zendle: “These People Had Taken Advantage of Me”: A Grounded Theory of Problematic Consequences of Player Interaction with Mobile Games Perceived as “Designed to Drive Spending”

  • “Players from vulnerable populations will engage with mobile games which have been designed to drive spending in a different way to players who are not members of such populations. Traits which may make an adult individual particularly vulnerable to such games include (but are not necessarily limited to) mental health problems, stress at work, low self-esteem, poor quality of life, and loneliness. These factors create an offline environment for the individual where they are not experiencing satisfactory feelings of competence and achievement in their daily lives.”

Sebastian Deterding et al.: Mastering uncertainty: A predictive processing account of enjoying uncertain success in video game play

  • “Positive mood is maintained where the player predicts steady improvements in their error reduction rate. However, learning improves players’ actual and expected error reduction rate for a given challenge. Thus, with learning, uncertainty or expected error over a given challenge goes down, and players get used to the new error reduction rate. Players keep doing well, but slow-down in their rate of improvement, until they stop doing better than expected. As players aim to maximise the velocity of uncertainty reduction, they will thus preferentially sample new challenges that promise more uncertainty to reduce faster.”

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