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Ep. 19: Kentucky Route Zero and the Route to Appalachia

It’s near impossible to talk about Appalachia and video games, and games that “get Appalachia right”, without talking about Kentucky Route Zero. The game itself is mysterious, filled with empty space and people with featureless faces, a five-part digital theater that leaves enough room for Appalachia to rush in. What is it about this magical point and click adventure game that feels so real?

In part two of Gaming Broadcast’s “Playing Appalachia” series, we’re joined by Cardboard Computer, the makers of Kentucky Route Zero, to learn what the magical has to say about the real (especially as it relates to Appalachia) and the surprising ways Appalachians responded to seeing their home reanimated in digital form.


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Cardboard Computer = games by Jake ElliotTamas Kemenczy, and Ben Babbitt. They’re currently working on Kentucky Route Zero, a magical realist adventure game about a secret highway in the caves beneath Kentucky, and the mysterious folks who travel it. Acts I-IV of Kentucky Route Zero are available now, with Act V available sometime other than now.

For part one of Gaming Broadcast’s series Playing Appalachia, a collection of conversations with Appalachian and Appalachian adjacent gamers and game makers, check out Ep. 18 What Games Are Getting Right About Appalachia with Dr. Elizabeth Catte.

Stuff We Mentioned…
Kentucky Route Zero
Mammoth Cave
Colossal Cave Adventure
Mark Fisher
History of Kentucky Unions
Spirograph
Magical Realism
Gabriel García Márquez and The Autumn of the Patriarch
Isabella Allende and The House of the Spirits
Southern Gothic
Flannery O’Connor
Tennessee Williams and The Glass Menagerie
“It’s a lie, but not everything in it is false.”

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Cardboard Computer (The Cast)
Website: CardboardComputer.com
Twitter: @cardboardcompy
Instagram: @cardboardcompy
Kentucky Route Zero: KentuckyRouteZero.com 

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Thank you to everyone who has liked, subscribed, and commented about Gaming Broad(cast) on iTunes! You can also follow this podcast on SpotifyPodbeanStitcherGoogle Music, or subscribe directly using our RSS feed. Want some gamey goodness in your email inbox? Sign up for some occasional(ly) playful newsletter updates. Thanks to Ben Cohn for the music for this episode!

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Ep. 18: What Games Are Getting Right About Appalachia

In 2016, the United States collectively pointed a trembling finger of accusation at the Appalachian region. The verdict was in: America was screwed, and “Trump Country” was to blame. Journalists began to flock to the region, looking to demystify and correctly identify the dysfunctional roots of Appalachia and its people. Thinkpiece after thinkpiece was published, many (if not most) reducing the complex and nuanced history of the region into a singular narrative about a backwards and impoverished white working class that were desperate and foolish enough to vote against their best interest. But being exposed to only this narrative does more than just oversimplify, it also obfuscates and distracts from more sinister stories of power and greed.

Elizabeth Catte, author of What You Are Getting Wrong About Appalachia, joins us this week to start a new and more nuanced conversation about Appalachia. In this episode, Dr. Catte frankly assesses the history of Appalachian stereotypes and the reasons why these stereotypes became and remain so popular. By providing us with examples of writing, art, and video games that “get it right” about Appalachia, Elizabeth reveals why it matters so much that we complicate the current Appalachian narrative not just for Appalachia’s sake, but for the sake of the United States as a whole.


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Elizabeth Catte is a historian and writer originally from East Tennessee. She has a PhD in history and currently lives in Staunton, Virginia (pronounced Stanton) and is the director of Passel, a historical consulting firm. Her book, What You Are Getting Wrong About Appalachia will be out from Belt Publishing February 2018.

This episode is the first in Gaming Broadcast’s new series Playing Appalachia, a collection of conversations with Appalachian and Appalachian adjacent gamers and game makers.

Stuff We Mentioned…
Appalachian Regional Commission
Belt Magazine
Ohio Valley ReSource Journalism Collaborative
Whitesburg Kentucky Appalshop WMMT
The Trillbilly Worker’s Party Podcast
West Virginia Public Broadcasting Inside Appalachia “The Struggle to Stay”
WUOT Knoxville
Daily Yonder
The Bitter Southerner
Southerly
Scalawag Magazine
Sarah Smarsh
Queer Appalachia and “Electric Dirt”
Photographers like Roger MayRaymond Thompson, and Megan King
100 Days of Appalachia
WMMT’s “Calls from Home”
Jesse Donaldson’s “On Homesickness: A Plea (In Place)”
Night in the Woods
Kentucky Route Zero

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Elizabeth Catte, PhD (The Cast)
Website: ElizabethCatte.com
Twitter: @elizabethcatte
Book: What You Are Getting Wrong About Appalachia
Historical Consulting Firm: Passel

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Thank you to everyone who has liked, subscribed, and commented about Gaming Broad(cast) on iTunes! You can also follow this podcast on SpotifyPodbeanStitcherGoogle Music, or subscribe directly using our RSS feed. Want some gamey goodness in your email inbox? Sign up for some occasional(ly) playful newsletter updates. Thanks to Ben Cohn for the music for this episode!

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Ep. 17: Triple A Blues

What does it mean to work in AAA game development? In the gaming community, the term “AAA” (pronounced “triple A”) comes with a lot of baggage. While at face value AAA is just an informal way to classify games and games studios that have the highest development and marketing budgets, the category also comes with negative connotations. You’d think more money meant less problems for game developers, right? Wrong! AAA studios are often seen as giant, painfully selfish corporations that care about one thing and one thing alone: money. From “lazy” to “immoral” and “untalented”, game developers at AAA studios are often accused of having a myriad of moral failings, regardless of how much control they have over the final product.

Rachel Hammond, a ten-year veteran of the gaming industry, explains the big ol’ sad bits that are part of these big ol’ games projects. From dealing with bad decisions made by top executives and being unable to respond directly to fans because of corporate gag orders, to emotionally coping with the vitriolic comments and death threats directed towards AAA studios (and the people that work there), Rachel has seen it all!

But it’s not all bad. Rachel’s love for programming video games (which started when she was 5 years old), hasn’t been squished by the pressures of the AAA space. Rachel, even after all this time, still loves her work in the games industry, even if the games industry doesn’t always love her back! Seriously. It’s amazing. She genuinely loves making games that other people will love. Tune in to Episode 17 to learn about the issues that face AAA developers, and what we can do to help make the gaming community just a TEENSY WEENSY bit more empathetic.

Rachel Hammond has been making video games of all sizes for more than 10 years, and she still remembers the game review “Congratulations, you made a 6 year-old cry”. She currently works in the AAA game space at a company that will inevitably be a poorly kept secret as the podcast goes on.


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This episode is part three of the “Developer Doldrums” series, a collection of conversations with game developers about the not-so-happy bits that pop up when making play objects. For part one, check out Episode 15: Grief, Game Development, and the Emotional Significance of Oatmeal with Andrea Ayres of Lemonsucker Games to learn how the loss of a parent and an eating disorder (plus therapy) can lead to making a video game. Or, for something with a little less death, check out part two, “Episode 16: Long Distance Bromance” to hear from indie game studio Hydezeke on the pleasures and pains of being in a long distance game dev relationship. Oh, did I mention there’s also a mini game in that episode? It’s games, all the way down!

Stuff we mentioned…
AAA (video game industry)
Bratz
SpongeBob SquarePants
Transmedia storytelling
Ratatouille (video game)
Rats are very smart and gr8 at games
Sesame Street: Cookie’s Counting Carnival
Video Game Crash of 1983
The funniest joke in the world
Warren Spector and the Denius-Sams Gaming Academy
John Romero
Reddit thread: Game programmers: What game mechanic are you proud to have implemented?
Dunning-Kruger effect
SXSW Gaming 2018 Panel: IH8URGAME: Fostering Empathy in Gaming Communities

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Rachel Hammond (The Cast)
Twitter: @xespera

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Thank you to everyone who has liked, subscribed, and commented about Gaming Broad(cast) on iTunes! You can also follow this podcast on SpotifyPodbeanStitcherGoogle Music, or subscribe directly using our RSS feed. Want some gamey goodness in your email inbox? Sign up for some occasional(ly) playful newsletter updates. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.

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Ep. 16: Long Distance Bromance

Long distance relationships are enough to make anyone sad. Throw in making a game together? Even sadder! How do long distance game developers stay in the game? As hard as it is to build something together when you’re not, you know, actually together, Michael and Ben of Hydezeke are proof that with the right person (and for the right project), even distance can’t hold you back. Equal parts funny as it is emotionally honest, this episode gives hope to the idea that you can find a project partner to help you stay afloat in the sometimes turbulent waters of  “creative collaboration”.

Michael Savage-Benoist [Benwa] is a game designer and dog enthusiast from Fairfax, Virginia. Ben Cohn is a music composer and banjo enthusiast from Orlando, Florida. What started out as a middle-school friendship has, 8 years later, became Hydezeke [Hide-zeek], an indie game studio.

Hydezeke is beset by the troubles of long-distance collaboration and conflicting life events, but Ben and Michael maintain their bond through their love for game design and bashing Sonic games. Flamberge, their flagship game still in development, was successfully Kickstarted (and accepted to Steam Greenlight, when that was still a thing) about three years ago. The extended development period is a bummer not only for the fans and supporters of Flamberge, but for Michael and Ben too. As tough as some of the comments are, Michael and Ben refuse to give up on their vision for the game’s future, and remain determined to deliver a good, quality game to the fans who have stuck with them all this time.


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This episode is part two of the “Developer Doldrums” series, a collection of conversations with game developers about the not-so-happy bits that happen when you make digital play objects. For part one, check out Episode 15: Grief, Game Development, and the Emotional Significance of Oatmeal with Andrea Ayres of Lemonsucker Games.

Stuff we mentioned…
Artemis Fowl
LACMA
Alphonse Mucha Princess Hyacinth
Magfest 2017 Awards
Flamberge Kickstarter
Flamberge on STEAM
Bumble Rumble by Ben Cohn (The Dating Game Music)

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Hydezeke (The Cast)
Website: Hydezeke.com
Michael’s Twitter: @hydezeke
Ben’s Twitter: @bionicbenbo
Ben’s Soundcloud: bionicbenbo

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Thank you to all those who have liked, subscribed, and commented about Gaming Broad(cast) on iTunes! You can also follow this podcast on PodbeanStitcherGoogle Music, or subscribe directly using our RSS feed. Wanna know more about JD’s feelings? Sign up for the occasional(ly) playful newsletter updates written just for you by JD herself. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.

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Ep. 15: Grief, Game Development, and the Emotional Significance of Oatmeal

Andrea Ayres, creator of The Average Everyday Adventures of Samantha Browne, makes me feel a lot of things about hot cereal. The making of the Average Everyday Adventures of Samantha Browne shows that oatmeal has more to do with grief and game development than you might expect. Born on the heels of grief at the loss of a parent, and influenced by Andrea’s personal experiences with social anxiety and an eating disorder, The Average Everyday Adventures of Samantha Browne is an interactive story about a painfully introverted college student who needs to make oatmeal in the communal kitchen of her dorm. While the game challenges you to find the right words to help Samantha as she embarks on her journey to the other side of her bedroom door, the development of the game itself challenged Andrea to explore her own relationship with mental health, anxiety, and loss.

This episode is part one of the “Developer Doldrums” series, a collection of conversations with game developers about the not-so-happy bits that hide behind the curtain of our digital play objects.

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Andrea Ayres is a founder and the head writer at Lemonsucker Games. She also writes about politics and representation in pop-culture and beyond. She enjoys coffee, cats, and phasing between inter-dimensional realities.

Stuff we mentioned…
The Average Everyday Adventures of Samantha Browne
Eating Disorders
Social Anxiety
Schlesinger’s Cat
Destiny 2
Journey 
Brie Code on the concepts of “Tend-and-Befriend” and “Fight-or-Flight” in video games
Samantha Browne at Indiecade 2016


JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Andrea Ayres (The Cast)
Twitter: @missafayres
Instagram: @afad435
Website: Ayresdeets.com
Lemonsucker Games: lemonsuckergames.com

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Thank you to all those who have liked, subscribed, and commented about Gaming Broad(cast) on iTunes! You can also follow this podcast on PodbeanStitcherGoogle Music, or subscribe directly using our RSS feed. Wanna know more about JD’s feelings? Sign up for the occasional(ly) playful newsletter updates written just for you by JD herself. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.

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Ep. 11: Why Are You So Angry?

Ian Danskin of Innuendo Studios joins JD this week to talk the WHY of violence. Specifically, why does violence matter so much to so many people who play games? Ian explores why the mission to keep violence in video games feels so personal to so many people, and why conversations about the cultural implications of violence in video games get so heated. A particularly relevant conversation, seeing as the past few years have seen a flurry of intense (and somewhat scary) responses to critiques of the ubiquity of violence in video games (Gamergate and the harassment directed towards Anita Sarkeesian being notable examples).

For Ian, regardless of how we think the violence affects us, there is the question of what the violence is used to sell and who it’s supposed to sell itself to. Tune in this week to learn about the ripple effects of censorship attempts, the gendered nature of marketing, and how the perceived naughtiness of violence in video games can affect our emotional attachment to these digital playscapes.

Ian Danskin is a New England media artist and video essayist. He makes videos about games and web culture on his YouTube channel, Innuendo Studios.

This episode is the second in a current mini series on violence and video games. For the first episode in the series, check out Episode 10: Moral Combat–Why the War on Violent Video Games is Wrong.


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Stuff we mentioned…
Moral Combat: Why the War on Violent Video Games is Wrong
90s Censorship Wars
Jack Thompson
Anita Sarkeesian and Feminist Frequency
Gamergate
DOOM: Bethesda E3 Showcase Gameplay Reveal
“Blood is Compulsory” video by Ian Danskin
Mortal Combat Blood Code
Supreme Court ruling on video games being art
Nancy Drew Games
“No Girls Allowed” Polygon Article on the relationship between stereotypes that “video games are for boys” and marketing
Dear Esther
What Remains of Edith Finch
Myst
Walking Simulators
Casual Games (and “Casual Revolution” by Jesper Juul, just for kicks)
Sonic the Hedgehog is so mean
Play it Loud Campaign
“Will thoust get the girl? Or play like one?”
Part 1 of Ian’s “Why Are You So Angry?” Series (part 2 gets to “bubble popping”)
D.A.R.E.
The Sims

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Ian Danskin (The Cast)
Twitter: @InnuendoStudios
Youtube Channel: Innuendo Studios
Patreon: Innuendo Studios
Tumblr: InnuendoStudios

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Want to be the first to know when new episodes are released? Sign up for the occasional(ly) playful newsletter updates written just for you by JD herself. Thank you to all those who have liked, subscribed, and commented about Gaming Broad(cast) on iTunes! You can also follow us on PodbeanStitcherGoogle Music, or subscribe directly using our RSS feed. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.

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Ep. 10: Moral Combat–Why the War on Violent Video Games is Wrong

In a time of nation-wide unrest and division, it’s surprising to hear that politicians from both sides of the aisle are united on one thing: violent video games are bad and must be stopped. Blamed for everything from school shootings, suicide, and even rickets, video games have been shouldering the burden for our society’s ills for a long time now (or, at the very least, ever since comic books and ozzy osbourne have taken a back seat as the source of all evil).

Politicians, pundits, and even psychologists, are quick to point a finger at the guns in video games in order to make sense of the guns in the hands of real life people, especially when those guns are in the hands of school shooters. But is playing too much Call of Duty really causing killing sprees?

Christopher Ferguson and Patrick Markey are two psychology experts who have been on the front line of the violent video game debate for years. Their new book, Moral Combat: Why the War on Violent Video Games is Wrong, debunks the stark picture media, politicians, and other personalities tend to paint in order to sway public opinion about the impact of gaming. In this episode, with complete honesty and extensive research, the informative (and often entertaining) Ferguson and Markey duo lays the data out on the table to reframe the conversation on the real life effects of gaming.

Patrick M. Markey is a professor of psychology, the director of the Interpersonal Research Laboratory at Villanova University, and a former president of the Society for Interpersonal Theory and Research. Markey received his doctorate from the University of California.

Chris Ferguson is professor of psychology and director of the Psychotechnology Lab at Stetson University as well as a fellow of the American Psychological Association. He has a doctorate in clinical psychology from the University of Central Florida.

This episode kicks off Gaming Broad(cast)’s new mini series exploring the relationship between violence and video games.


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Stuff we mentioned…
Moral Combat: Why the War on Violent Video Games is Wrong
American Psychological Association
APA Review in 2015 Confirms Link Between Playing Violent Video Games and Aggression
Hillary Clinton on video game violence (comparing it to lung cancer)
James Dallas Egbert III (Michigan State University student whose suicide was blamed on Dungeons & Dragons)
Mazes and Monsters with Tom Hanks
Assassin’s Creed 4
The families of Columbine victims sue the makers of DOOM, blaming them for tragedy
Leland Yee (politician against violent video games, later charged with real life arms trafficking)
Proof that Chris really did meet with Former Vice President Joe Biden and talked about video games
Hilary Clinton, Bernie Sanders, and Donald Trump on the same page when it comes to games
Games for Change
Transfer of Learning
The Oregon Trail (video game)

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Patrick M. Markey, PhD (The Cast)
Website: PatrickMarkey.com
Twitter: @PatMarkey

Christopher J. Ferguson, PhD (The Cast)
Website: ChristopherJFerguson.com
Twitter: @CJFerguson1111

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Want to be the first to know when new episodes are released? Sign up for the occasional(ly) playful newsletter updates written just for you by JD herself. Thank you to all those who have liked, subscribed, and commented about Gaming Broad(cast) on iTunes! You can also follow us on PodbeanStitcherGoogle Music, or subscribe directly using our RSS feed. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.

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Ep. 07: The Pleasures of Back-Seat Gaming

JD brings it home this week… by literally interviewing the other person who lives in her home, Nora Green, about the pleasures of back-seat gaming.

Nora, JD’s roommate, is an avid video game spectator. Rather than playing games, Nora prefers to spend countless hours WATCHING people play games. She spectates in a number of ways: by sharing time with her gamer friends, viewing video game walkthrus on Youtube, or following Counterstrike competitions on Twitch.

 

While Nora has played games before, and has even used some games as stress relief when crying in the bathroom at work, “back-seat gaming” just FEELS better than playing through a game herself. Nora would rather watch skilled gamers achieve incredible feats of gaming glory than slowly hiccup her way through a game with her “less-than-professional” skills. As game spectating, and Electronic Sports (eSports) in general, gains in popularity, this episode gives you unique insight into the life of a gaming fan who finds observation more fun than playing.

This is the second interview in a series of interviews about video games with people who don’t like playing video games, inspired by Brie Code and a panel from SXSW (titled “Video Games for People Who Don’t Like Video Games”). For part one, see Episode 06: Crying in a Closet, for an interview with non-gamer Bailey Morrison about games and anxiety.

 

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Stuff we mentioned…
Ruff’s Bone
Sim Ant
Spider with Lazer Eyes
Sim City
Oregon Trail
Atomic Purple Gameboy Color
Luigi’s Ghost Mansion
Animal Crossing
Team Fortress 2
Pyro (TF2 Character)
Counterstrike
Cloud9 (Counterstrike Team)
First Person Shooter
Crying in a Bathroom
Research on highly committed gamers making their gaming experience “less sensorially realistic”
Twitch.tv
Arby’s
eSports

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon

Nora Green (The Cast)
Instagram: @norasleeps
*Note*: Is narcoleptic and has no time for social media

Gaming Broad(cast) is the official podcast of GamingBroadly.com. Please like, subscribe, and comment about Gaming Broad(cast) on iTunes. You can also follow us on Podbean, StitcherGoogle Music, or subscribe directly using our RSS feed. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.

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Ep. 06: Crying in a Closet

This week JD goes solo, interviewing Bailey Morrison as part of a new series of interviews about video games with people who don’t like playing video games. Inspired by Brie Code and a panel from SXSW (titled “Video Games for People Who Don’t Like Video Games”), JD delves deep into the reasons Bailey finds video games off-putting.

 

Bailey didn’t always dislike playing video games, but grew to consider them an emotional danger zone as she started to realize her performance was being judged (or COULD BE judged) by the people around her. From struggling with perfectionism and anxiety about failure, to a love of narrative and people-to-people connections (versus raw skill), Bailey and JD reframe what failure in games mean emotionally for players.

 

Download this episode (right click and save).

 

Stuff we mentioned…
The Neverhood
Oregon Trail
Organ Trail
Care Bears: Care-a-lot Jamboree
Euchre
Heads Up
Scrabble
Bananagrams
Drowning sims in the swimming pool
QWOP
Super Meat Boy (aka Meatball Game)
Gamification
Rock Looker
Crying in a Closet
Overwatch

 

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon
Tumblr: @GamingBroadly

Bailey Morrison (The Cast)
Instagram: @bailsmog
Twitter: @BaileyMorrisons
Tumblr: Alive in ’85
Work: The University of Texas Press

Gaming Broad(cast) is the official podcast of Gaming Broad(ly).com. Please like, subscribe, and comment about Gaming Broad(cast) on iTunes. You can also follow us on Podbean, StitcherGoogle Music, or subscribe directly using our RSS feed. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.

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Ep. 05: Imagining Play, Religion, and Education

Dr. Gregory Grieve visits with JD and Kyle this week to discuss the intersections of religion, play, and education (as well as the recent publication of his new book on Buddhism and Second Life). Grieve is a Professor and Head of the Department of Religious Studies at the University of North Carolina at Greensboro where he researches, teaches, and creates at the intersection of Asian religions and popular culture. He specializes in digital religion, particularly the emerging field of religion and video games, and his current research uses video games to explore the category of evil in contemporary life.

Grieve is also an innovative teacher, the recipient of the 2016 Excellence in Teaching Award, who incorporates games (like Dungeons & Dragons and Skyrim) to create memorable and playful classroom experiences. Grieve works in the space between communication studies and religious studies, the secular study of religious phenomena that emphasizes critical, culturally and historically based cross-cultural analysis. Religious studies is anthropological and not theological, and in true anthropologist fashion, Grieve uses games as a way of asking questions to better understand what it means to be human.

Download this episode (right click and save).

Stuff we mentioned…
Zen Buddhism
Silence
Religious Studies
Second Life
Nepal
Far Cry 4
Dungeons & Dragons
Johan Huzinga
and the “Magic Circle
Hannah Arendt
and the “Banality of Evil

JD (The Broad)
Website: GamingBroadly.com
Twitter: @JayDeeCepticon
Instagram: @JayDeeCepticon
Tumblr: @GamingBroadly

Kyle (The Cast)
Website: KyleArmstrong.com
Twitter: @kyl_armstrong
Instagram: @kyl_armstrong
Youtube: Bounce House

Gregory Grieve, PhD (The Guest)
Website: gpgrieve.org
Book: Cyber Zen: Imagining Authentic Buddhist Identity, Community, and Practices in the Virtual World of Second Life

Gaming Broad(cast) is the official podcast of Gaming Broad(ly).com. Please like, subscribe, and comment about Gaming Broad(cast) on iTunes. You can also follow us on Podbean, StitcherGoogle Music, or subscribe directly using our RSS feed. Thanks to Los Kurados for the use of their song “Rojo Y Azul” for the intro and outro music of our podcast.