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"content": "\u003cp>In their \u003ca href=\"http://www.nytimes.com/2014/06/06/movies/the-fault-in-our-stars-sets-out-to-make-you-cry.html\">review\u003c/a> of the \u003ci>The Fault in Our Stars\u003c/i>, the \u003ci>New York Times\u003c/i> said, “The film sets out to make you weep — not just sniffle or choke up a little, but sob until your nose runs and your face turns blotchy. It succeeds.”\u003c/p>\n\u003cp>And they’re right, but \u003ci>The Fault in Our Stars\u003c/i> is a tearjerker like Buzzfeed is click bait, sure there’s some substance there, but only if you don’t look too hard. \u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/06/okayokay.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/06/okayokay.jpg\" alt=\"okay? okay\" width=\"400\" height=\"615\" class=\"alignright size-full wp-image-10137362\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/okayokay.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/okayokay-195x300.jpg 195w\" sizes=\"(max-width: 400px) 100vw, 400px\">\u003c/a>\u003c/p>\n\u003cp>The theater was packed with a special kind of giddy anticipation that only fans, in this case \u003ca href=\"http://nerdfighters.ning.com/\">Nerdfighters\u003c/a> in “Okay? Okay” and \u003ca href=\"http://effyeahnerdfighters.com/faq\">French the Llama\u003c/a> t-shirts, can muster. And why shouldn’t they be excited? They are about to watch a movie based on a book written by YouTube/Tumblr/Internet-famous nice-guy John Green. A book inspired by the life and death of a fellow Nerdfighter. This is a big deal. We hush as the lights dim.\u003c/p>\n\u003cp>The movie starts with a promise. This is not like other tragic love stories, the voiceover assures you. This is not like other cancer tales. This is not a beautiful tale of the beautiful deaths of beautiful people; this is the truth. That’s when the problems begin. \u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>http://youtu.be/9ItBvH5J6ss \u003c/p>\n\u003cp>I had no preconception that this story would magically emerge from the engine of popular filmmaking a rough, blistering tale of teenage death, pocked with both the acne and seeping chest wounds of young people with cancer. But this?! This beautiful, precisely acted, and emphatically casual movie, full of expertly calculated music meant to render the theater blubbery at just the right moments? It worked. Congratulations. It achieved its most modest goals: getting people to cry before they had a chance to think. I was surrounded on all sides by weeping people of all denominations. Tissues were passed; loud sobs were heard; people cried. \u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/06/TFiOS2.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/06/TFiOS2.jpg\" alt=\"the fault in our stars\" width=\"640\" height=\"360\" class=\"alignright size-full wp-image-10137366\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/TFiOS2.jpg 640w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/TFiOS2-400x225.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/TFiOS2-300x168.jpg 300w\" sizes=\"(max-width: 640px) 100vw, 640px\">\u003c/a>\u003c/p>\n\u003cp>But strip away the flood of tears and take a look at the rest of the movie and it’s just beauty — bland, featureless beauty. It was the beautiful, charming, heartbreaking love of teenagers with no future who will never have to fight over money or bear the pains and complications of adult life. They die, not from a texting miscommunication, or the classic posing of one dagger for the other, star-crossed love stuff, but from cancer. It’s death by the oversuccess of your own cells, which is deep — and metaphorical and stuff. And that’s the problem with beautiful movies, they are polished, perfect distractions. They presume thoughtful meaning. All the ugliness in the book, all the pain and the coma and infection laced through the characters’ lives, all of that fear is reduced to one coughing fit and the tragic heroism of climbing some stairs.\u003c/p>\n\u003cp>Oh man, the stairs scene is the worst. It’s hard to call foul on a movie in which both the main characters are disabled. I want disabled people to have our stories told. We are hardly well represented, so I should be grateful for any screen time we get right? Speaking as a girl with a complicated relationship to stairs, if a bunch of strangers clapped because I managed to drag myself up a few flights in the Anne Frank house and then kiss my boyfriend, I might punch someone. \u003c/p>\n\u003cp>There’s no use pretending I’m an unbiased reviewer. I have a point of view. I’m disabled and a YouTuber and I read the book first and I see the movie in the context of the fan base that has wholeheartedly supported the Green brothers since their early start online. I understand that this review, or frankly any review, will do nothing to divert the bullet train that is #TFIOS popularity online. \u003c/p>\n\u003cp>\u003c/p>\n\u003cp>I just want people to see beyond the waterworks and decide if the movie delivered what it promised. If you’re in the mood to cry at something pretty, go for it. Just don’t expect your recreational sadness to come with any interesting ugly complexity and don’t conflate tears with truth. \u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>http://youtu.be/9ItBvH5J6ss \u003c/p>\n\u003cp>I had no preconception that this story would magically emerge from the engine of popular filmmaking a rough, blistering tale of teenage death, pocked with both the acne and seeping chest wounds of young people with cancer. But this?! This beautiful, precisely acted, and emphatically casual movie, full of expertly calculated music meant to render the theater blubbery at just the right moments? It worked. Congratulations. It achieved its most modest goals: getting people to cry before they had a chance to think. I was surrounded on all sides by weeping people of all denominations. Tissues were passed; loud sobs were heard; people cried. \u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/06/TFiOS2.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/06/TFiOS2.jpg\" alt=\"the fault in our stars\" width=\"640\" height=\"360\" class=\"alignright size-full wp-image-10137366\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/TFiOS2.jpg 640w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/TFiOS2-400x225.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/06/TFiOS2-300x168.jpg 300w\" sizes=\"(max-width: 640px) 100vw, 640px\">\u003c/a>\u003c/p>\n\u003cp>But strip away the flood of tears and take a look at the rest of the movie and it’s just beauty — bland, featureless beauty. It was the beautiful, charming, heartbreaking love of teenagers with no future who will never have to fight over money or bear the pains and complications of adult life. They die, not from a texting miscommunication, or the classic posing of one dagger for the other, star-crossed love stuff, but from cancer. It’s death by the oversuccess of your own cells, which is deep — and metaphorical and stuff. And that’s the problem with beautiful movies, they are polished, perfect distractions. They presume thoughtful meaning. All the ugliness in the book, all the pain and the coma and infection laced through the characters’ lives, all of that fear is reduced to one coughing fit and the tragic heroism of climbing some stairs.\u003c/p>\n\u003cp>Oh man, the stairs scene is the worst. It’s hard to call foul on a movie in which both the main characters are disabled. I want disabled people to have our stories told. We are hardly well represented, so I should be grateful for any screen time we get right? Speaking as a girl with a complicated relationship to stairs, if a bunch of strangers clapped because I managed to drag myself up a few flights in the Anne Frank house and then kiss my boyfriend, I might punch someone. \u003c/p>\n\u003cp>There’s no use pretending I’m an unbiased reviewer. I have a point of view. I’m disabled and a YouTuber and I read the book first and I see the movie in the context of the fan base that has wholeheartedly supported the Green brothers since their early start online. I understand that this review, or frankly any review, will do nothing to divert the bullet train that is #TFIOS popularity online. \u003c/p>\n\u003cp>\u003c/p>\n\u003cp>I just want people to see beyond the waterworks and decide if the movie delivered what it promised. If you’re in the mood to cry at something pretty, go for it. Just don’t expect your recreational sadness to come with any interesting ugly complexity and don’t conflate tears with truth. \u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp>Are you bored of \u003ca href=\"http://en.wikipedia.org/wiki/2048_%28video_game%29\">\u003ci>2048\u003c/i>\u003c/a> and lost in the desert of listless mobile gaming? Are you are drearily dragging your finger over yet another level of \u003ca href=\"http://www.candycrushsaga.com/\">\u003ci>Candy Crush\u003c/i>\u003c/a> because… well just because it’s there? Not to worry. I know just how you feel. Here are three new games that quenched my yearning for some new mobile puzzle action. \u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/bonza1.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/bonza1.jpg\" alt=\"bonza\" width=\"400\" height=\"519\" class=\"alignleft size-full wp-image-10134975\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/bonza1.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/bonza1-231x300.jpg 231w\" sizes=\"(max-width: 400px) 100vw, 400px\">\u003c/a>\u003c/p>\n\u003cp>\u003ca href=\"http://www.minimega.com.au/www_bonzawordpuzzle/\">\u003ci>Bonza\u003c/i>\u003c/a>\u003cbr>If a jigsaw and a crossword puzzle had an app baby on a lovely spring day… that’d be \u003ci>Bonza\u003c/i>. It’s a delightful new mobile puzzle game. Each level is a field of chopped up words, some letters float off on their own and others come stuck together in two or three letter chunks. Your job is to rearrange the pieces until you find a word that goes with the clue. See, much like a crossword puzzle gives you clues to fill in the blanks, each level of \u003ci>Bonza\u003c/i> has a central theme. The puzzle with the clue “chain,” for example, is solved by piecing together words like: bicycle, smoker, daisy, mail, reaction, and saw. Go as slow or as fast as you like, there’s no time limit.\u003c/p>\n\u003cp>And beyond just the fresh feel of the mechanics, \u003ci>Bonza\u003c/i> is beautiful. It has none of the cloying color of games trying too hard to attract women’s attention, but rich ombré gradients and relaxing typefaces that are easy on the eyes. My only gripe? The game doesn’t save your progress if you have to quit mid level. It just feels like work to retread the same steps I completed last time I played.\u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/teggle11.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/teggle11.jpg\" alt=\"Teggle\" width=\"400\" height=\"709\" class=\"alignleft size-full wp-image-10134980\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/teggle11.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/teggle11-169x300.jpg 169w\" sizes=\"(max-width: 400px) 100vw, 400px\">\u003c/a>\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>\u003ca href=\"http://www.playteggle.com/\">\u003ci>Teggle\u003c/i>\u003c/a>\u003cbr>You know how you spent the last few years honing your smart phone tapping and swiping skills, playing games that obfuscate taps and swipes in puzzles and adventure? And tried 5 different gestural email apps until you found one with just the right feel? Or is this just me? Well, \u003ci>Teggle\u003c/i>, a new IOS puzzle game, strips away the façade of UI and leaves you with a fast fun exploration of touch itself.\u003c/p>\n\u003cp>The game is a race of gestures: tap, double tap, and swipe. Each with its own color and symbol. The challenge? How fast can you see a tile, identify the action required, and get those fingers involved. It might seem too simple to be fun, but the speed and precision required quickly get into your blood. Not into mobile games? Slow texter? Think of it as a precision and speed trainer. When you’re right on the edge of game-over and hanging on by a thread, it’s delightfully full-focused with great flow. I’m hooked. Oh, and play with the sound on… even better.\u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/threes1.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/threes1.jpg\" alt=\"Threes\" width=\"400\" height=\"600\" class=\"alignleft size-full wp-image-10134981\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/threes1.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/threes1-200x300.jpg 200w\" sizes=\"(max-width: 400px) 100vw, 400px\">\u003c/a>\u003c/p>\n\u003cp>\u003ca href=\"http://asherv.com/threes/\">\u003ci>Threes\u003c/i>\u003c/a>\u003cbr>Threes is the pattern matching strategy game du jour. Besides one-plus-two there is no math involved, despite its numbery appearance. Ones and twos make threes, but beyond that you have to match the tile of the same number with the goal of getting the highest total possible before you run out of places to stick new tiles. Part of the challenge is managing the board. Sliding the tiles to arrange the larger numbers toward each other, you also have to keep an eye on what’s coming down the pipe, because every time you make a move a new tile is added from the stack.\u003c/p>\n\u003cp>The aesthetic is fine — not great — it’s cutesy when they were aiming for endearing. But that doesn’t matter because soon you will be too hooked on the pink and blue fairy to notice the soft design.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>New mechanics, stylish and calming design, and a heart pounding race against the clock all on that tiny, smudged screen you can’t leave the house without — that you’ve developed a neurotic habit of making sure is in your pocket every 5 minutes … that you keep under your pillow at night. Not to worry. I know just how you feel. Get playing!\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>Are you bored of \u003ca href=\"http://en.wikipedia.org/wiki/2048_%28video_game%29\">\u003ci>2048\u003c/i>\u003c/a> and lost in the desert of listless mobile gaming? Are you are drearily dragging your finger over yet another level of \u003ca href=\"http://www.candycrushsaga.com/\">\u003ci>Candy Crush\u003c/i>\u003c/a> because… well just because it’s there? Not to worry. I know just how you feel. Here are three new games that quenched my yearning for some new mobile puzzle action. \u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/bonza1.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/bonza1.jpg\" alt=\"bonza\" width=\"400\" height=\"519\" class=\"alignleft size-full wp-image-10134975\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/bonza1.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/bonza1-231x300.jpg 231w\" sizes=\"(max-width: 400px) 100vw, 400px\">\u003c/a>\u003c/p>\n\u003cp>\u003ca href=\"http://www.minimega.com.au/www_bonzawordpuzzle/\">\u003ci>Bonza\u003c/i>\u003c/a>\u003cbr>If a jigsaw and a crossword puzzle had an app baby on a lovely spring day… that’d be \u003ci>Bonza\u003c/i>. It’s a delightful new mobile puzzle game. Each level is a field of chopped up words, some letters float off on their own and others come stuck together in two or three letter chunks. Your job is to rearrange the pieces until you find a word that goes with the clue. See, much like a crossword puzzle gives you clues to fill in the blanks, each level of \u003ci>Bonza\u003c/i> has a central theme. The puzzle with the clue “chain,” for example, is solved by piecing together words like: bicycle, smoker, daisy, mail, reaction, and saw. Go as slow or as fast as you like, there’s no time limit.\u003c/p>\n\u003cp>And beyond just the fresh feel of the mechanics, \u003ci>Bonza\u003c/i> is beautiful. It has none of the cloying color of games trying too hard to attract women’s attention, but rich ombré gradients and relaxing typefaces that are easy on the eyes. My only gripe? The game doesn’t save your progress if you have to quit mid level. It just feels like work to retread the same steps I completed last time I played.\u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/teggle11.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/teggle11.jpg\" alt=\"Teggle\" width=\"400\" height=\"709\" class=\"alignleft size-full wp-image-10134980\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/teggle11.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/teggle11-169x300.jpg 169w\" sizes=\"(max-width: 400px) 100vw, 400px\">\u003c/a>\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\u003ca href=\"http://www.playteggle.com/\">\u003ci>Teggle\u003c/i>\u003c/a>\u003cbr>You know how you spent the last few years honing your smart phone tapping and swiping skills, playing games that obfuscate taps and swipes in puzzles and adventure? And tried 5 different gestural email apps until you found one with just the right feel? Or is this just me? Well, \u003ci>Teggle\u003c/i>, a new IOS puzzle game, strips away the façade of UI and leaves you with a fast fun exploration of touch itself.\u003c/p>\n\u003cp>The game is a race of gestures: tap, double tap, and swipe. Each with its own color and symbol. The challenge? How fast can you see a tile, identify the action required, and get those fingers involved. It might seem too simple to be fun, but the speed and precision required quickly get into your blood. Not into mobile games? Slow texter? Think of it as a precision and speed trainer. When you’re right on the edge of game-over and hanging on by a thread, it’s delightfully full-focused with great flow. I’m hooked. Oh, and play with the sound on… even better.\u003c/p>\n\u003cp>\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/threes1.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/threes1.jpg\" alt=\"Threes\" width=\"400\" height=\"600\" class=\"alignleft size-full wp-image-10134981\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/threes1.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/threes1-200x300.jpg 200w\" sizes=\"(max-width: 400px) 100vw, 400px\">\u003c/a>\u003c/p>\n\u003cp>\u003ca href=\"http://asherv.com/threes/\">\u003ci>Threes\u003c/i>\u003c/a>\u003cbr>Threes is the pattern matching strategy game du jour. Besides one-plus-two there is no math involved, despite its numbery appearance. Ones and twos make threes, but beyond that you have to match the tile of the same number with the goal of getting the highest total possible before you run out of places to stick new tiles. Part of the challenge is managing the board. Sliding the tiles to arrange the larger numbers toward each other, you also have to keep an eye on what’s coming down the pipe, because every time you make a move a new tile is added from the stack.\u003c/p>\n\u003cp>The aesthetic is fine — not great — it’s cutesy when they were aiming for endearing. But that doesn’t matter because soon you will be too hooked on the pink and blue fairy to notice the soft design.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>New mechanics, stylish and calming design, and a heart pounding race against the clock all on that tiny, smudged screen you can’t leave the house without — that you’ve developed a neurotic habit of making sure is in your pocket every 5 minutes … that you keep under your pillow at night. Not to worry. I know just how you feel. Get playing!\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp>The intersection of women and games has been getting a ton of column inches lately. \u003ca href=\"http://www.kqed.org/arts/multimedia/article.jsp?essid=135411\">Sexist working environments\u003c/a>, \u003ca href=\"http://kotaku.com/a-bingo-game-for-ridiculous-female-armor-1540234794\">problematic armor\u003c/a> on female characters, the success of Nintendo’s new \u003ca href=\"http://www.wired.com/2014/03/animal-crossing-director/\">majority female dev team\u003c/a>, and even the \u003ca href=\"http://www.joystiq.com/2014/01/09/joystiq-discussion-should-there-be-more-female-enemies-in-games/\">dearth of female enemies in games\u003c/a>. We have seen tons of new voices joining in to talk turkey on gender in games. But I noticed something: lots of women, especially when giving talks at conferences, whip out images of themselves playing video games as kids. It might be a faded picture of a little girl, with bed head and one sock, propped up on a mountain of pillows hammering Sonic the Hedgehog moves into a controller far too big for her hands. Or a pair of sisters, each wearing one of dad’s shirts hanging to their knees, fighting over turns at the keyboard. The pictures are cute and heartwarming and are frankly not helping.\u003c/p>\n\u003cp>\u003c/p>\u003cp>I love people who discover at age 7 an all-consuming passion for video games, work hard and grow up to become world class game developers. There’s nothing wrong with a childhood shaped by gaming, it just isn’t the only option. We all get nostalgic for games. Personally, I have a touchy-feely longing for my first time with \u003ca href=\"http://en.wikipedia.org/wiki/The_Elder_Scrolls_IV:_Oblivion\">\u003ci>Oblivion\u003c/i>\u003c/a>. It was my first foray into an \u003ca href=\"http://en.wikipedia.org/wiki/The_Elder_Scrolls\">\u003ci>Elder Scrolls\u003c/i>\u003c/a> game and it blew me away. You mean I get to be an elf and sneak around with a giant bow shooting the heads of goodies and baddies from the shadows? Wait and there are a library’s worth of books to read in-game, packed with lore and backstory? Sign me up! It wasn’t the first video game I’d ever played; I’d fiddled with friends’ Nintendos and washed a few sticky arcade standups with waves of frustration, but \u003ci>Oblivion\u003c/i> was the first game that felt like it had been made just for me. I was 21.\u003c/p>\n\u003cp>Yup. I didn’t get into games until after college. Shock! Flabbergast-ration! Accusations of being a dreaded ‘Late Adopter!’ Sure I picked up the passion as an adult, but late isn’t lousy.\u003c/p>\n\u003cfigure id=\"attachment_10134792\" class=\"wp-caption aligncenter\" style=\"max-width: 541px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation.png\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation.png\" alt=\"A graph of Everett Rogers Technology Adoption Lifecycle model. Drawn in OmniGraffle and then trimmed in Apple Preview\" width=\"541\" height=\"334\" class=\"size-full wp-image-10134792\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation.png 541w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation-400x246.png 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation-300x185.png 300w\" sizes=\"(max-width: 541px) 100vw, 541px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">A graph of Everett Rogers Technology Adoption Lifecycle model. Drawn in OmniGraffle and then trimmed in Apple Preview \u003ccite>(Source: \u003ca href=\"http://en.wikipedia.org/wiki/File:DiffusionOfInnovation.png\">wikipedia\u003c/a>)\u003c/cite>\u003c/figcaption>\u003c/figure>\n\u003cp>In the lifecycle of the adoption of a technology, I’m am what sociologists call the early majority. I usually wait until the second generation of a console or phone, just so they can get the kinks out before I jump in. No red ring of death for me, thank you very much. And good thing too, because technology, especially of the communication and entertainment varieties, was never meant to be only for early adopters. Smart phones, just as with video games, spread from early ‘disease’ vectors to the population as a whole, the barest definition of a technology’s memetic success. \u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>We are biased toward early adopters and their views because they establish the first style and uses for a genre. Makes sense. Get in early and you get more say. The problem comes when those first people are a pretty homogenous cavalcade. The in-group quickly gets defined and, once stereotypes emerge, there’s no going back. \u003c/p>\n\u003cp>\u003c/p>\n\u003cp>So if you’ve got the credentials, if your parents managed to take and save images of you drooling on a controller as a kid, why not use them right? Everyone wants to belong, but the narratives we use to legitimize ourselves have just as much to say about who we think will hear the story as who tells it. I’m not here to tell you not to have an origin story, every good superhero does, but do baby pictures with board games lend us the air of legitimacy or just the aftertaste of the need to prove our place.\u003c/p>\n\n",
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"excerpt": "Sometimes it's OK to wait for the bugs to get worked out before jumping into new tech.",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>The intersection of women and games has been getting a ton of column inches lately. \u003ca href=\"http://www.kqed.org/arts/multimedia/article.jsp?essid=135411\">Sexist working environments\u003c/a>, \u003ca href=\"http://kotaku.com/a-bingo-game-for-ridiculous-female-armor-1540234794\">problematic armor\u003c/a> on female characters, the success of Nintendo’s new \u003ca href=\"http://www.wired.com/2014/03/animal-crossing-director/\">majority female dev team\u003c/a>, and even the \u003ca href=\"http://www.joystiq.com/2014/01/09/joystiq-discussion-should-there-be-more-female-enemies-in-games/\">dearth of female enemies in games\u003c/a>. We have seen tons of new voices joining in to talk turkey on gender in games. But I noticed something: lots of women, especially when giving talks at conferences, whip out images of themselves playing video games as kids. It might be a faded picture of a little girl, with bed head and one sock, propped up on a mountain of pillows hammering Sonic the Hedgehog moves into a controller far too big for her hands. Or a pair of sisters, each wearing one of dad’s shirts hanging to their knees, fighting over turns at the keyboard. The pictures are cute and heartwarming and are frankly not helping.\u003c/p>\n\u003cp>\u003c/p>\u003cp>I love people who discover at age 7 an all-consuming passion for video games, work hard and grow up to become world class game developers. There’s nothing wrong with a childhood shaped by gaming, it just isn’t the only option. We all get nostalgic for games. Personally, I have a touchy-feely longing for my first time with \u003ca href=\"http://en.wikipedia.org/wiki/The_Elder_Scrolls_IV:_Oblivion\">\u003ci>Oblivion\u003c/i>\u003c/a>. It was my first foray into an \u003ca href=\"http://en.wikipedia.org/wiki/The_Elder_Scrolls\">\u003ci>Elder Scrolls\u003c/i>\u003c/a> game and it blew me away. You mean I get to be an elf and sneak around with a giant bow shooting the heads of goodies and baddies from the shadows? Wait and there are a library’s worth of books to read in-game, packed with lore and backstory? Sign me up! It wasn’t the first video game I’d ever played; I’d fiddled with friends’ Nintendos and washed a few sticky arcade standups with waves of frustration, but \u003ci>Oblivion\u003c/i> was the first game that felt like it had been made just for me. I was 21.\u003c/p>\n\u003cp>Yup. I didn’t get into games until after college. Shock! Flabbergast-ration! Accusations of being a dreaded ‘Late Adopter!’ Sure I picked up the passion as an adult, but late isn’t lousy.\u003c/p>\n\u003cfigure id=\"attachment_10134792\" class=\"wp-caption aligncenter\" style=\"max-width: 541px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation.png\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation.png\" alt=\"A graph of Everett Rogers Technology Adoption Lifecycle model. Drawn in OmniGraffle and then trimmed in Apple Preview\" width=\"541\" height=\"334\" class=\"size-full wp-image-10134792\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation.png 541w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation-400x246.png 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/DiffusionOfInnovation-300x185.png 300w\" sizes=\"(max-width: 541px) 100vw, 541px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">A graph of Everett Rogers Technology Adoption Lifecycle model. Drawn in OmniGraffle and then trimmed in Apple Preview \u003ccite>(Source: \u003ca href=\"http://en.wikipedia.org/wiki/File:DiffusionOfInnovation.png\">wikipedia\u003c/a>)\u003c/cite>\u003c/figcaption>\u003c/figure>\n\u003cp>In the lifecycle of the adoption of a technology, I’m am what sociologists call the early majority. I usually wait until the second generation of a console or phone, just so they can get the kinks out before I jump in. No red ring of death for me, thank you very much. And good thing too, because technology, especially of the communication and entertainment varieties, was never meant to be only for early adopters. Smart phones, just as with video games, spread from early ‘disease’ vectors to the population as a whole, the barest definition of a technology’s memetic success. \u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>We are biased toward early adopters and their views because they establish the first style and uses for a genre. Makes sense. Get in early and you get more say. The problem comes when those first people are a pretty homogenous cavalcade. The in-group quickly gets defined and, once stereotypes emerge, there’s no going back. \u003c/p>\n\u003cp>\u003c/p>\n\u003cp>So if you’ve got the credentials, if your parents managed to take and save images of you drooling on a controller as a kid, why not use them right? Everyone wants to belong, but the narratives we use to legitimize ourselves have just as much to say about who we think will hear the story as who tells it. I’m not here to tell you not to have an origin story, every good superhero does, but do baby pictures with board games lend us the air of legitimacy or just the aftertaste of the need to prove our place.\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp>A new study finds what we’ve know for a while now: the video game industry is sexist. When a huge swath of people working in the field were asked if they had “experienced, to some degree, sexual harassment either at my office, or in another game industry gathering,” the divide was clear: 60% of women agreed and only 20% of men. To get behind the numbers and learn more about how sexism is affecting one of the world’s largest entertainment industries, I sat down with the lead researcher, Jennifer Allaway, a delightfully brash undergrad studying at Willamette University in Oregon. We started with inspiration.\u003c/p>\n\u003cp>The study was sparked by \u003ca href=\"http://gamasutra.com/view/news/173227/Opinion_Video_games_and_Male_Gaze__are_we_men_or_boys.php#.UOYrxHdtwSx\">this article focusing on the male gaze\u003c/a> in games by Brandon Sheffield over on \u003ci>Gamasutra\u003c/i>:\u003c/p>\n\u003cp style=\"margin-right: 20px;margin-left: 20px\">\n“I know why we put ladies in … ridiculous costumes, and I know why [we don’t] get what the problem is. It’s because we, the people making the decisions on these games, are largely men, largely heterosexual, and as such we like looking at boobs and butts, and we are making this game for others who feel the same way, which is inherently limiting.” \u003c/p>\n\u003cp>From inspiration to the study’s completion was a bit of a whirlwind. “I talked to my advisor; he recommended a grant project the school funded. I applied, was accepted, and here we are over a year later!”\u003c/p>\n\u003cfigure id=\"attachment_10134644\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/jenniferallaway.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/jenniferallaway.jpg\" alt=\"Jennifer Allaway\" width=\"500\" height=\"331\" class=\"size-full wp-image-10134644\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/jenniferallaway.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/jenniferallaway-400x264.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/jenniferallaway-300x198.jpg 300w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Jennifer Allaway\u003c/figcaption>\u003c/figure>\n\u003cp>Why such an enormous undertaking for one undergrad? “No one has actually tried to… document the sexisim in the games industry.” No one. Ever. This study is the first of its kind. But why do a study to prove what most people already assumed was true? Because anecdotes aren’t evidence. Much like the recent discovery of gravitational waves, which proved a long-theorized model of the expansion of space after the Big Bang, these numbers prove our working model. Empirical studies give us numbers to point to and use as guides for hiring decisions and management of workplace culture. Jennifer put it this way: “I personally feel that the discourse about gender in the game industry has been productive but is also facing an impending downward spiral. I was hoping that … by bringing statistics to the table I could add a layer of academic discussion” to a subject that has otherwise been only anecdotally supported.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>This isn’t just diversity for its own sake. The Entertainment Software Association’s 2013 \u003ca href=\"http://www.theesa.com/facts/pdfs/esa_ef_2013.pdf\">demographic survey\u003c/a> found that 60% of mobile players and 45% of players overall are women. The audience has grown up, and the industry needs to as well. The industry’s male-centric population makes games it wants to look at and play, which is great for one segment of the overall gaming population. According to the ESA survey, 58% of Americans play video games, which makes them a huge cultural force these days. Developers, intentionally or not, export their likes and dislikes, culture and values into the games they make, and if that developer population is homogeneous, it gives one point of view unchallenged power over a hugely lucrative market.\u003c/p>\n\u003cp>\u003ci>Grand Theft Auto V\u003c/i> alone sold almost 12 million copies in one day. Allaway’s work gives developers reassurance that diversifying their games won’t alienate their audiences. When asked if they “feel comfortable playing as a protagonist of a different gender,” more the 80% of respondents, men and women, said yes. Video games are the entertainment medium of the moment; we dedicate so many hours to exploring these other worlds that the human stories and portrayals that make it into games have a huge impact on our culture.\u003c/p>\n\u003cp>But that doesn’t mean that men in games are awful people out to crush everyone who’s not like them. As Allaway said in our conversation: “I certainly don’t think that the game industry is full of male chauvinists who live to suppress women.” Unconscious habit is a hard thing to change.\u003c/p>\n\u003cp>Something men and women do agree on is there is scant education on the subject. Only 29% of those asked (across both genders) believed that “men in the game industry as a whole are educated and informed on the current issues surrounding the treatment of women in the video game industry.” The hope is that education can steer improvement with low female hiring rates and retention, but part of the problem is certainly how women are treated when they do get jobs in the industry. Allaway said, “I think there’s a lot that goes on that men don’t realize affects women in a negative way. And the culture of the industry leads a lot of women to keep their problems to themselves, rather than speak out or explain to their colleagues why they feel uncomfortable.”\u003c/p>\n\u003cp>Men and women alike have a responsibility to contribute to the improvement of working conditions. Allaway hopes that her study “can provide more room for women to discuss their struggles without being afraid of losing their jobs or the respect of their peers as a consequence.”\u003c/p>\n\u003cp>Where is Allaway headed? She plans to join the game industry after graduation, perhaps using her sociological superpowers to improve community management and game design. “A video game-oriented sociologist would be tasked with understanding who gamers are, why they play, how various factors (gender, race, socioeconomic background, etc.) affect how and why and what they play. They’re also acutely aware of the struggles each of these groups face and take them into consideration when it comes to game design. Socially aware designers are more likely to make deeper, more creative stories and game content, rather than relying on lazy tropes and stereotypes.”\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>After all science can help improve the cycle of diversity, of people and their gazes, which will mean more people will see themselves represented, and representation will sell better to diverse communities. Allaway put it simply: “My study helps the industry face itself.”\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>A new study finds what we’ve know for a while now: the video game industry is sexist. When a huge swath of people working in the field were asked if they had “experienced, to some degree, sexual harassment either at my office, or in another game industry gathering,” the divide was clear: 60% of women agreed and only 20% of men. To get behind the numbers and learn more about how sexism is affecting one of the world’s largest entertainment industries, I sat down with the lead researcher, Jennifer Allaway, a delightfully brash undergrad studying at Willamette University in Oregon. We started with inspiration.\u003c/p>\n\u003cp>The study was sparked by \u003ca href=\"http://gamasutra.com/view/news/173227/Opinion_Video_games_and_Male_Gaze__are_we_men_or_boys.php#.UOYrxHdtwSx\">this article focusing on the male gaze\u003c/a> in games by Brandon Sheffield over on \u003ci>Gamasutra\u003c/i>:\u003c/p>\n\u003cp style=\"margin-right: 20px;margin-left: 20px\">\n“I know why we put ladies in … ridiculous costumes, and I know why [we don’t] get what the problem is. It’s because we, the people making the decisions on these games, are largely men, largely heterosexual, and as such we like looking at boobs and butts, and we are making this game for others who feel the same way, which is inherently limiting.” \u003c/p>\n\u003cp>From inspiration to the study’s completion was a bit of a whirlwind. “I talked to my advisor; he recommended a grant project the school funded. I applied, was accepted, and here we are over a year later!”\u003c/p>\n\u003cfigure id=\"attachment_10134644\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/jenniferallaway.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/04/jenniferallaway.jpg\" alt=\"Jennifer Allaway\" width=\"500\" height=\"331\" class=\"size-full wp-image-10134644\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/jenniferallaway.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/jenniferallaway-400x264.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/04/jenniferallaway-300x198.jpg 300w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Jennifer Allaway\u003c/figcaption>\u003c/figure>\n\u003cp>Why such an enormous undertaking for one undergrad? “No one has actually tried to… document the sexisim in the games industry.” No one. Ever. This study is the first of its kind. But why do a study to prove what most people already assumed was true? Because anecdotes aren’t evidence. Much like the recent discovery of gravitational waves, which proved a long-theorized model of the expansion of space after the Big Bang, these numbers prove our working model. Empirical studies give us numbers to point to and use as guides for hiring decisions and management of workplace culture. Jennifer put it this way: “I personally feel that the discourse about gender in the game industry has been productive but is also facing an impending downward spiral. I was hoping that … by bringing statistics to the table I could add a layer of academic discussion” to a subject that has otherwise been only anecdotally supported.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>This isn’t just diversity for its own sake. The Entertainment Software Association’s 2013 \u003ca href=\"http://www.theesa.com/facts/pdfs/esa_ef_2013.pdf\">demographic survey\u003c/a> found that 60% of mobile players and 45% of players overall are women. The audience has grown up, and the industry needs to as well. The industry’s male-centric population makes games it wants to look at and play, which is great for one segment of the overall gaming population. According to the ESA survey, 58% of Americans play video games, which makes them a huge cultural force these days. Developers, intentionally or not, export their likes and dislikes, culture and values into the games they make, and if that developer population is homogeneous, it gives one point of view unchallenged power over a hugely lucrative market.\u003c/p>\n\u003cp>\u003ci>Grand Theft Auto V\u003c/i> alone sold almost 12 million copies in one day. Allaway’s work gives developers reassurance that diversifying their games won’t alienate their audiences. When asked if they “feel comfortable playing as a protagonist of a different gender,” more the 80% of respondents, men and women, said yes. Video games are the entertainment medium of the moment; we dedicate so many hours to exploring these other worlds that the human stories and portrayals that make it into games have a huge impact on our culture.\u003c/p>\n\u003cp>But that doesn’t mean that men in games are awful people out to crush everyone who’s not like them. As Allaway said in our conversation: “I certainly don’t think that the game industry is full of male chauvinists who live to suppress women.” Unconscious habit is a hard thing to change.\u003c/p>\n\u003cp>Something men and women do agree on is there is scant education on the subject. Only 29% of those asked (across both genders) believed that “men in the game industry as a whole are educated and informed on the current issues surrounding the treatment of women in the video game industry.” The hope is that education can steer improvement with low female hiring rates and retention, but part of the problem is certainly how women are treated when they do get jobs in the industry. Allaway said, “I think there’s a lot that goes on that men don’t realize affects women in a negative way. And the culture of the industry leads a lot of women to keep their problems to themselves, rather than speak out or explain to their colleagues why they feel uncomfortable.”\u003c/p>\n\u003cp>Men and women alike have a responsibility to contribute to the improvement of working conditions. Allaway hopes that her study “can provide more room for women to discuss their struggles without being afraid of losing their jobs or the respect of their peers as a consequence.”\u003c/p>\n\u003cp>Where is Allaway headed? She plans to join the game industry after graduation, perhaps using her sociological superpowers to improve community management and game design. “A video game-oriented sociologist would be tasked with understanding who gamers are, why they play, how various factors (gender, race, socioeconomic background, etc.) affect how and why and what they play. They’re also acutely aware of the struggles each of these groups face and take them into consideration when it comes to game design. Socially aware designers are more likely to make deeper, more creative stories and game content, rather than relying on lazy tropes and stereotypes.”\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>After all science can help improve the cycle of diversity, of people and their gazes, which will mean more people will see themselves represented, and representation will sell better to diverse communities. Allaway put it simply: “My study helps the industry face itself.”\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp>The Game Developers Conference, an annual gathering of game makers, marketers, and thinkers held here in San Francisco, is packed with talks, announcements, games, demos, and awards. With over 24,000 attending over an intense 5-day whirlwind, it is impossible to get to everything you are interested in, much less absorb the things you don’t know about. This year’s advocacy track was packed with talks about creating a healthier, more diverse industry. Unity, the engine behind most mobile games at the moment, announced its newer, more social engine connectivity; Valve was there showing off their growing Steam box streaming ecosystem and the common areas were strewn with beautiful, quirky, frustrating, and unique indie games. So here are my 3 highlights from the week.\u003c/p>\n\u003cp>1. Project Morpheus\u003c/p>\n\u003cp>This year’s most exciting — if not surprising — announcement was Project Morpheus, Sony’s new PS4 peripheral prototype virtual reality headset. The company’s tag word for the launch? Presence. Their challenge is to get the player to feel integrated with the simulation. The visor, which tightens on like a bike helmet, has two HD screens and some fancy new optics, which make the world inside feel all-encompassing. The largest hurdle to the kind of emersion Sony is aiming for? You can’t move much, the cable tethering you to the PS4 restricts your body’s range of motion. It doesn’t seem like a big deal until you have the set on, your brain resettling into the simulated dusty water of the undersea demo Sony used to show off their day one prototype.\u003c/p>\n\u003cfigure id=\"attachment_10134864\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcmorpheus.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcmorpheus.jpg\" alt=\"Courtesy: Game Developers Conference\" width=\"500\" height=\"749\" class=\"size-full wp-image-10134864\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcmorpheus.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcmorpheus-400x599.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcmorpheus-200x300.jpg 200w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Courtesy: Game Developers Conference\u003c/figcaption>\u003c/figure>\n\u003cp>You know it’s not real, but you’re suspending disbelief. Your eyes focus and you’re in a shark cage, bobbing softly among coral. Above you a boat waits; the water looks deep and brightly colored fish are swimming through the bars of the cage and for a moment you do feel present. That is until you turn around to look behind you only to see your virtual avatar body standing there, neck ending in a smooth nub. In fact the whole experience feels forward facing, sure you can turn side to side and even look behind you but the simulation encourages you to stay facing front. Whether this bias will feel constricting in future games is up to developers.\u003c/p>\n\u003cp>Otherwise it’s fun, easy to enjoy, and has none of the pressure or overheating I’ve experienced with the Oculus visors, which leave me red faced and hot. If you want specs: display resolutions, LED layouts, or specifics of the head tracking and movement capture, the Internet is full of them, try \u003ca href=\"http://www.theverge.com/2014/3/21/5533914/spec-sheet-sonys-project-morpheus-takes-on-oculus-rift\">The Verge\u003c/a> or \u003ca href=\"http://blog.us.playstation.com/2014/03/18/introducing-project-morpheus/\">Sony’s Blog\u003c/a>.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>http://www.youtube.com/watch?v=3piLJVbIbjY\u003c/p>\n\u003cp>2. Ken Levine reveals new game (sort of…)\u003c/p>\n\u003cp>According to a study done by \u003ca href=\"http://www.studiosuserresearch.com/\">Microsoft Studios User Research\u003c/a>, people have “difficulty tracing game plots from beginning to end,” in comparison to other media like movies and books, but this isn’t just about short attention spans. Players are “forming only episodic memories for game narrative” and instead “game characters were consistently remembered,” not for their role in the plot, but for their characterization. Combine that with the numbers from Bioware’s Steam Achievement Data, which show that about half the players complete the storyline of most games, and there is plenty of intel encouraging developers to focus more time and energy on creating memorable characters than on complicated plots.\u003c/p>\n\u003cfigure id=\"attachment_10134865\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdclevine.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdclevine.jpg\" alt=\"Courtesy: Game Developers Conference\" width=\"500\" height=\"334\" class=\"size-full wp-image-10134865\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdclevine.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdclevine-400x267.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdclevine-300x200.jpg 300w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Courtesy: Game Developers Conference\u003c/figcaption>\u003c/figure>\n\u003cp>Ken Levine, co-founder of \u003ca href=\"http://irrationalgames.com/\">Irrational Games\u003c/a>, whose “Narrative Legos” talk laid out an idea for a game that’s all about character. Instead of writing a plot, Levine described a plan which set the player in the midst of a social world where events are tied to the player’s relationships. These types of games would be full of non-player characters (NPCs) with wants and needs, or, as Levine called them, “passions,” all of which would conflict, align and generally tug at the social network of the game to create events. This generative plot mechanic means the game’s story becomes new, replayable, and specific to every play-through. Kind of like the real world…\u003c/p>\n\u003cp>3. Postmortem on Elizabeth, \u003ci>Bioshock\u003c/i>‘s stand out companion character\u003c/p>\n\u003cp>What does it take to convince us someone is real? How do you create the illusion of life? It’s the ultimate show-don’t-tell problem and Irrational Games’ John Abercrombie showed how they deconstructed the problem for the AI of Elizabeth from \u003ci>BioShock Infinite\u003c/i>, an NPC who is often touted as the best player companion character ever. Everything about Elizabeth had to feel living. \u003c/p>\n\u003cfigure id=\"attachment_10134867\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcelizabeth.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcelizabeth.jpg\" alt=\"Courtesy: Game Developers Conference\" width=\"500\" height=\"333\" class=\"size-full wp-image-10134867\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcelizabeth.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcelizabeth-400x266.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcelizabeth-300x199.jpg 300w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Courtesy: Game Developers Conference\u003c/figcaption>\u003c/figure>\n\u003cp>After the player releases Elizabeth from captivity, she bounds around the game with enviable energy and excitement. Irrational Games filled the world with markers to give her curiosity and made her eyes track objects in the world. Having a conversation while walking in meat space involves moving next to and seeing the person you’re talking too, so the team found a solution that kept Elizabeth between the player and the next goal. It made her a partner working in tandem with you, not a secondary tag-along. She is aware of your personal bubble, staying neither creepily close nor impersonally far. And when the bullets start flying, a time when the details fall away as players narrow their attention to managing life or death, they not only kept her out of the way but gave her a job to do: resupply. This kept her connected to the action in the player’s mind without the feeling that she needed babysitting. Beyond AI, it took a dizzying array of systems to arrive at the award-winning performance: extensive animation, traversal, and dress physics to get her moving; facial movement to foster emotional connection, and speech without annoying repetition. \u003c/p>\n\u003cp>\u003c/p>\n\u003cp>GDC and the game industry are huge, so no one idea will wrap them up neatly, but virtual reality, generative storytelling, and a focus on character over plot are the things to look out for in the years to come.\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>The Game Developers Conference, an annual gathering of game makers, marketers, and thinkers held here in San Francisco, is packed with talks, announcements, games, demos, and awards. With over 24,000 attending over an intense 5-day whirlwind, it is impossible to get to everything you are interested in, much less absorb the things you don’t know about. This year’s advocacy track was packed with talks about creating a healthier, more diverse industry. Unity, the engine behind most mobile games at the moment, announced its newer, more social engine connectivity; Valve was there showing off their growing Steam box streaming ecosystem and the common areas were strewn with beautiful, quirky, frustrating, and unique indie games. So here are my 3 highlights from the week.\u003c/p>\n\u003cp>1. Project Morpheus\u003c/p>\n\u003cp>This year’s most exciting — if not surprising — announcement was Project Morpheus, Sony’s new PS4 peripheral prototype virtual reality headset. The company’s tag word for the launch? Presence. Their challenge is to get the player to feel integrated with the simulation. The visor, which tightens on like a bike helmet, has two HD screens and some fancy new optics, which make the world inside feel all-encompassing. The largest hurdle to the kind of emersion Sony is aiming for? You can’t move much, the cable tethering you to the PS4 restricts your body’s range of motion. It doesn’t seem like a big deal until you have the set on, your brain resettling into the simulated dusty water of the undersea demo Sony used to show off their day one prototype.\u003c/p>\n\u003cfigure id=\"attachment_10134864\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcmorpheus.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcmorpheus.jpg\" alt=\"Courtesy: Game Developers Conference\" width=\"500\" height=\"749\" class=\"size-full wp-image-10134864\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcmorpheus.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcmorpheus-400x599.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcmorpheus-200x300.jpg 200w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Courtesy: Game Developers Conference\u003c/figcaption>\u003c/figure>\n\u003cp>You know it’s not real, but you’re suspending disbelief. Your eyes focus and you’re in a shark cage, bobbing softly among coral. Above you a boat waits; the water looks deep and brightly colored fish are swimming through the bars of the cage and for a moment you do feel present. That is until you turn around to look behind you only to see your virtual avatar body standing there, neck ending in a smooth nub. In fact the whole experience feels forward facing, sure you can turn side to side and even look behind you but the simulation encourages you to stay facing front. Whether this bias will feel constricting in future games is up to developers.\u003c/p>\n\u003cp>Otherwise it’s fun, easy to enjoy, and has none of the pressure or overheating I’ve experienced with the Oculus visors, which leave me red faced and hot. If you want specs: display resolutions, LED layouts, or specifics of the head tracking and movement capture, the Internet is full of them, try \u003ca href=\"http://www.theverge.com/2014/3/21/5533914/spec-sheet-sonys-project-morpheus-takes-on-oculus-rift\">The Verge\u003c/a> or \u003ca href=\"http://blog.us.playstation.com/2014/03/18/introducing-project-morpheus/\">Sony’s Blog\u003c/a>.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\u003c/p>\u003cp>\u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutube'>\n \u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutubeInside'>\n \u003ciframe\n loading='lazy'\n class='utils-parseShortcode-shortcodes-__youtubeShortcode__youtubePlayer'\n type='text/html'\n src='//www.youtube.com/embed/3piLJVbIbjY'\n title='//www.youtube.com/embed/3piLJVbIbjY'\n allowfullscreen='true'\n style='border:0;'>\u003c/iframe>\n \u003c/span>\n \u003c/span>\u003c/p>\u003cp>\u003cp>2. Ken Levine reveals new game (sort of…)\u003c/p>\n\u003cp>According to a study done by \u003ca href=\"http://www.studiosuserresearch.com/\">Microsoft Studios User Research\u003c/a>, people have “difficulty tracing game plots from beginning to end,” in comparison to other media like movies and books, but this isn’t just about short attention spans. Players are “forming only episodic memories for game narrative” and instead “game characters were consistently remembered,” not for their role in the plot, but for their characterization. Combine that with the numbers from Bioware’s Steam Achievement Data, which show that about half the players complete the storyline of most games, and there is plenty of intel encouraging developers to focus more time and energy on creating memorable characters than on complicated plots.\u003c/p>\n\u003cfigure id=\"attachment_10134865\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdclevine.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdclevine.jpg\" alt=\"Courtesy: Game Developers Conference\" width=\"500\" height=\"334\" class=\"size-full wp-image-10134865\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdclevine.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdclevine-400x267.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdclevine-300x200.jpg 300w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Courtesy: Game Developers Conference\u003c/figcaption>\u003c/figure>\n\u003cp>Ken Levine, co-founder of \u003ca href=\"http://irrationalgames.com/\">Irrational Games\u003c/a>, whose “Narrative Legos” talk laid out an idea for a game that’s all about character. Instead of writing a plot, Levine described a plan which set the player in the midst of a social world where events are tied to the player’s relationships. These types of games would be full of non-player characters (NPCs) with wants and needs, or, as Levine called them, “passions,” all of which would conflict, align and generally tug at the social network of the game to create events. This generative plot mechanic means the game’s story becomes new, replayable, and specific to every play-through. Kind of like the real world…\u003c/p>\n\u003cp>3. Postmortem on Elizabeth, \u003ci>Bioshock\u003c/i>‘s stand out companion character\u003c/p>\n\u003cp>What does it take to convince us someone is real? How do you create the illusion of life? It’s the ultimate show-don’t-tell problem and Irrational Games’ John Abercrombie showed how they deconstructed the problem for the AI of Elizabeth from \u003ci>BioShock Infinite\u003c/i>, an NPC who is often touted as the best player companion character ever. Everything about Elizabeth had to feel living. \u003c/p>\n\u003cfigure id=\"attachment_10134867\" class=\"wp-caption alignright\" style=\"max-width: 500px\">\u003ca href=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcelizabeth.jpg\">\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://ww2.kqed.org/arts/wp-content/uploads/sites/2/2014/03/gdcelizabeth.jpg\" alt=\"Courtesy: Game Developers Conference\" width=\"500\" height=\"333\" class=\"size-full wp-image-10134867\" srcset=\"https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcelizabeth.jpg 500w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcelizabeth-400x266.jpg 400w, https://cdn.kqed.org/wp-content/uploads/sites/2/2014/03/gdcelizabeth-300x199.jpg 300w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\">Courtesy: Game Developers Conference\u003c/figcaption>\u003c/figure>\n\u003cp>After the player releases Elizabeth from captivity, she bounds around the game with enviable energy and excitement. Irrational Games filled the world with markers to give her curiosity and made her eyes track objects in the world. Having a conversation while walking in meat space involves moving next to and seeing the person you’re talking too, so the team found a solution that kept Elizabeth between the player and the next goal. It made her a partner working in tandem with you, not a secondary tag-along. She is aware of your personal bubble, staying neither creepily close nor impersonally far. And when the bullets start flying, a time when the details fall away as players narrow their attention to managing life or death, they not only kept her out of the way but gave her a job to do: resupply. This kept her connected to the action in the player’s mind without the feeling that she needed babysitting. Beyond AI, it took a dizzying array of systems to arrive at the award-winning performance: extensive animation, traversal, and dress physics to get her moving; facial movement to foster emotional connection, and speech without annoying repetition. \u003c/p>\n\u003cp>\u003c/p>\n\u003cp>GDC and the game industry are huge, so no one idea will wrap them up neatly, but virtual reality, generative storytelling, and a focus on character over plot are the things to look out for in the years to come.\u003c/p>\n\n\u003c/div>\u003c/p>",
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"slug": "never-pay-with-free-to-play",
"title": "Never Pay with Free to Play",
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"content": "\u003cp>According to the Entertainment Software Association demographic research, 56% of Americans are now playing video games, but while we may be a crowd not all of us have the cash for the habit. For those of us working on shoe-strings, $60 for that new blockbuster console title, even if you’re going to get 100 or more hours of play with it, is just not in the budget. So what’s a broke gamer, or even a commitment-phobe newbie, to do? Free to Play!\u003c/p>\n\u003cp>Here are 4 great options:\u003c/p>\n\u003cp>\u003ci>Neverwinter\u003c/i> and \u003ci>Star Wars: The Old Republic\u003c/i>\u003cbr>\nIf you are interested in a MMO (massively multiplayer online game) \u003ci>Neverwinter\u003c/i> and \u003ci>Star Wars: The Old Republic\u003c/i> are both great choices. \u003ci>Neverwinter\u003c/i> is a \u003ci>Dungeons and Dragons\u003c/i>-type game with all the trimmings. Play as one of the now fantasy standard races — elves, humans, halflings, etc. — against the rising tide of darkness. The graphics are beautiful, the baddies satisfying, and the flexible hover to attack fighting machines make the games easy to start playing while also feeling diverse as you gain more abilities.\u003c/p>\n\u003cp style=\"text-align: center\">[youtube http://www.youtube.com/watch?v=D_Uzka-2Mz8&w=640&h=360]\u003c/p>\n\u003cp>\u003ci>Star Wars: The Old Republic\u003c/i> (SWTOR) was a personal favorite of mine back when it was still a subscription game. You choose factions at the game’s start: Galactic Republic or Sith Empire. Both have versions of Jedi (both ranged and melee), Smugglers, and Troopers, each with their own special abilities. Much of the play, adventuring over planets, collecting missions, and working too hard to bring down the other faction can be done alone or with an in-game guild. Make sure you also try Huttball, a PvP warzone located on a neutral planet in the Star Wars universe, made up of fire pits and end zones. Knocking an enemy into a burner is just the best.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp style=\"text-align: center\">[youtube http://www.youtube.com/watch?v=mm4JEZudf0c&w=640&h=360]\u003c/p>\n\u003cp>Both \u003ci>Star Wars: The Old Republic\u003c/i> and \u003ci>Neverwinter\u003c/i> feature full worlds and the chance to play with your friends or make new ones without paying a dime. There will, of course, be the option to shell out a few bucks to snazz up your character with a fancier outfit or vehicle, cooler-looking weapons, or even the opportunity to find rare items or crafting materials, but the game is great without all that. It’s a temptation you’ll just have to resist, like true Jedi.\u003c/p>\n\u003cp style=\"text-align: center\">[youtube http://www.youtube.com/watch?v=Gv-dnj9xY1Y&w=640&h=360]\u003c/p>\n\u003cp>\u003ci>Wonderputt\u003c/i>\u003cbr>\nThe delightful music soothes your nerves as you explore this whimsical mini-golf map. But don’t let the small scale fool you, the tiny map is modular and changes as you play. Grass is mowed by a herd of cows who themselves get abducted by a waiting UFO. Your ball drops into a crashed submarine and you have to play through an expanded diagram of its major parts. You ford an impossible isometric river and deactivate a stonehenge force field. It’s imaginative and clean and with its no-fail progression, as long as you eventually get the ball in, you are allowed to move on to the next hole. This game is totally free on \u003ca href=\"http://www.kongregate.com/\">Kongregate\u003c/a>. Check it out when you are in the mood to be charmed.\u003c/p>\n\u003cp style=\"text-align: center\">[youtube http://www.youtube.com/watch?v=CKFGw51hkAA&w=640&h=360]\u003c/p>\n\u003cp>\u003ci>Dungeonland\u003c/i>\u003cbr>\nIf you like whimsy, but \u003ci>Wonderputt\u003c/i> is just too peaceful for you, try \u003ci>Dungeonland\u003c/i>, a very self-aware hack-and-slash cooperative through a funhouse amusement park of danger. It’s an overwhelming, exuberant mess. One second you are being charged by fireball-spewing cherub-like dragons and the next by a swarm of diminutive wizards, all the while cute bystander sheep are being roasted to death by errant missiles. It’s a great time. But not only can you play as one of the adventurers, one lucky jerk gets to play as the Maestro, dealing out the monsters and bosses the rest of the party must face. You will die frequently and spectacularly, but keep your sense of humor about you, after all the streets of \u003ci>Dungeonland\u003c/i> are lit by unicorn giraffes. The free version contains one of the game’s four stages (and yes some may call that a demo), but that demo is bigger than all of \u003ci>Wonderputt\u003c/i>, so maybe just take your free where you can get it.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>As with all free-to-play, these games have their own methods of funding; most use micropayments to access certain levels or equipment. This shouldn’t deter interested players however, there is plenty of gameplay to be had without the cool factor of showing off your fancy new purchased duds. If you just want to play, free fun is at hand.\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>According to the Entertainment Software Association demographic research, 56% of Americans are now playing video games, but while we may be a crowd not all of us have the cash for the habit. For those of us working on shoe-strings, $60 for that new blockbuster console title, even if you’re going to get 100 or more hours of play with it, is just not in the budget. So what’s a broke gamer, or even a commitment-phobe newbie, to do? Free to Play!\u003c/p>\n\u003cp>Here are 4 great options:\u003c/p>\n\u003cp>\u003ci>Neverwinter\u003c/i> and \u003ci>Star Wars: The Old Republic\u003c/i>\u003cbr>\nIf you are interested in a MMO (massively multiplayer online game) \u003ci>Neverwinter\u003c/i> and \u003ci>Star Wars: The Old Republic\u003c/i> are both great choices. \u003ci>Neverwinter\u003c/i> is a \u003ci>Dungeons and Dragons\u003c/i>-type game with all the trimmings. Play as one of the now fantasy standard races — elves, humans, halflings, etc. — against the rising tide of darkness. The graphics are beautiful, the baddies satisfying, and the flexible hover to attack fighting machines make the games easy to start playing while also feeling diverse as you gain more abilities.\u003c/p>\n\u003cp style=\"text-align: center\">\u003c/p>\u003cp>\u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutube'>\n \u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutubeInside'>\n \u003ciframe\n loading='lazy'\n class='utils-parseShortcode-shortcodes-__youtubeShortcode__youtubePlayer'\n type='text/html'\n src='//www.youtube.com/embed/D_Uzka-2Mz8'\n title='//www.youtube.com/embed/D_Uzka-2Mz8'\n allowfullscreen='true'\n style='border:0;'>\u003c/iframe>\n \u003c/span>\n \u003c/span>\u003c/p>\u003cp>\u003c/p>\n\u003cp>\u003ci>Star Wars: The Old Republic\u003c/i> (SWTOR) was a personal favorite of mine back when it was still a subscription game. You choose factions at the game’s start: Galactic Republic or Sith Empire. Both have versions of Jedi (both ranged and melee), Smugglers, and Troopers, each with their own special abilities. Much of the play, adventuring over planets, collecting missions, and working too hard to bring down the other faction can be done alone or with an in-game guild. Make sure you also try Huttball, a PvP warzone located on a neutral planet in the Star Wars universe, made up of fire pits and end zones. Knocking an enemy into a burner is just the best.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp style=\"text-align: center\">\u003c/p>\u003cp>\u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutube'>\n \u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutubeInside'>\n \u003ciframe\n loading='lazy'\n class='utils-parseShortcode-shortcodes-__youtubeShortcode__youtubePlayer'\n type='text/html'\n src='//www.youtube.com/embed/mm4JEZudf0c'\n title='//www.youtube.com/embed/mm4JEZudf0c'\n allowfullscreen='true'\n style='border:0;'>\u003c/iframe>\n \u003c/span>\n \u003c/span>\u003c/p>\u003cp>\u003c/p>\n\u003cp>Both \u003ci>Star Wars: The Old Republic\u003c/i> and \u003ci>Neverwinter\u003c/i> feature full worlds and the chance to play with your friends or make new ones without paying a dime. There will, of course, be the option to shell out a few bucks to snazz up your character with a fancier outfit or vehicle, cooler-looking weapons, or even the opportunity to find rare items or crafting materials, but the game is great without all that. It’s a temptation you’ll just have to resist, like true Jedi.\u003c/p>\n\u003cp style=\"text-align: center\">\u003c/p>\u003cp>\u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutube'>\n \u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutubeInside'>\n \u003ciframe\n loading='lazy'\n class='utils-parseShortcode-shortcodes-__youtubeShortcode__youtubePlayer'\n type='text/html'\n src='//www.youtube.com/embed/Gv-dnj9xY1Y'\n title='//www.youtube.com/embed/Gv-dnj9xY1Y'\n allowfullscreen='true'\n style='border:0;'>\u003c/iframe>\n \u003c/span>\n \u003c/span>\u003c/p>\u003cp>\u003c/p>\n\u003cp>\u003ci>Wonderputt\u003c/i>\u003cbr>\nThe delightful music soothes your nerves as you explore this whimsical mini-golf map. But don’t let the small scale fool you, the tiny map is modular and changes as you play. Grass is mowed by a herd of cows who themselves get abducted by a waiting UFO. Your ball drops into a crashed submarine and you have to play through an expanded diagram of its major parts. You ford an impossible isometric river and deactivate a stonehenge force field. It’s imaginative and clean and with its no-fail progression, as long as you eventually get the ball in, you are allowed to move on to the next hole. This game is totally free on \u003ca href=\"http://www.kongregate.com/\">Kongregate\u003c/a>. Check it out when you are in the mood to be charmed.\u003c/p>\n\u003cp style=\"text-align: center\">\u003c/p>\u003cp>\u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutube'>\n \u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutubeInside'>\n \u003ciframe\n loading='lazy'\n class='utils-parseShortcode-shortcodes-__youtubeShortcode__youtubePlayer'\n type='text/html'\n src='//www.youtube.com/embed/CKFGw51hkAA'\n title='//www.youtube.com/embed/CKFGw51hkAA'\n allowfullscreen='true'\n style='border:0;'>\u003c/iframe>\n \u003c/span>\n \u003c/span>\u003c/p>\u003cp>\u003c/p>\n\u003cp>\u003ci>Dungeonland\u003c/i>\u003cbr>\nIf you like whimsy, but \u003ci>Wonderputt\u003c/i> is just too peaceful for you, try \u003ci>Dungeonland\u003c/i>, a very self-aware hack-and-slash cooperative through a funhouse amusement park of danger. It’s an overwhelming, exuberant mess. One second you are being charged by fireball-spewing cherub-like dragons and the next by a swarm of diminutive wizards, all the while cute bystander sheep are being roasted to death by errant missiles. It’s a great time. But not only can you play as one of the adventurers, one lucky jerk gets to play as the Maestro, dealing out the monsters and bosses the rest of the party must face. You will die frequently and spectacularly, but keep your sense of humor about you, after all the streets of \u003ci>Dungeonland\u003c/i> are lit by unicorn giraffes. The free version contains one of the game’s four stages (and yes some may call that a demo), but that demo is bigger than all of \u003ci>Wonderputt\u003c/i>, so maybe just take your free where you can get it.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>As with all free-to-play, these games have their own methods of funding; most use micropayments to access certain levels or equipment. This shouldn’t deter interested players however, there is plenty of gameplay to be had without the cool factor of showing off your fancy new purchased duds. If you just want to play, free fun is at hand.\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp>PBS Digital Studios has teamed up with Sarah Green, formerly a Curator of Contemporary Art at the Indianapolis Museum of Art, and YouTuber and \u003ci>New York Times\u003c/i> best-selling author John Green to bring a whole new kind of channel to YouTube. \u003ci>The Art Assignment\u003c/i> is a new web series that introduces us to U.S. artists, emerging and established, and asks each artist to give the audience an assignment. The show does two things really well: It exposes YouTube’s vast demographic to artists and art spaces they might not otherwise know and gets people making art.\u003c/p>\n\u003cp>It has only been in recent years that channels have arisen which fully take advantage of online video interactivity. For everything from transmedia sitcoms like \u003ci>\u003ca href=\"http://www.youtube.com/user/MyMusicShow\">My Music\u003c/a>\u003c/i>, response video talk shows like \u003ci>\u003ca href=\"http://www.youtube.com/user/pogobat\">Pogobat\u003c/a>\u003c/i>, and even collaborative storytelling efforts like \u003ci>\u003ca href=\"http://www.youtube.com/user/TheGoodStuff\">The Good Stuff\u003c/a>\u003c/i>. But \u003ci>The Art Assignment\u003c/i> promises to utilize this interactivity not just for fan interaction but to bring those traditional “learn by doing” art teaching techniques to the Internet. The show leverages and celebrates the vibrant creative culture already rampant online, but also helps demystify and re-popularise capital-A contemporary art.\u003c/p>\n\u003cp>\u003cimg decoding=\"async\" src=\"http://a.s.kqed.net/img/arts/blog/artassignment.jpg\" style=\"margin-bottom: 10px\" alt=\"\">\u003cbr>\u003ci>The Art Assignment\u003c/i> hosts Sarah Green and John Green\u003c/p>\n\u003cp>The first episode features Flux Factory, a non-profit arts organization focused on fostering collaboration in Long Island City, Queens. Christopher Robbins, self described as a maker of “socially mediated public art,” and Douglas Paulson, also a social practice artist, kick off \u003ci>The Art Assignment\u003c/i> with a replay of their first meeting. At the time the pair were both living in Europe and decided to meet in the exact geographical halfway point between their two locations. The assignment asked viewers to do the same: choose a friend, determine the halfway point between your two locations, decide on a time and meet in the middle with no further communication.\u003c/p>\n\u003cp>[youtube http://www.youtube.com/watch?v=U9lpMFPEj58&w=480&h=270]\u003c/p>\n\u003cp>So not only is the show an exciting addition to the sparse community of videos about art online but \u003ci>The Art Assignment\u003c/i> also illustrates a fundamental hurdle to creating well produced shows on YouTube. Not long after the trailer was launched in September of last year, YouTube killed its video response feature, which allowed reply videos to link to an original post to facilitate online conversation. And, since the core functionality of the show is to elicit documented art making, that change in functionality affects how people can interact.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>This is an example of a large problem all series, or content, or even app creators face. Shows designed exclusively for YouTube (or any other major content hosting site for that matter) depend on the consistency of the tools they use to maintain the format of their shows. The infrastructure on which these businesses are built, and yes YouTube channels can be profitable businesses, can be changed at any time based on the decisions made by YouTube regarding what they feel is best for their company. There are no guarantees that if you design a show in which the audience will submit reaction videos, YouTube will not then eliminate the functionality that allows that to happen.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>But \u003ci>The Art Assignment\u003c/i> is also an example of a good solution. The show successfully integrates social media — that vague yet pervasive mistress — into the mechanics of the web series from the beginning. They use platform agnostic hashtags to let their viewers spread across Tumblr, Twitter, Instagram etc, which insulates the show from future instability on any one platform. Diversification, collaboration, and flexibility: \u003ci>The Art Assignment\u003c/i> is a great new look for art online.\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>PBS Digital Studios has teamed up with Sarah Green, formerly a Curator of Contemporary Art at the Indianapolis Museum of Art, and YouTuber and \u003ci>New York Times\u003c/i> best-selling author John Green to bring a whole new kind of channel to YouTube. \u003ci>The Art Assignment\u003c/i> is a new web series that introduces us to U.S. artists, emerging and established, and asks each artist to give the audience an assignment. The show does two things really well: It exposes YouTube’s vast demographic to artists and art spaces they might not otherwise know and gets people making art.\u003c/p>\n\u003cp>It has only been in recent years that channels have arisen which fully take advantage of online video interactivity. For everything from transmedia sitcoms like \u003ci>\u003ca href=\"http://www.youtube.com/user/MyMusicShow\">My Music\u003c/a>\u003c/i>, response video talk shows like \u003ci>\u003ca href=\"http://www.youtube.com/user/pogobat\">Pogobat\u003c/a>\u003c/i>, and even collaborative storytelling efforts like \u003ci>\u003ca href=\"http://www.youtube.com/user/TheGoodStuff\">The Good Stuff\u003c/a>\u003c/i>. But \u003ci>The Art Assignment\u003c/i> promises to utilize this interactivity not just for fan interaction but to bring those traditional “learn by doing” art teaching techniques to the Internet. The show leverages and celebrates the vibrant creative culture already rampant online, but also helps demystify and re-popularise capital-A contemporary art.\u003c/p>\n\u003cp>\u003cimg decoding=\"async\" src=\"http://a.s.kqed.net/img/arts/blog/artassignment.jpg\" style=\"margin-bottom: 10px\" alt=\"\">\u003cbr>\u003ci>The Art Assignment\u003c/i> hosts Sarah Green and John Green\u003c/p>\n\u003cp>The first episode features Flux Factory, a non-profit arts organization focused on fostering collaboration in Long Island City, Queens. Christopher Robbins, self described as a maker of “socially mediated public art,” and Douglas Paulson, also a social practice artist, kick off \u003ci>The Art Assignment\u003c/i> with a replay of their first meeting. At the time the pair were both living in Europe and decided to meet in the exact geographical halfway point between their two locations. The assignment asked viewers to do the same: choose a friend, determine the halfway point between your two locations, decide on a time and meet in the middle with no further communication.\u003c/p>\n\u003cp>\u003c/p>\u003cp>\u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutube'>\n \u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutubeInside'>\n \u003ciframe\n loading='lazy'\n class='utils-parseShortcode-shortcodes-__youtubeShortcode__youtubePlayer'\n type='text/html'\n src='//www.youtube.com/embed/U9lpMFPEj58'\n title='//www.youtube.com/embed/U9lpMFPEj58'\n allowfullscreen='true'\n style='border:0;'>\u003c/iframe>\n \u003c/span>\n \u003c/span>\u003c/p>\u003cp>\u003c/p>\n\u003cp>So not only is the show an exciting addition to the sparse community of videos about art online but \u003ci>The Art Assignment\u003c/i> also illustrates a fundamental hurdle to creating well produced shows on YouTube. Not long after the trailer was launched in September of last year, YouTube killed its video response feature, which allowed reply videos to link to an original post to facilitate online conversation. And, since the core functionality of the show is to elicit documented art making, that change in functionality affects how people can interact.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>This is an example of a large problem all series, or content, or even app creators face. Shows designed exclusively for YouTube (or any other major content hosting site for that matter) depend on the consistency of the tools they use to maintain the format of their shows. The infrastructure on which these businesses are built, and yes YouTube channels can be profitable businesses, can be changed at any time based on the decisions made by YouTube regarding what they feel is best for their company. There are no guarantees that if you design a show in which the audience will submit reaction videos, YouTube will not then eliminate the functionality that allows that to happen.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>But \u003ci>The Art Assignment\u003c/i> is also an example of a good solution. The show successfully integrates social media — that vague yet pervasive mistress — into the mechanics of the web series from the beginning. They use platform agnostic hashtags to let their viewers spread across Tumblr, Twitter, Instagram etc, which insulates the show from future instability on any one platform. Diversification, collaboration, and flexibility: \u003ci>The Art Assignment\u003c/i> is a great new look for art online.\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp>“You wouldnt look so smart wit my dic in your mouth.” – Anonymous, sent to me on Tumblr\u003c/p>\n\u003cp>I am female on the Internet, an occupation that comes with near daily comments like the one above. I have so far not received any death threats, only demands of a sexual nature, critiques of my physical appearance, veiled threats of rape, and reminders that my content would be more popular if I would just wear a low cut shirt. It’s nothing new; women get harassed, trolled, demeaned, belittled, and objectified online.\u003c/p>\n\u003cp>If you need numbers to reassure you that women’s online lives are being riddled with disrespectful harassment at a disproportionately high rate compared to men, Amanda Hess’ \u003ca href=\"http://www.psmag.com/navigation/health-and-behavior/women-arent-welcome-internet-72170/\">piece in \u003ci>Pacific Standard\u003c/i>\u003c/a> is a great place to start. She confronts online harassment and her own experiences with law enforcement officers unwilling to take threats seriously because they were on Twitter. Hess documents the game of hot potato played by police and the companies that host threatening comments regarding who should be responsible for action.\u003c/p>\n\u003cp>It’s not like this treatment is actually deterring women from creating content and living publicly online, right? According to Emily Graslie, host of \u003ci>\u003ca href=\"http://www.youtube.com/user/thebrainscoop\">The BrainScoop\u003c/a>\u003c/i>, a YouTube channel focused on natural history from the Field Museum in Chicago, “While there are at least 13 STEM (Science, Technology, Engineering and Mathematics) channels hosted by men with over 400,000 subscribers and 7 of those 13 which have topped a million, there are only four channels hosted by women that have even 160,000 subscribers.” So female producers can expect both lower viewership and more harassment. What fun!\u003c/p>\n\u003cp>And STEM women may have a particularly uphill battle. As a fellow female STEM YouTuber — the writer and host of an educational show about technology — I draw a nearly 75% male audience according to YouTube’s internal statistics. And, as Whitney Phillips said in her TED Talk on subcultural trolling, the demographic of trolls is “males, between the ages of 18 and 34-ish, predominantly white, and predominantly English speaking.” Even though many men online are active supporters of female content creators, and the actions of a few should never disparage an entire gender, I still currently employ censorship just to keep the comments on my educational channel civil. The functionality is a great improvement to what has long been known as the worst comments section on the Internet, but this type of censorship is a poor weapon against trolling. Censored words are easy to get around and often give bullies the incentive to be more creative in their wording.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp> http://www.youtube.com/watch?v=FAubx3BBgLk\u003c/p>\n\u003cp>What should we do about it? The pervasive opinion online is that you should just ignore terrible comments; delete them if you have time, but just move on. “Don’t feed the trolls.” But as former US Supreme Court Justice Louis Brandeis famously said, regarding the First Amendment protection afforded hate speech, “The remedy to be applied is more speech, not enforced silence.” Silence drives minorities out of public discussion and interaction and further homogenizes who speaks and thus who is seen as influential online. Without public backlash to this treatment, sexism becomes normal online.\u003c/p>\n\u003cp>Anita Sarkeesian, the creator of the YouTube channel \u003ci>Feminist Frequency\u003c/i> noted in a TED Talk detailing the online campaign against her video project about depictions of women in video games, “[Cyber Mobs are] maintaining, reinforcing and normalizing a culture of sexism where men who harass are supported by their peers and rewarded for their sexist attitudes and behaviors. And where women are silenced, marginalized and excluded from full participation.”\u003c/p>\n\u003cp> http://www.youtube.com/watch?v=GZAxwsg9J9Q\u003c/p>\n\u003cp>There is gender inequality and mistreatment of women the world over, so why do I care so much about the Internet? I write and make YouTube videos, network, socialize and share my work online. My life happens online. The Internet is young and its picturesque promise of connecting a global society may well be possible, but currently that connection means exposing people — especially female people — to a torrent of degrading speech. Harassment is not going away and — until someone (*cough* Google *cough*) makes a context-aware, artificially intelligent search system capable of differentiating criticism from harassment — we are stuck defending ourselves and others when abuse arises.\u003c/p>\n\u003cp>The encouragement to ‘not take it too seriously’ when online commenters trend toward the misogynistic is ludicrous. Sharing outrage at this treatment can rally communities that might otherwise just shake their heads at sexist comments, underrepresentation or unequal pay and move on. The anonymization of abuse and thus the perceived inability to shame or find recourse is no excuse to stay quiet. When others threaten, abuse, mock, and troll online we have to share it with the world, not just to squash bullies but to build a community that understands the realities and rallies behind women online. As Nigerian novelist Chimamanda Ngozi Adichie says in her TED talk about why we should all be feminists, “Anger has a long history of bringing about positive change.”\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>http://www.youtube.com/watch?v=hg3umXU_qWc\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>“You wouldnt look so smart wit my dic in your mouth.” – Anonymous, sent to me on Tumblr\u003c/p>\n\u003cp>I am female on the Internet, an occupation that comes with near daily comments like the one above. I have so far not received any death threats, only demands of a sexual nature, critiques of my physical appearance, veiled threats of rape, and reminders that my content would be more popular if I would just wear a low cut shirt. It’s nothing new; women get harassed, trolled, demeaned, belittled, and objectified online.\u003c/p>\n\u003cp>If you need numbers to reassure you that women’s online lives are being riddled with disrespectful harassment at a disproportionately high rate compared to men, Amanda Hess’ \u003ca href=\"http://www.psmag.com/navigation/health-and-behavior/women-arent-welcome-internet-72170/\">piece in \u003ci>Pacific Standard\u003c/i>\u003c/a> is a great place to start. She confronts online harassment and her own experiences with law enforcement officers unwilling to take threats seriously because they were on Twitter. Hess documents the game of hot potato played by police and the companies that host threatening comments regarding who should be responsible for action.\u003c/p>\n\u003cp>It’s not like this treatment is actually deterring women from creating content and living publicly online, right? According to Emily Graslie, host of \u003ci>\u003ca href=\"http://www.youtube.com/user/thebrainscoop\">The BrainScoop\u003c/a>\u003c/i>, a YouTube channel focused on natural history from the Field Museum in Chicago, “While there are at least 13 STEM (Science, Technology, Engineering and Mathematics) channels hosted by men with over 400,000 subscribers and 7 of those 13 which have topped a million, there are only four channels hosted by women that have even 160,000 subscribers.” So female producers can expect both lower viewership and more harassment. What fun!\u003c/p>\n\u003cp>And STEM women may have a particularly uphill battle. As a fellow female STEM YouTuber — the writer and host of an educational show about technology — I draw a nearly 75% male audience according to YouTube’s internal statistics. And, as Whitney Phillips said in her TED Talk on subcultural trolling, the demographic of trolls is “males, between the ages of 18 and 34-ish, predominantly white, and predominantly English speaking.” Even though many men online are active supporters of female content creators, and the actions of a few should never disparage an entire gender, I still currently employ censorship just to keep the comments on my educational channel civil. The functionality is a great improvement to what has long been known as the worst comments section on the Internet, but this type of censorship is a poor weapon against trolling. Censored words are easy to get around and often give bullies the incentive to be more creative in their wording.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp> http://www.youtube.com/watch?v=FAubx3BBgLk\u003c/p>\n\u003cp>What should we do about it? The pervasive opinion online is that you should just ignore terrible comments; delete them if you have time, but just move on. “Don’t feed the trolls.” But as former US Supreme Court Justice Louis Brandeis famously said, regarding the First Amendment protection afforded hate speech, “The remedy to be applied is more speech, not enforced silence.” Silence drives minorities out of public discussion and interaction and further homogenizes who speaks and thus who is seen as influential online. Without public backlash to this treatment, sexism becomes normal online.\u003c/p>\n\u003cp>Anita Sarkeesian, the creator of the YouTube channel \u003ci>Feminist Frequency\u003c/i> noted in a TED Talk detailing the online campaign against her video project about depictions of women in video games, “[Cyber Mobs are] maintaining, reinforcing and normalizing a culture of sexism where men who harass are supported by their peers and rewarded for their sexist attitudes and behaviors. And where women are silenced, marginalized and excluded from full participation.”\u003c/p>\n\u003cp> http://www.youtube.com/watch?v=GZAxwsg9J9Q\u003c/p>\n\u003cp>There is gender inequality and mistreatment of women the world over, so why do I care so much about the Internet? I write and make YouTube videos, network, socialize and share my work online. My life happens online. The Internet is young and its picturesque promise of connecting a global society may well be possible, but currently that connection means exposing people — especially female people — to a torrent of degrading speech. Harassment is not going away and — until someone (*cough* Google *cough*) makes a context-aware, artificially intelligent search system capable of differentiating criticism from harassment — we are stuck defending ourselves and others when abuse arises.\u003c/p>\n\u003cp>The encouragement to ‘not take it too seriously’ when online commenters trend toward the misogynistic is ludicrous. Sharing outrage at this treatment can rally communities that might otherwise just shake their heads at sexist comments, underrepresentation or unequal pay and move on. The anonymization of abuse and thus the perceived inability to shame or find recourse is no excuse to stay quiet. When others threaten, abuse, mock, and troll online we have to share it with the world, not just to squash bullies but to build a community that understands the realities and rallies behind women online. As Nigerian novelist Chimamanda Ngozi Adichie says in her TED talk about why we should all be feminists, “Anger has a long history of bringing about positive change.”\u003c/p>\n\u003cp>\u003c/p>\u003c/p>\u003cp>\u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutube'>\n \u003cspan class='utils-parseShortcode-shortcodes-__youtubeShortcode__embedYoutubeInside'>\n \u003ciframe\n loading='lazy'\n class='utils-parseShortcode-shortcodes-__youtubeShortcode__youtubePlayer'\n type='text/html'\n src='//www.youtube.com/embed/hg3umXU_qWc'\n title='//www.youtube.com/embed/hg3umXU_qWc'\n allowfullscreen='true'\n style='border:0;'>\u003c/iframe>\n \u003c/span>\n \u003c/span>\u003c/p>\u003cp>\n\u003c/div>\u003c/p>",
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"content": "\u003cp>I am an adventure game virgin. I admit it. No malice left me in this situation. None of my close family were traumatized in the playing of an adventure game. No pets were accidentally injured, no dates ruined, no specific reason. I simply decided adventure games were lima beans and I was a picky eater. It’s unfortunate because history, especially the ’90s, was packed with fantastic adventure games I missed, the most loved of which, \u003ci>Day of the Tentacle\u003c/i>, \u003ci>Full Throttle\u003c/i>, \u003ci>Grim Fandango\u003c/i>, and \u003ci>The Secret of Monkey Island\u003c/i> were all the brain children of one man: \u003ca href=\"http://www.1up.com/features/rebel-tim-schafer-interview\">Tim Schafer\u003c/a>.\u003c/p>\n\u003cp>These games have become cult darlings and their legacy helped Schafer’s company \u003ca href=\"http://www.doublefine.com/\">Double Fine\u003c/a> launch one of the most successful Kickstarters to date. They raised 3 million dollars to make \u003ci>Broken Age\u003c/i>. Along with the money came serious public scrutiny and the company voluntarily broadcast the process of production, the budget, the people working on the game, everything — and not everything went to plan. With the adrenaline rush of just having pulled off one of the most dramatic Kickstarter campaigns so far filling their sails, Double Fine admitted to missteps in the scope of \u003ci>Broken Age\u003c/i> and decided to release the \u003ca href=\"http://store.steampowered.com/news/12290/\">first half of the game on Steam\u003c/a> in order to fund the remainder of development. This decision, and the expanded budgetary needs of the game, angered some people but, instead of rehashing a year’s worth of speculative arguments about the risks of crowdfunding, the messiness of video game budgets, and the aura and responsibility of Kickstarter, let’s start fresh and play this game with new eyes. How does the game itself stand up to all that mounting expectation?\u003c/p>\n\u003cp>\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://u.s.kqed.net/2014/02/01/brokenage1.jpg\" width=\"500\" height=\"281\" class=\"aligncenter\">\u003c/p>\n\u003cp>\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://u.s.kqed.net/2014/02/01/brokenage2.jpg\" width=\"500\" height=\"281\" class=\"aligncenter\">\u003c/p>\n\u003cp>If, like me, you’ve never played this type of game before, the genre works like this: The characters find themselves with no health bars or weapons, just an inventory for things to be picked up throughout the world. Those items can be combined with each other or with places and people to move forward in the game. Need to get water out of that well? Combine your rope and bucket and get to hoisting.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>\u003ci>Broken Age\u003c/i> features two main characters, both are teenagers stuck in a world unwilling to change and each has an itch to rebel. Vella lives in a town filled with bakers where following tradition, and her family’s wishes, might mean losing her life. Shay is trapped in an infantilizing spaceship with an overprotective mothering computer programmed only to keep him safe. His repetitive existence has been filled with attempted distraction by talking toys and fake adventures. He yearns for a real life. Players can choose to start with either character and switch back and forth at any time. This flexibility keeps the game from getting stale if you get stuck on a puzzle, allowing you to simply switch to the other world.\u003c/p>\n\u003cp> http://www.youtube.com/watch?v=BWM4R5JsakE\u003c/p>\n\u003cp>Whichever you choose, both worlds look like living watercolors, and the delicately hand-drawn landscapes and soft edging pair well with the witty dialogue and voice acting. The art and writing, along with puzzles that were never quite challenging, contributed to the overall feeling of breezy simplicity. Not a bad thing necessarily, but a distinct choice. The story, the settings, and the characters seem more important than the actual puzzle solving, which makes the game feel more like an interactive story book. This story book is cut short; the end of Act 1 came so abruptly I was left irritated and impatient for the next chapter.\u003c/p>\n\u003cp>The game is not meant to be played by more than one person at a time, but I found something interesting playing alongside my husband. We played, desk chairs banging together, as we traded the mouse back and forth, letting one another drive until we got stuck. This revealed intricacies of gameplay I hadn’t expected. The game rewarded exploration in a way I hadn’t expected. My precise, one could even say “obsessive,” preoccupation with walking perfectly on the game’s paths was holding me back from finding the solution to a problem. A “mistake” I had avoided turned out to be the very thing I needed to proceed. When we switched drivers, my husband was happy to commit the mistake and was rewarded. In this way the game felt aware of its players, their habits, and how to elude them at first glance.\u003c/p>\n\u003cp>I am anxious to discover what happens next.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>\u003ci>Broken Age\u003c/i> came out on Steam January 28, 2014. The game’s second act is scheduled to come out later this year. For \u003ca href=\"http://www.brokenagegame.com/\">more information\u003c/a>, visit brokenagegame.com.\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp>I am an adventure game virgin. I admit it. No malice left me in this situation. None of my close family were traumatized in the playing of an adventure game. No pets were accidentally injured, no dates ruined, no specific reason. I simply decided adventure games were lima beans and I was a picky eater. It’s unfortunate because history, especially the ’90s, was packed with fantastic adventure games I missed, the most loved of which, \u003ci>Day of the Tentacle\u003c/i>, \u003ci>Full Throttle\u003c/i>, \u003ci>Grim Fandango\u003c/i>, and \u003ci>The Secret of Monkey Island\u003c/i> were all the brain children of one man: \u003ca href=\"http://www.1up.com/features/rebel-tim-schafer-interview\">Tim Schafer\u003c/a>.\u003c/p>\n\u003cp>These games have become cult darlings and their legacy helped Schafer’s company \u003ca href=\"http://www.doublefine.com/\">Double Fine\u003c/a> launch one of the most successful Kickstarters to date. They raised 3 million dollars to make \u003ci>Broken Age\u003c/i>. Along with the money came serious public scrutiny and the company voluntarily broadcast the process of production, the budget, the people working on the game, everything — and not everything went to plan. With the adrenaline rush of just having pulled off one of the most dramatic Kickstarter campaigns so far filling their sails, Double Fine admitted to missteps in the scope of \u003ci>Broken Age\u003c/i> and decided to release the \u003ca href=\"http://store.steampowered.com/news/12290/\">first half of the game on Steam\u003c/a> in order to fund the remainder of development. This decision, and the expanded budgetary needs of the game, angered some people but, instead of rehashing a year’s worth of speculative arguments about the risks of crowdfunding, the messiness of video game budgets, and the aura and responsibility of Kickstarter, let’s start fresh and play this game with new eyes. How does the game itself stand up to all that mounting expectation?\u003c/p>\n\u003cp>\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://u.s.kqed.net/2014/02/01/brokenage1.jpg\" width=\"500\" height=\"281\" class=\"aligncenter\">\u003c/p>\n\u003cp>\u003cimg loading=\"lazy\" decoding=\"async\" src=\"http://u.s.kqed.net/2014/02/01/brokenage2.jpg\" width=\"500\" height=\"281\" class=\"aligncenter\">\u003c/p>\n\u003cp>If, like me, you’ve never played this type of game before, the genre works like this: The characters find themselves with no health bars or weapons, just an inventory for things to be picked up throughout the world. Those items can be combined with each other or with places and people to move forward in the game. Need to get water out of that well? Combine your rope and bucket and get to hoisting.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"info": "A one-hour radio program to hear celebrated writers, artists and thinkers address contemporary ideas and values, often discussing the creative process. Please note: tapes or transcripts are not available",
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"airtime": "SUN 1pm-2pm, TUE 10pm, WED 1am",
"meta": {
"site": "news",
"source": "City Arts & Lectures"
},
"link": "https://www.cityarts.net",
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"rss": "https://www.cityarts.net/feed/"
}
},
"closealltabs": {
"id": "closealltabs",
"title": "Close All Tabs",
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"info": "Close All Tabs breaks down how digital culture shapes our world through thoughtful insights and irreverent humor.",
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"officialWebsiteLink": "/podcasts/closealltabs",
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"order": 1
},
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"id": "code-switch-life-kit",
"title": "Code Switch / Life Kit",
"info": "\u003cem>Code Switch\u003c/em>, which listeners will hear in the first part of the hour, has fearless and much-needed conversations about race. Hosted by journalists of color, the show tackles the subject of race head-on, exploring how it impacts every part of society — from politics and pop culture to history, sports and more.\u003cbr />\u003cbr />\u003cem>Life Kit\u003c/em>, which will be in the second part of the hour, guides you through spaces and feelings no one prepares you for — from finances to mental health, from workplace microaggressions to imposter syndrome, from relationships to parenting. The show features experts with real world experience and shares their knowledge. Because everyone needs a little help being human.\u003cbr />\u003cbr />\u003ca href=\"https://www.npr.org/podcasts/510312/codeswitch\">\u003cem>Code Switch\u003c/em> offical site and podcast\u003c/a>\u003cbr />\u003ca href=\"https://www.npr.org/lifekit\">\u003cem>Life Kit\u003c/em> offical site and podcast\u003c/a>\u003cbr />",
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"meta": {
"site": "radio",
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},
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"id": "commonwealth-club",
"title": "Commonwealth Club of California Podcast",
"info": "The Commonwealth Club of California is the nation's oldest and largest public affairs forum. As a non-partisan forum, The Club brings to the public airwaves diverse viewpoints on important topics. The Club's weekly radio broadcast - the oldest in the U.S., dating back to 1924 - is carried across the nation on public radio stations and is now podcasting. Our website archive features audio of our recent programs, as well as selected speeches from our long and distinguished history. This podcast feed is usually updated twice a week and is always un-edited.",
"airtime": "THU 10pm, FRI 1am",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Commonwealth-Club-Podcast-Tile-360x360-1.jpg",
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"meta": {
"site": "news",
"source": "Commonwealth Club of California"
},
"link": "/radio/program/commonwealth-club",
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"google": "https://podcasts.google.com/feed/aHR0cDovL3d3dy5jb21tb253ZWFsdGhjbHViLm9yZy9hdWRpby9wb2RjYXN0L3dlZWtseS54bWw",
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}
},
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"id": "forum",
"title": "Forum",
"tagline": "The conversation starts here",
"info": "KQED’s live call-in program discussing local, state, national and international issues, as well as in-depth interviews.",
"airtime": "MON-FRI 9am-11am, 10pm-11pm",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Forum-Podcast-Tile-703x703-1.jpg",
"imageAlt": "KQED Forum with Mina Kim and Alexis Madrigal",
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"source": "kqed",
"order": 9
},
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"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5tZWdhcGhvbmUuZm0vS1FJTkM5NTU3MzgxNjMz",
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"freakonomics-radio": {
"id": "freakonomics-radio",
"title": "Freakonomics Radio",
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"officialWebsiteLink": "http://freakonomics.com/",
"airtime": "SUN 1am-2am, SAT 3pm-4pm",
"meta": {
"site": "radio",
"source": "WNYC"
},
"link": "/radio/program/freakonomics-radio",
"subscribe": {
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"apple": "https://itunes.apple.com/us/podcast/freakonomics-radio/id354668519",
"tuneIn": "https://tunein.com/podcasts/WNYC-Podcasts/Freakonomics-Radio-p272293/",
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},
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"id": "fresh-air",
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"apple": "https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?s=143441&mt=2&id=214089682&at=11l79Y&ct=nprdirectory",
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"rss": "https://feeds.npr.org/381444908/podcast.xml"
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"info": "A live production of NPR and WBUR Boston, in collaboration with stations across the country, Here & Now reflects the fluid world of news as it's happening in the middle of the day, with timely, in-depth news, interviews and conversation. Hosted by Robin Young, Jeremy Hobson and Tonya Mosley.",
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"rss": "https://feeds.npr.org/510051/podcast.xml"
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},
"hidden-brain": {
"id": "hidden-brain",
"title": "Hidden Brain",
"info": "Shankar Vedantam uses science and storytelling to reveal the unconscious patterns that drive human behavior, shape our choices and direct our relationships.",
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"officialWebsiteLink": "https://www.npr.org/series/423302056/hidden-brain",
"airtime": "SUN 7pm-8pm",
"meta": {
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"source": "NPR"
},
"link": "/radio/program/hidden-brain",
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},
"how-i-built-this": {
"id": "how-i-built-this",
"title": "How I Built This with Guy Raz",
"info": "Guy Raz dives into the stories behind some of the world's best known companies. How I Built This weaves a narrative journey about innovators, entrepreneurs and idealists—and the movements they built.",
"imageSrc": "https://ww2.kqed.org/news/wp-content/uploads/sites/10/2018/05/howIBuiltThis.png",
"officialWebsiteLink": "https://www.npr.org/podcasts/510313/how-i-built-this",
"airtime": "SUN 7:30pm-8pm",
"meta": {
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"source": "npr"
},
"link": "/radio/program/how-i-built-this",
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"npr": "https://rpb3r.app.goo.gl/3zxy",
"apple": "https://itunes.apple.com/us/podcast/how-i-built-this-with-guy-raz/id1150510297?mt=2",
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},
"hyphenacion": {
"id": "hyphenacion",
"title": "Hyphenación",
"tagline": "Where conversation and cultura meet",
"info": "What kind of no sabo word is Hyphenación? For us, it’s about living within a hyphenation. Like being a third-gen Mexican-American from the Texas border now living that Bay Area Chicano life. Like Xorje! Each week we bring together a couple of hyphenated Latinos to talk all about personal life choices: family, careers, relationships, belonging … everything is on the table. ",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2025/03/Hyphenacion_FinalAssets_PodcastTile.png",
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"officialWebsiteLink": "/podcasts/hyphenacion",
"meta": {
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"order": 15
},
"link": "/podcasts/hyphenacion",
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"spotify": "https://open.spotify.com/show/2p3Fifq96nw9BPcmFdIq0o?si=39209f7b25774f38",
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"rss": "https://feeds.megaphone.fm/KQINC2275451163"
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},
"jerrybrown": {
"id": "jerrybrown",
"title": "The Political Mind of Jerry Brown",
"tagline": "Lessons from a lifetime in politics",
"info": "The Political Mind of Jerry Brown brings listeners the wisdom of the former Governor, Mayor, and presidential candidate. Scott Shafer interviewed Brown for more than 40 hours, covering the former governor's life and half-century in the political game and Brown has some lessons he'd like to share. ",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/The-Political-Mind-of-Jerry-Brown-Podcast-Tile-703x703-1.jpg",
"imageAlt": "KQED The Political Mind of Jerry Brown",
"officialWebsiteLink": "/podcasts/jerrybrown",
"meta": {
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"source": "kqed",
"order": 18
},
"link": "/podcasts/jerrybrown",
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"apple": "https://itunes.apple.com/us/podcast/id1492194549",
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}
},
"latino-usa": {
"id": "latino-usa",
"title": "Latino USA",
"airtime": "MON 1am-2am, SUN 6pm-7pm",
"info": "Latino USA, the radio journal of news and culture, is the only national, English-language radio program produced from a Latino perspective.",
"imageSrc": "https://ww2.kqed.org/radio/wp-content/uploads/sites/50/2018/04/latinoUsa.jpg",
"officialWebsiteLink": "http://latinousa.org/",
"meta": {
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"source": "npr"
},
"link": "/radio/program/latino-usa",
"subscribe": {
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"apple": "https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?s=143441&mt=2&id=79681317&at=11l79Y&ct=nprdirectory",
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"rss": "https://feeds.npr.org/510016/podcast.xml"
}
},
"marketplace": {
"id": "marketplace",
"title": "Marketplace",
"info": "Our flagship program, helmed by Kai Ryssdal, examines what the day in money delivered, through stories, conversations, newsworthy numbers and more. Updated Monday through Friday at about 3:30 p.m. PT.",
"airtime": "MON-FRI 4pm-4:30pm, MON-WED 6:30pm-7pm",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Marketplace-Podcast-Tile-360x360-1.jpg",
"officialWebsiteLink": "https://www.marketplace.org/",
"meta": {
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"source": "American Public Media"
},
"link": "/radio/program/marketplace",
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"rss": "https://feeds.publicradio.org/public_feeds/marketplace-pm/rss/rss"
}
},
"masters-of-scale": {
"id": "masters-of-scale",
"title": "Masters of Scale",
"info": "Masters of Scale is an original podcast in which LinkedIn co-founder and Greylock Partner Reid Hoffman sets out to describe and prove theories that explain how great entrepreneurs take their companies from zero to a gazillion in ingenious fashion.",
"airtime": "Every other Wednesday June 12 through October 16 at 8pm (repeats Thursdays at 2am)",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Masters-of-Scale-Podcast-Tile-360x360-1.jpg",
"officialWebsiteLink": "https://mastersofscale.com/",
"meta": {
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"source": "WaitWhat"
},
"link": "/radio/program/masters-of-scale",
"subscribe": {
"apple": "http://mastersofscale.app.link/",
"rss": "https://rss.art19.com/masters-of-scale"
}
},
"mindshift": {
"id": "mindshift",
"title": "MindShift",
"tagline": "A podcast about the future of learning and how we raise our kids",
"info": "The MindShift podcast explores the innovations in education that are shaping how kids learn. Hosts Ki Sung and Katrina Schwartz introduce listeners to educators, researchers, parents and students who are developing effective ways to improve how kids learn. We cover topics like how fed-up administrators are developing surprising tactics to deal with classroom disruptions; how listening to podcasts are helping kids develop reading skills; the consequences of overparenting; and why interdisciplinary learning can engage students on all ends of the traditional achievement spectrum. This podcast is part of the MindShift education site, a division of KQED News. KQED is an NPR/PBS member station based in San Francisco. You can also visit the MindShift website for episodes and supplemental blog posts or tweet us \u003ca href=\"https://twitter.com/MindShiftKQED\">@MindShiftKQED\u003c/a> or visit us at \u003ca href=\"/mindshift\">MindShift.KQED.org\u003c/a>",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Mindshift-Podcast-Tile-703x703-1.jpg",
"imageAlt": "KQED MindShift: How We Will Learn",
"officialWebsiteLink": "/mindshift/",
"meta": {
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"source": "kqed",
"order": 12
},
"link": "/podcasts/mindshift",
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"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5tZWdhcGhvbmUuZm0vS1FJTkM1NzY0NjAwNDI5",
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"stitcher": "https://www.stitcher.com/podcast/kqed/stories-teachers-share",
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}
},
"morning-edition": {
"id": "morning-edition",
"title": "Morning Edition",
"info": "\u003cem>Morning Edition\u003c/em> takes listeners around the country and the world with multi-faceted stories and commentaries every weekday. Hosts Steve Inskeep, David Greene and Rachel Martin bring you the latest breaking news and features to prepare you for the day.",
"airtime": "MON-FRI 3am-9am",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Morning-Edition-Podcast-Tile-360x360-1.jpg",
"officialWebsiteLink": "https://www.npr.org/programs/morning-edition/",
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"link": "/radio/program/morning-edition"
},
"onourwatch": {
"id": "onourwatch",
"title": "On Our Watch",
"tagline": "Deeply-reported investigative journalism",
"info": "For decades, the process for how police police themselves has been inconsistent – if not opaque. In some states, like California, these proceedings were completely hidden. After a new police transparency law unsealed scores of internal affairs files, our reporters set out to examine these cases and the shadow world of police discipline. On Our Watch brings listeners into the rooms where officers are questioned and witnesses are interrogated to find out who this system is really protecting. Is it the officers, or the public they've sworn to serve?",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/On-Our-Watch-Podcast-Tile-703x703-1.jpg",
"imageAlt": "On Our Watch from NPR and KQED",
"officialWebsiteLink": "/podcasts/onourwatch",
"meta": {
"site": "news",
"source": "kqed",
"order": 11
},
"link": "/podcasts/onourwatch",
"subscribe": {
"apple": "https://podcasts.apple.com/podcast/id1567098962",
"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5ucHIub3JnLzUxMDM2MC9wb2RjYXN0LnhtbD9zYz1nb29nbGVwb2RjYXN0cw",
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"rss": "https://feeds.npr.org/510360/podcast.xml"
}
},
"on-the-media": {
"id": "on-the-media",
"title": "On The Media",
"info": "Our weekly podcast explores how the media 'sausage' is made, casts an incisive eye on fluctuations in the marketplace of ideas, and examines threats to the freedom of information and expression in America and abroad. For one hour a week, the show tries to lift the veil from the process of \"making media,\" especially news media, because it's through that lens that we see the world and the world sees us",
"airtime": "SUN 2pm-3pm, MON 12am-1am",
"imageSrc": "https://ww2.kqed.org/radio/wp-content/uploads/sites/50/2018/04/onTheMedia.png",
"officialWebsiteLink": "https://www.wnycstudios.org/shows/otm",
"meta": {
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"source": "wnyc"
},
"link": "/radio/program/on-the-media",
"subscribe": {
"apple": "https://itunes.apple.com/us/podcast/on-the-media/id73330715?mt=2",
"tuneIn": "https://tunein.com/radio/On-the-Media-p69/",
"rss": "http://feeds.wnyc.org/onthemedia"
}
},
"pbs-newshour": {
"id": "pbs-newshour",
"title": "PBS NewsHour",
"info": "Analysis, background reports and updates from the PBS NewsHour putting today's news in context.",
"airtime": "MON-FRI 3pm-4pm",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/PBS-News-Hour-Podcast-Tile-360x360-1.jpg",
"officialWebsiteLink": "https://www.pbs.org/newshour/",
"meta": {
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"source": "pbs"
},
"link": "/radio/program/pbs-newshour",
"subscribe": {
"apple": "https://itunes.apple.com/us/podcast/pbs-newshour-full-show/id394432287?mt=2",
"tuneIn": "https://tunein.com/radio/PBS-NewsHour---Full-Show-p425698/",
"rss": "https://www.pbs.org/newshour/feeds/rss/podcasts/show"
}
},
"perspectives": {
"id": "perspectives",
"title": "Perspectives",
"tagline": "KQED's series of daily listener commentaries since 1991",
"info": "KQED's series of daily listener commentaries since 1991.",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2025/01/Perspectives_Tile_Final.jpg",
"imageAlt": "KQED Perspectives",
"officialWebsiteLink": "/perspectives/",
"meta": {
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"source": "kqed",
"order": 14
},
"link": "/perspectives",
"subscribe": {
"apple": "https://podcasts.apple.com/us/podcast/id73801135",
"npr": "https://www.npr.org/podcasts/432309616/perspectives",
"rss": "https://ww2.kqed.org/perspectives/category/perspectives/feed/",
"google": "https://podcasts.google.com/feed/aHR0cHM6Ly93dzIua3FlZC5vcmcvcGVyc3BlY3RpdmVzL2NhdGVnb3J5L3BlcnNwZWN0aXZlcy9mZWVkLw"
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},
"planet-money": {
"id": "planet-money",
"title": "Planet Money",
"info": "The economy explained. Imagine you could call up a friend and say, Meet me at the bar and tell me what's going on with the economy. Now imagine that's actually a fun evening.",
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