Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. The book describes newsgames that can persuade, inform, and titillate; make information interactive; recreate a historical event; put news content into a puzzle; teach journalism; and build a community. Wired magazines game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. And Powerful Robots game September 12th offers a model for a short, quickly produced, and widely distributed editorial newsgame. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalismnot just an occasional treat for online readersnewsgames can make a valuable contribution.
Cited By
- Caselli S, Bonello Rutter Giappone K, Schellekens J and Gualeni S Satire at Play International Conference on the Foundations of Digital Games, (1-4)
- Pallavicini F, Pepe A, Caragnano C and Mantovani F Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead Universal Access in Human-Computer Interaction. Applications and Practice, (212-228)
- Sergeyeva O, Orekh E, Bogomiagkova E and Kolesnik N Shift to digital gamification in political life (russian cases) Proceedings of the 4th International Conference on Smart City Applications, (1-6)
- Bachen C, Hernndez-Ramos P, Raphael C and Waldron A (2016). How do presence, flow, and character identification affect players empathy and interest in learning from a serious computer game?, Computers in Human Behavior, 64:C, (77-87), Online publication date: 1-Nov-2016.
- Möring S (2013). The Metaphor-Simulation Paradox in the Study of Computer Games, International Journal of Gaming and Computer-Mediated Simulations, 5:4, (48-74), Online publication date: 1-Oct-2013.
- Treanor M, Blackford B, Mateas M and Bogost I Game-O-Matic Proceedings of the The third workshop on Procedural Content Generation in Games, (1-8)
- Treanor M, Schweizer B, Bogost I and Mateas M The micro-rhetorics of Game-o-Matic Proceedings of the International Conference on the Foundations of Digital Games, (18-25)
- Stein A Sports newsgames Proceedings of the International Conference on the Foundations of Digital Games, (5-10)
- Treanor M, Schweizer B, Bogost I and Mateas M Proceduralist readings Proceedings of the 6th International Conference on Foundations of Digital Games, (115-122)
- Brynskov M, Leong T and Fritsch J Bridging the affective gap to make news felt Proceedings of the 5th International Conference on Communities and Technologies, (50-59)
- Cohen S, Hamilton J and Turner F (2011). Computational journalism, Communications of the ACM, 54:10, (66-71), Online publication date: 1-Oct-2011.
Index Terms
- Newsgames: Journalism at Play
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