エピソード

  • Checkpoints & Choices: Bureaucracy, Borders, and Playing Through Deportation Machines
    2025/05/16

    As immigrations tensions escalate and policy grows ever more dehumanizing, what can indie games teach us about the systems behind the suffering? In this episode, we examine how Papers, Please, North, and Borders use gameplay—not just storylines—to simulate the moral deadlocks and mechanical cruelty of U.S. deportation politics. Drawing from academic critiques that invoke Max Weber’s “iron cage of bureaucracy,” we explore how these games reflect the cold logic of enforcement agencies like ICE, trapping players in procedural loops that echo real-world immigration enforcement. Can feeling stuck in a game make us see the injustice of those stuck in the system? Tune in to explore how indie developers are turning gameplay into powerful protest.

    Cosner, J. (2024). Engaging Action: Procedural Rhetoric and Agentive Arguments in US-Mexico Border Video Games. In Digital Culture and the US-Mexico Border (pp. 211-222). Routledge.

    Grace, L. D. (2023, October). Gaming the system: case study in investigative journalism and playful interactive narrative design to explain systemic bias in immigration policy. In International Conference on Interactive Digital Storytelling (pp. 38-49). Cham: Springer Nature Switzerland.

    Morrissette, J. (2017). Glory to Arstotzka: Morality, rationality, and the iron cage of bureaucracy in Papers, Please. Game Studies, 17(1).

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    12 分
  • Borderlines & Backstories: Can Games Teach Us to Empathize With Immigrants?
    2025/05/15

    What happens when players step into the shoes of immigrants—not just to win, but to understand? In this episode, we explore how video games like Citizenship Quest, Everyday Racism, and Escape from Woomera attempt to foster empathy and cross-cultural awareness through gameplay. Drawing on studies that analyze classroom role-play, online discussions, and game design, we ask: can digital experiences create real emotional insight, or do they just rehearse familiar narratives? From school simulations to dystopian checkpoints, join us as we navigate the thin line between meaningful play and performative understanding in the world of migration games.

    Bouchillon, B. C., & Stewart, P. A. (2023). Computer games, trust, and immediacy: Role-playing as immigrants in the South. Computers in Human Behavior, 140, 107571.

    Chin, E., & Golding, D. (2016). Cultivating transcultural understanding through migration-related videogames. Asia Pacific Media Educator, 26(1), 83-98.

    McKernan, B. (2021). Digital texts and moral questions about immigration: Papers, Please and the capacity for a video game to stimulate sociopolitical discussion. Games and Culture, 16(4), 383-406.

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    16 分
  • Playing for Papers: How Video Games Expose the Cruel Logic of U.S. Deportation
    2025/05/14

    As deportation politics in the U.S. grow ever more punitive and chaotic, what can a video game reveal that headlines can’t? In this episode, we explore how games like Papers, Please, Tropico, and ICED! simulate the immigrant experience—and critique it. Drawing on recent academic insights, we unpack how these digital worlds use frustration, limited freedom, and procedural rhetoric to reflect the dehumanizing systems faced by undocumented people. Can a game really challenge anti-immigrant policy? Or are we just clicking through dystopia? Tune in for a timely dive into the politics of play and the stakes of representation.

    Amaya, H. (2015). ICED: Videogames in the battle between the citizen and the human. Popular Communication, 13(2), 158-169.

    Cleger, O. (2015). Procedural Rhetoric and Undocumented Migrants: Playing the Debate over Immigration Reform. Digital Culture & Education, 7(1), 19-39.

    Diamond, J., & Brunner, C. (2008). Evaluation of Breakthrough's ICED! Video Game

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    17 分
  • Well Played: Growing Older, Gaming Deeper
    2025/05/13

    Drawing from observations of the well-cited research, J.P. Gee, we discuss what happens when the goal of gaming shifts from beating the boss to contemplating the journey? In this thoughtful and moving episode, we follow Aiden, a lifelong gamer, as he shares with James Paul Gee how the meaning of “well played” has evolved over time. No longer about high scores or speedruns, it’s now about emotional resonance, patience, and philosophical depth—from Metal Gear Solid 3 to Chibi Robo. Gee reflects on his own path as an aging gamer and scholar, including an early brush with frustration and discovery in The New Adventures of the Time Machine. This episode invites listeners to rethink what it means to truly "play well"—not just in games, but in life.

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    11 分
  • Jobs, Masks, and Mastery: How RPG Systems Shape Our Stories
    2025/05/13

    What do medieval bards, fantasy job classes, and 16th-century Italian improv have in common? In this episode, we explore the deep connections between RPG class systems and the theatrical traditions of Commedia dell’arte. From Pool of Radiance to Final Fantasy Tactics, we uncover how structured game mechanics—like choosing a job class or role—create space for improvisation, discovery, and meaningful play. Join us as we discuss how these systems don't just define characters, but unlock a world of emergent storytelling, creativity, and shared player understanding in a dance between structure and spontaneity a discussion of the writing of Sam Roberts from the Book Well Played, for a love of games.

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    11 分
  • Falling Blocks, Enduring Love: The Timeless Magic of Tetris
    2025/05/13

    What makes a game with no characters, no story, and no ending one of the most beloved of all time? In this episode, we dive into the deceptively simple brilliance of Tetris—a game born in 1985 Soviet Russia that took the world by storm when it was bundled with the Game Boy. Through a personal lens of family obsession and homemade code, our guest unpacks the elegant mechanics behind the falling blocks: movement, creation, destruction, and problem-solving. Discover how Tetris taps into something deeply human—and why it still holds us in its hypnotic grip decades later in this discussion of writing by Patrick Curry from the Well Played academic analysis of well-loved games.

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    9 分
  • Surviving Kenshi: Hardship, Agency, and the Beauty of the Unfinished
    2025/04/09

    What happens when a game refuses to hold your hand—or even care if you survive? In this episode, we dive into Naomi Clark’s essay “Kenshi,” a sharp and deeply personal examination of the cult-favorite open-world RPG. Clark unpacks the game’s brutal beginnings, its resistance to traditional narrative arcs, and its focus on emergent gameplay shaped by survival, community, and systems of oppression. We discuss how Kenshi’s incomplete design becomes a feature rather than a flaw, and how a devoted modding community keeps the world alive long after development has ceased. Tune in for a conversation about failure, freedom, and the quiet revolution of unfinished games.

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    5 分
  • Fly Far, Far Away: Hitman, Escapism, and Finding Joy Through Play
    2025/04/08

    In this episode, we explore the powerful intersection of memory, identity, and digital escape through the lens of Kishonna L. Gray’s personal essay “Dear God, Make Me a Bird, So I Can Fly Far Far Away from Here.” From childhood afternoons spent playing Hitman with friends to rediscovering the series as a source of solace in graduate school, Gray reflects on how this iconic game franchise became more than entertainment—it became a passport to the world and a catalyst for academic curiosity. Join us as we unpack how Hitman offered not just gameplay, but a way to cope, connect, and imagine beyond borders.

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    4 分