Recent appearance on WUNC's "The State of Things" -- Director of the Mobile Gaming Research Lab, Dr. Adriana de Souza e Silva
Dr. Adriana de Souza e Silva (director of the MGRL) appeared as a recent guest on WUNC's "The State of Things" radio show and podcast, titled "Embodied: How Online Gaming Creates Real-Life Love". During this episode, Dr. de Souza e Silva discussed how early location-based mobile games created hybrid spaces--that is, a space that merges the boundaries between the digital and physical world. Additionally, she discussed more recent mobile games and their potential to encourage socialability, promote bonding, and deepen our relationship with the world around us. You can listen to the full episode on WUNC's website
Recent Lecture: Playdate, a new handheld video game console
September 17, 2019 in Caldwell Lounge, NC State
Greg Maletic (Director of Special Projects at Panic Inc.) gave a lecture about Playdate. Playdate is a tiny, yellow, handheld game console, which made a bigger splash than its creators envisioned when it was announced in May 2019. Relying on a combination of old tech (a 1-bit black-and-white display), new design (from Sweden), and some just-plain-weird ideas (a side-mounted crank as a game controller), software maker Panic Inc. hopes that Playdate can carve itself a niche in a video game marketplace where giants dominate.
The Mobile Gaming Expo
The was the very first public exhibition of the current collection of the Mobile Gaming Research Lab (MGRL). The MGRL worked to create an archeological collection of mobile games. Our goal was to develop a mobile gaming database where researchers can search for and retrieve information about mobile and location-based games. This first expo showcased a range of mobile gaming devices beginning in the late 80s to contemporary examples. In addition, we showed documentations of canonical mobile games, which emphasize the increasingly hybrid nature of mobile game play. With the initial showcase of our collection, we asked participants to consider the materiality of mobile media; specifically, the ways that mobile devices have changed to allow for different kinds of user-device interactions and experiences of urban spaces.