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		<title><![CDATA[Kotaku: Serious Games]]></title>
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			<title><![CDATA[Kotaku: Serious Games]]></title>
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		<link>http://kotaku.com/tag/serious games</link>
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		<description><![CDATA[Kotaku posts tagged Serious Games]]></description>
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			<title><![CDATA[Skymall Inspires Classroom Computer Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Skymall Inspires Classroom Computer Games" href="http://kotaku.com/this-ain.t-oregon-trail/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">thisaintoregontrail</span></a></div -->					<div><a title="Click here to read Skymall Inspires Classroom Computer Games" href="http://kotaku.com/5818128/skymall-inspires-classroom-computer-games" class="pp_image">
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				Scott Laidlaw is slowing down the pace on educational math games.				<a href="http://kotaku.com/5818128/skymall-inspires-classroom-computer-games" title="Click here to read more about Skymall Inspires Classroom Computer Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[This Ain't Oregon Trail]]></category>
			<category><![CDATA[educational games]]></category>
			<category><![CDATA[Edutainment]]></category>
			<category><![CDATA[Imagine education]]></category>
			<category><![CDATA[Math]]></category>
			<category><![CDATA[PC]]></category>
			<category><![CDATA[Scott laidlow]]></category>
			<category><![CDATA[Serious Games]]></category>
			<category><![CDATA[Video]]></category>
			<pubDate><![CDATA[Tue, 05 Jul 2011 19:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Jen Schiller]]></dc:creator>
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			<title><![CDATA[This Military Simulator is a Match Made in Heavy Metal Heaven]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read This Military Simulator is a Match Made in Heavy Metal Heaven" href="http://kotaku.com/heavy-metal/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">heavymetal</span></a></div -->					<div><a title="Click here to read This Military Simulator is a Match Made in Heavy Metal Heaven" href="http://kotaku.com/5797834/this-military-simulator-is-a-match-made-in-heavy-metal-heaven" class="pp_image">
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				Brothers Ondrej and Marek Spanel&mdash;who spent their childhood in communist Czechoslovakia playing Atari games "bought on the black market"&mdash;are the surprising originators behind a military-training game employed by the governments of at least five major nations. Among the brothers' sources of inspiration: heavy metal music.				<a href="http://kotaku.com/5797834/this-military-simulator-is-a-match-made-in-heavy-metal-heaven" title="Click here to read more about This Military Simulator is a Match Made in Heavy Metal Heaven">More&nbsp;&raquo;</a>
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			<category><![CDATA[Heavy Metal]]></category>
			<category><![CDATA[ARMA]]></category>
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			<category><![CDATA[Czech]]></category>
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			<category><![CDATA[Military]]></category>
			<category><![CDATA[operation flashpoint]]></category>
			<category><![CDATA[Serious Games]]></category>
			<category><![CDATA[Simulation]]></category>
			<category><![CDATA[Training]]></category>
			<category><![CDATA[VBS]]></category>
			<pubDate><![CDATA[Mon, 02 May 2011 21:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Drew Cohen]]></dc:creator>
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			<title><![CDATA[Building The Perfect Kill House With Video Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Building The Perfect Kill House With Video Games" href="http://kotaku.com/kill-house/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">killhouse</span></a></div -->					<div><a title="Click here to read Building The Perfect Kill House With Video Games" href="http://kotaku.com/5625846/building-the-perfect-kill-house-with-video-games" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Building The Perfect Kill House With Video Games" alt="Click here to read Building The Perfect Kill House With Video Games" src="http://cache.kotaku.com/assets/images/9/2012/01/small_b29e871544624a7e2d92025cacd9fed4.jpg"/>
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				Armed with M-4 automatic rifles, swathed in body armor and combat fatigues, the five man U.S. Special Forces Airborne entry team stacks up outside the entrance to the house.				<a href="http://kotaku.com/5625846/building-the-perfect-kill-house-with-video-games" title="Click here to read more about Building The Perfect Kill House With Video Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[Kill house]]></category>
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			<category><![CDATA[Shoot house]]></category>
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			<category><![CDATA[Training]]></category>
			<category><![CDATA[Virtual]]></category>
			<pubDate><![CDATA[Tue, 31 Aug 2010 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[The Dubai Police Want You (To Make a Game For Them)]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Dubai Police Want You (To Make a Game For Them)" href="http://kotaku.com/police-training/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">policetraining</span></a></div -->					<div><a title="Click here to read The Dubai Police Want You (To Make a Game For Them)" href="http://kotaku.com/5604337/the-dubai-police-want-you-to-make-a-game-for-them" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read The Dubai Police Want You (To Make a Game For Them)" alt="Click here to read The Dubai Police Want You (To Make a Game For Them)" src="http://cache.kotaku.com/assets/images/9/2010/08/custom_1280936151509_dp.jpg"/>
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				The Dubai Police Force is looking for a game developer to help them create a virtual training program for their department, according to a Gamasutra job posting.				<a href="http://kotaku.com/5604337/the-dubai-police-want-you-to-make-a-game-for-them" title="Click here to read more about The Dubai Police Want You (To Make a Game For Them)">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5604337/the-dubai-police-want-you-to-make-a-game-for-them]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5604337]]></guid>
			<category><![CDATA[Police training]]></category>
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			<pubDate><![CDATA[Wed, 04 Aug 2010 14:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Global Conflicts: Child Soldiers Preview: Show Me, Don’t Tell Me]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Global Conflicts: Child Soldiers Preview: Show Me, Don’t Tell Me" href="http://kotaku.com/preview/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">preview</span></a></div -->					<div><a title="Click here to read Global Conflicts: Child Soldiers Preview: Show Me, Don’t Tell Me" href="http://kotaku.com/5375538/global-conflicts-child-soldiers-preview-show-me-dont-tell-me" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Global Conflicts: Child Soldiers Preview: Show Me, Don’t Tell Me" alt="Click here to read Global Conflicts: Child Soldiers Preview: Show Me, Don’t Tell Me" src="http://cache.kotaku.com/assets/images/9/2009/10/custom_1254886814069_child_soldiers2.jpg"/>
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				<a class="autolink" title="Click here to read more posts tagged SERIOUS GAMES" title="Click here to read more posts tagged SERIOUS GAMES" href="http://kotaku.com/tag/serious-games/">Serious Games</a> Interactive's newest 3D role-playing game touches on the tough topic of Child Soldiers in African countries.				<a href="http://kotaku.com/5375538/global-conflicts-child-soldiers-preview-show-me-dont-tell-me" title="Click here to read more about Global Conflicts: Child Soldiers Preview: Show Me, Don’t Tell Me">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5375538/global-conflicts-child-soldiers-preview-show-me-dont-tell-me]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5375538]]></guid>
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			<category><![CDATA[Global Conflicts: Child Soldiers]]></category>
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			<category><![CDATA[Serious Games]]></category>
			<pubDate><![CDATA[Wed, 07 Oct 2009 02:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[AJ Glasser]]></dc:creator>
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			<title><![CDATA[Underground Railroad Video Game Tells The Whole Story]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Underground Railroad Video Game Tells The Whole Story" href="http://kotaku.com/history/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">history</span></a></div -->					<div><a title="Click here to read Underground Railroad Video Game Tells The Whole Story" href="http://kotaku.com/5309352/underground-railroad-video-game-tells-the-whole-story" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Underground Railroad Video Game Tells The Whole Story" alt="Click here to read Underground Railroad Video Game Tells The Whole Story" src="http://cache.kotaku.com/assets/images/9/2009/07/harriettubman.jpg"/>
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				 After what she says was ages of misrepresentation in books, films, and television, Norfolk University history professor Cassandra Newby-Alexander wants to tell the true story of the slave-liberating Underground Railroad using a video game.				<a href="http://kotaku.com/5309352/underground-railroad-video-game-tells-the-whole-story" title="Click here to read more about Underground Railroad Video Game Tells The Whole Story">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5309352/underground-railroad-video-game-tells-the-whole-story]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5309352]]></guid>
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			<category><![CDATA[Harriet Tubman]]></category>
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			<category><![CDATA[Slavery]]></category>
			<category><![CDATA[The Underground railroad]]></category>
			<pubDate><![CDATA[Tue, 07 Jul 2009 22:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[2009 Life. Love. Game Design Challenge Winners Unveiled]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 2009 Life. Love. Game Design Challenge Winners Unveiled" href="http://kotaku.com/serious-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">seriousgames</span></a></div -->					<div><a title="Click here to read 2009 Life. Love. Game Design Challenge Winners Unveiled" href="http://kotaku.com/5272102/2009-life-love-game-design-challenge-winners-unveiled" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read 2009 Life. Love. Game Design Challenge Winners Unveiled" alt="Click here to read 2009 Life. Love. Game Design Challenge Winners Unveiled" src="http://cache.kotaku.com/assets/images/9/2009/05/custom_1243532975043_dlove.JPG"/>
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				 Is it possible to educate about teen dating violence through a violence-free video game?				<a href="http://kotaku.com/5272102/2009-life-love-game-design-challenge-winners-unveiled" title="Click here to read more about 2009 Life. Love. Game Design Challenge Winners Unveiled">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5272102/2009-life-love-game-design-challenge-winners-unveiled]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5272102]]></guid>
			<category><![CDATA[Serious Games]]></category>
			<category><![CDATA[Flash Games]]></category>
			<category><![CDATA[Life. love. game design challenge]]></category>
			<pubDate><![CDATA[Thu, 28 May 2009 15:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Wii Music As Teacher Shown in Action]]></title>
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				<br clear="all" /> A Washington, D.C. school is one of the first in the nation to get <a class="autolink" title="Click here to read more posts tagged WII MUSIC" title="Click here to read more posts tagged WII MUSIC" href="http://kotaku.com/tag/wii-music/">Wii Music</a> in their school.				<a href="http://kotaku.com/5169355/wii-music-as-teacher-shown-in-action" title="Click here to read more about Wii Music As Teacher Shown in Action">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5169355/wii-music-as-teacher-shown-in-action]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5169355]]></guid>
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			<pubDate><![CDATA[Fri, 13 Mar 2009 10:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Take Airport Security Game Through Airport Security]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Take Airport Security Game Through Airport Security" href="http://kotaku.com/iphone/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">iphone</span></a></div -->					<div><a title="Click here to read Take Airport Security Game Through Airport Security" href="http://kotaku.com/5136101/take-airport-security-game-through-airport-security" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Take Airport Security Game Through Airport Security" alt="Click here to read Take Airport Security Game Through Airport Security" src="http://cache.kotaku.com/assets/images/9/2009/01/airport_security.jpg"/>
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				We first wrote about newsgame <a href="http://kotaku.com/201982/new-newsgame-tackles-airport-security">Airport Security</a> back in 2006, today Ian Bogost reports that an iPhone version of the game is now available in the App Store.				<a href="http://kotaku.com/5136101/take-airport-security-game-through-airport-security" title="Click here to read more about Take Airport Security Game Through Airport Security">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 21 Jan 2009 15:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Serious Games Competition Is Serious Business]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Serious Games Competition Is Serious Business" href="http://kotaku.com/news/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">news</span></a></div -->					<div><a title="Click here to read Serious Games Competition Is Serious Business" href="http://kotaku.com/5125942/serious-games-competition-is-serious-business" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Serious Games Competition Is Serious Business" alt="Click here to read Serious Games Competition Is Serious Business" src="http://cache.kotaku.com/assets/images/9/2009/01/pub8petite.jpg"/>
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				<a href="http://www.whosegame.com/">Whosegame </a>is right in the middle of their first annual Serious Games competition which runs from Dec. 8, 2008 to Mar 31, 2009.				<a href="http://kotaku.com/5125942/serious-games-competition-is-serious-business" title="Click here to read more about Serious Games Competition Is Serious Business">More&nbsp;&raquo;</a>
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			<category><![CDATA[Whosegame]]></category>
			<pubDate><![CDATA[Wed, 07 Jan 2009 21:20:00 EST]]></pubDate>
			<dc:creator><![CDATA[AJ Glasser]]></dc:creator>
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			<title><![CDATA['A Game Has Never Made You Cry']]></title>
			<description>
			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'A Game Has Never Made You Cry'" href="http://kotaku.com/culture/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">culture</span></a></div -->					<div><a title="Click here to read 'A Game Has Never Made You Cry'" href="http://kotaku.com/5109322/a-game-has-never-made-you-cry" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read 'A Game Has Never Made You Cry'" alt="Click here to read 'A Game Has Never Made You Cry'" src="http://cache.kotaku.com/assets/images/9/2008/12/aerithdeadthumb.jpg"/>
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				 Chris Bateman (of <a href="http://onlyagame.typepad.com/only_a_game/">Only a Game</a>) has a thought provoking article on his new, games only blog on whether or not a game has ever made you cry.				<a href="http://kotaku.com/5109322/a-game-has-never-made-you-cry" title="Click here to read more about 'A Game Has Never Made You Cry'">More&nbsp;&raquo;</a>
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			<category><![CDATA[Culture]]></category>
			<category><![CDATA[Emotion]]></category>
			<category><![CDATA[Game Design]]></category>
			<category><![CDATA[Serious Games]]></category>
			<pubDate><![CDATA[Sat, 13 Dec 2008 14:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Games+Learning+Society 5.0 CFP]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Games+Learning+Society 5.0 CFP" href="http://kotaku.com/call-for-papers/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">callforpapers</span></a></div -->					<div><a title="Click here to read Games+Learning+Society 5.0 CFP" href="http://kotaku.com/5109280/games%252Blearning%252Bsociety-50-cfp" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Games+Learning+Society 5.0 CFP" alt="Click here to read Games+Learning+Society 5.0 CFP" src="http://cache.kotaku.com/assets/images/9/2008/12/gls09thumb.jpg"/>
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				 Another weekend, another call for papers!  This time around it's the <a href="http://www.glsconference.org/2009/index.html">Games+Learning+Society 5.0 conference</a>, June 10-12 in Madison, WI.				<a href="http://kotaku.com/5109280/games%252Blearning%252Bsociety-50-cfp" title="Click here to read more about Games+Learning+Society 5.0 CFP">More&nbsp;&raquo;</a>
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			<category><![CDATA[call for papers]]></category>
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			<category><![CDATA[Serious Games]]></category>
			<pubDate><![CDATA[Sat, 13 Dec 2008 12:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Considering the BusinessWeek Arcade]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Considering the BusinessWeek Arcade" href="http://kotaku.com/journalism/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">journalism</span></a></div -->					<div><a title="Click here to read Considering the BusinessWeek Arcade" href="http://kotaku.com/5103753/considering-the-businessweek-arcade" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Considering the BusinessWeek Arcade" alt="Click here to read Considering the BusinessWeek Arcade" src="http://cache.kotaku.com/assets/images/9/2008/12/businessweekthumb.jpg"/>
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				 We mentioned <a href="http://kotaku.com/372203/businessweekarcade">the somewhat odd <i>BusinessWeek</i> Arcade</a> back when it launched; now Ian Bogost has taken up the whys and wherefores over at the Journalism & Games Project blog.				<a href="http://kotaku.com/5103753/considering-the-businessweek-arcade" title="Click here to read more about Considering the BusinessWeek Arcade">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 07 Dec 2008 13:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Outgrowing Games: The Rebuttal and Challenge]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Outgrowing Games: The Rebuttal and Challenge" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Outgrowing Games: The Rebuttal and Challenge" href="http://kotaku.com/5100005/outgrowing-games-the-rebuttal-and-challenge" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Outgrowing Games: The Rebuttal and Challenge" alt="Click here to read Outgrowing Games: The Rebuttal and Challenge" src="http://cache.kotaku.com/assets/images/9/2008/11/octopustoythumb.jpg"/>
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				  A few weeks ago, designer Brice Morrison talked about how <a href="http://kotaku.com/5080693/how-a-game-designer-outgrew-games">a game designer outgrew games</a>; since kicking off a flurry of discussion, he's returned to GameSetWatch with some in-depth answers to common questions and a challenge.				<a href="http://kotaku.com/5100005/outgrowing-games-the-rebuttal-and-challenge" title="Click here to read more about Outgrowing Games: The Rebuttal and Challenge">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game Design]]></category>
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			<category><![CDATA[Edutainment]]></category>
			<category><![CDATA[Serious Games]]></category>
			<pubDate><![CDATA[Sat, 29 Nov 2008 17:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Entries Announced for IGF '09]]></title>
			<description>
			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Entries Announced for IGF '09" href="http://kotaku.com/competition/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">competition</span></a></div -->					<div><a title="Click here to read Entries Announced for IGF '09" href="http://kotaku.com/5100001/entries-announced-for-igf-09" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Entries Announced for IGF '09" alt="Click here to read Entries Announced for IGF '09" src="http://cache.kotaku.com/assets/images/9/2008/11/igf2009str.jpg"/>
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				  A couple of Kotakuites have written to underline what I'd already noticed &mdash; the lists of the 2009 Independent Games Festival entrants are finally up.				<a href="http://kotaku.com/5100001/entries-announced-for-igf-09" title="Click here to read more about Entries Announced for IGF '09">More&nbsp;&raquo;</a>
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			<category><![CDATA[Competition]]></category>
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			<category><![CDATA[Student games]]></category>
			<pubDate><![CDATA[Sat, 29 Nov 2008 15:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Tale of Tales' 'Graveyard' Postmortem]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Tale of Tales' 'Graveyard' Postmortem" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Tale of Tales' 'Graveyard' Postmortem" href="http://kotaku.com/5099984/tale-of-tales-graveyard-postmortem" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Tale of Tales' 'Graveyard' Postmortem" alt="Click here to read Tale of Tales' 'Graveyard' Postmortem" src="http://cache.kotaku.com/assets/images/9/2008/11/graveyard_scrn01thumb.jpg"/>
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				 Gamasutra has a fabulous postmortem up &mdash; easily one of the best I've read &mdash; on Tale of Tales' <a href="http://tale-of-tales.com/TheGraveyard/"><i>The Graveyard</i></a>.				<a href="http://kotaku.com/5099984/tale-of-tales-graveyard-postmortem" title="Click here to read more about Tale of Tales' 'Graveyard' Postmortem">More&nbsp;&raquo;</a>
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			<category><![CDATA[Industry]]></category>
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			<category><![CDATA[tale of tales]]></category>
			<pubDate><![CDATA[Sat, 29 Nov 2008 13:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Talking About Super Columbine Massacre RPG (Exclamation Point)]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Talking About Super Columbine Massacre RPG (Exclamation Point)" href="http://kotaku.com/super-columbine-massacre-rpg/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">supercolumbinemassacrerpg</span></a></div -->					<div><a title="Click here to read Talking About Super Columbine Massacre RPG (Exclamation Point)" href="http://kotaku.com/5096430/talking-about-super-columbine-massacre-rpg-exclamation-point" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Talking About Super Columbine Massacre RPG (Exclamation Point)" alt="Click here to read Talking About Super Columbine Massacre RPG (Exclamation Point)" src="http://cache.kotaku.com/assets/images/9/2008/11/startz.JPG"/>
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				 If you happen to be in Denver tomorrow, around noonish, and have nothing to do, you might want to swing by the Denver Film Festival.				<a href="http://kotaku.com/5096430/talking-about-super-columbine-massacre-rpg-exclamation-point" title="Click here to read more about Talking About Super Columbine Massacre RPG (Exclamation Point)">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5096430/talking-about-super-columbine-massacre-rpg-exclamation-point]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5096430]]></guid>
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			<pubDate><![CDATA[Fri, 21 Nov 2008 23:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Games as Language]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Games as Language" href="http://kotaku.com/language/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">language</span></a></div -->					<div><a title="Click here to read Games as Language" href="http://kotaku.com/5088755/games-as-language" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Games as Language" alt="Click here to read Games as Language" src="http://cache.kotaku.com/assets/images/9/2008/11/languagethumb.jpg"/>
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				 L.B. Jeffries has a nice essay up on the idea of 'games as languages' &mdash; a combination of coercing players to take certain actions and encouraging certain responses, creating a dialogue of sorts.  As Jeffries says, "It’s not exactly talking to another person…but it’s not just rolling dice or pressing shoot either."  As games get more complex, so does the 'language' aspect &mdash; choices are expressive elements, and the more choices one has, the more opportunities for unique combinations.  Even the simplest of games involves communication &mdash; 'go here, do that.'  With the influx of more diverse and user-created building blocks, it seems reasonable that the 'languages' would begin to emerge more clearly:				<a href="http://kotaku.com/5088755/games-as-language" title="Click here to read more about Games as Language">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 15 Nov 2008 16:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[UK Soldiers to Train on Game That Stinks ... Literally]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read UK Soldiers to Train on Game That Stinks ... Literally" href="http://kotaku.com/war-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">wargames</span></a></div -->					<div><a title="Click here to read UK Soldiers to Train on Game That Stinks ... Literally" href="http://kotaku.com/5081200/uk-soldiers-to-train-on-game-that-stinks--literally" class="pp_image">
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				 Well, militaries across the world may soon have a new war game to their arsenal, and it could have a trickle down effect to retail games &mdash; British researchers have come up with a game system that incorporates a 'smell box,' in an attempt to see if they can make training stick better.  In what sounds like an unpleasant experience, various smells are triggered as users 'take an authentic walk' around hostile areas.  If it's determined this is making training more useful, it could be rolled out next year and be used in training actual soldiers:				<a href="http://kotaku.com/5081200/uk-soldiers-to-train-on-game-that-stinks--literally" title="Click here to read more about UK Soldiers to Train on Game That Stinks ... Literally">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5081200/uk-soldiers-to-train-on-game-that-stinks--literally]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5081200]]></guid>
			<category><![CDATA[War games]]></category>
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			<category><![CDATA[Uk]]></category>
			<pubDate><![CDATA[Sun, 09 Nov 2008 12:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[How a Game Designer Outgrew Games]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read How a Game Designer Outgrew Games" href="http://kotaku.com/serious-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">seriousgames</span></a></div -->					<div><a title="Click here to read How a Game Designer Outgrew Games" href="http://kotaku.com/5080693/how-a-game-designer-outgrew-games" class="pp_image">
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				 In an interesting opinion piece over at GameSetWatch, designer Brice Morrison expounds on why it is that he 'outgrew' games &mdash; even though he's a designer.  It's not exactly treading any new ground (any 'why is gaming an immature medium?' essay traverses the same ground), but it's an interesting perspective from someone who has built a career on designing games &mdash; games that he says he's outgrown.  What do we need more of?  Boring games (sort of):				<a href="http://kotaku.com/5080693/how-a-game-designer-outgrew-games" title="Click here to read more about How a Game Designer Outgrew Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 08 Nov 2008 17:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[On Relevant Settings in Games]]></title>
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				 L.B. Jeffries has a nice piece up arguing for more relevant and provocative settings in games in order to raise awareness and perhaps do something a little greater for disastrous (real world) situations.  He points out that violence isn't incompatible with this, thus many classic genres would probably be quite at home dealing with nasty current day situations (as he points out, film has already done this &mdash; though not always through violent means &mdash; though Jeffries uses <i>Rambo 4</i> as a cinematic touchstone).  Of course, this comes with some problems:				<a href="http://kotaku.com/5073451/on-relevant-settings-in-games" title="Click here to read more about On Relevant Settings in Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 01 Nov 2008 17:30:00 EDT]]></pubDate>
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			<title><![CDATA[Artistic Saturday Timewaster: Estamos Pensando]]></title>
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				 Kotakuite Daniel Novais sent me an email this past week, asking me to take a look at his "little short artsy game" called <i>Estamos Pensando</i> (Portuguese for 'We Are Thinking').  Inspired in part by Jason Rohrer's <a href="http://kotaku.com/gaming/timewaster/weird-artistic-timewaster-of-the-day-passage-328926.php"><i>Passage</i></a>, <i>Estamos Pensando</i> is a sweet, sad, and polished little game.  Daniel said that he's now trying to work on something a little happier, since one comment on Rohrer's <a href="http://kotaku.com/362660/weird-artistic-timewaster-of-the-day-gravitation"><i>Gravitation</i></a> noted that these 'artsy' games are usually depressing.  There are Portuguese and English versions of the game, and gameplay is quite simple.  The game has apparently gotten some nice initial reviews since its submission to the Brazilian symposium SBGames 2008 festival, and it's worth a little bit of your time. 				<a href="http://kotaku.com/5073449/artistic-saturday-timewaster-estamos-pensando" title="Click here to read more about Artistic Saturday Timewaster: Estamos Pensando">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 01 Nov 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[On the 'Birth and Death of the Political Game']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read On the 'Birth and Death of the Political Game'" href="http://kotaku.com/political-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">politicalgames</span></a></div -->					<div><a title="Click here to read On the 'Birth and Death of the Political Game'" href="http://kotaku.com/5073442/on-the-birth-and-death-of-the-political-game" class="pp_image">
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				 Ian Bogost has a timely piece up on the issue of political-themed games, and their use &mdash; or lack thereof.  Bogost draws a clear demarcation between politicking (which he feels most of these games do) versus politics &mdash; games have the potential to really speak towards <i>politics</i>, but wind up being more or less meaningless tools for politicking:				<a href="http://kotaku.com/5073442/on-the-birth-and-death-of-the-political-game" title="Click here to read more about On the 'Birth and Death of the Political Game'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 01 Nov 2008 13:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Top 10 Educational Games of the 1980s]]></title>
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				  It's a bit of a nostalgic day today at Kotaku (or maybe I've just done a poor job of getting out of the historian mindset this weekend), but a post over at Educational Games Research brought back memories of childhood and elementary school &mdash; <i>Oregon Trail</i>, <i>Where in the World is Carmen Sandiego</i> (I vaguely remember a PBS television show that we were required to watch once a week), typing teachers (though we used <i>PAWS</i> in the 3rd grade, not the <i>Mavis Beacon</i> mentioned).  Ah, memories:				<a href="http://kotaku.com/5055948/top-10-educational-games-of-the-1980s" title="Click here to read more about Top 10 Educational Games of the 1980s">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 28 Sep 2008 17:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[A Few Approaches to 'Games as Art']]></title>
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				 'Matthew Wasteland' of <a href="http://www.magicalwasteland.com/">Magical Wasteland</a> has a thought provoking essay up over at GameSetWatch on <i>how</i> we think of games as art &mdash; and why it may not work, or what our current limitations are.  His opinion is the more we think about this stuff, the more we can work on overcoming current problems &mdash; certainly not an unreasonable point of view.  My favorite section was on the problem of 'systems as art' (his example is a little gem called <i>The Marriage</i>, which is lacking in context to say the least) &mdash; a pretty nice critique of some of the intentionally 'artistic' games that seek to 'rise above' the entertaining masses:				<a href="http://kotaku.com/5055945/a-few-approaches-to-games-as-art" title="Click here to read more about A Few Approaches to 'Games as Art'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 28 Sep 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['Educational' Meets 'Fun': Tangential Learning]]></title>
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				 I sort of hope the Zero Punctuation knock-off dies a quick death, but reader Nathan M. sent us this video, which is based off <a href="http://www.edge-online.com/blogs/the-power-tangential-learning">an article by designer James Portnow</a>.  There's nothing ground breaking here &mdash; the idea that educational games simply try too hard, while regular 'fun' titles can <i>inspire</i> learning without having to try and teach themselves is nothing new, but the video is certainly a lot more fun than the average essay.  Nathan said, "I'm a 5th grade social studies teacher.  I still like to play games as much as I can but I've always been disappointed with state of educational games.  This gives the best explanation of this phenomena and the best approach to correcting it I've seen."				<a href="http://kotaku.com/5049602/educational-meets-fun-tangential-learning" title="Click here to read more about 'Educational' Meets 'Fun': Tangential Learning">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 14 Sep 2008 12:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The Failings of 'Serious Games': Packaging Man]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Failings of 'Serious Games': Packaging Man" href="http://kotaku.com/serious-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">seriousgames</span></a></div -->					<div><a title="Click here to read The Failings of 'Serious Games': Packaging Man" href="http://kotaku.com/5041039/the-failings-of-serious-games-packaging-man" class="pp_image">
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				 Ian Bogost has a short little note on a 'serious game' called <a href="http://www.nofreerefills.org/files/packman/packman.html"><i>Packaging Man</i></a>, which was apparently intended 'to raise awareness about the destructive impact fast food paper packaging has on Southern forests.'  Unfortunately for <a href="http://www.dogwoodalliance.org/">Dogwood Alliance</a>, the creator, the game is a slightly retooled version of <i>Pac-man</i>, and the 'environmental message' seems confined to the (skippable) intro.  Ian wasn't terribly impressed:				<a href="http://kotaku.com/5041039/the-failings-of-serious-games-packaging-man" title="Click here to read more about The Failings of 'Serious Games': Packaging Man">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 24 Aug 2008 13:20:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The Wide World of Gaming: 'The End of Gamers']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Wide World of Gaming: 'The End of Gamers'" href="http://kotaku.com/serious-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">seriousgames</span></a></div -->					<div><a title="Click here to read The Wide World of Gaming: 'The End of Gamers'" href="http://kotaku.com/5029672/the-wide-world-of-gaming-the-end-of-gamers" class="pp_image">
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				 Ian Bogost has an interesting editorial over at Edge Online entitled 'The End of Gamers,' a title which he admits doesn't really capture the main argument: "["The End of Gamers"] is lurid but might not capture the main argument of the piece, which is more like "Things People Do with Games."  Much of his point is that other media has a wide variety of applications, and isn't shoehorned into a few limited types of uses ('entertainment' vs. 'serious' and so on).  Bogost isn't arguing for 'games as art' or 'games as useful' or anything else, just pointing out that some perceptions about the industry start to break down when one considers the wide range of applications current games can have:				<a href="http://kotaku.com/5029672/the-wide-world-of-gaming-the-end-of-gamers" title="Click here to read more about The Wide World of Gaming: 'The End of Gamers'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 27 Jul 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Saturday Timewaster: Pandemic 2]]></title>
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				 Ever wanted to decimate the world's population or see if you could develop a super-bug that would leave the globe in utter pandemonium?  If the answer is yes, browser-based <i>Pandemic 2</i> is your game; even if the answer is 'uh, no,' it's an interesting way to while away some time.  Watch as your customized disease of choice is let loose on the world, then use your 'evolution points' to mutate the perfect delivery method for a global pandemic &mdash; the goal is to have a trail of devastation (and bodies) left in your wake.  There are two different modes, 'realistic' and 'relaxed,' so if you're not sure you're ready for a realistic onslaught, you can try your hand with the easier mode.				<a href="http://kotaku.com/5026998/saturday-timewaster-pandemic-2" title="Click here to read more about Saturday Timewaster: Pandemic 2">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 19 Jul 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The Utility of Serious Games for Marketing]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Utility of Serious Games for Marketing" href="http://kotaku.com/marketing/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">marketing</span></a></div -->					<div><a title="Click here to read The Utility of Serious Games for Marketing" href="http://kotaku.com/5024687/the-utility-of-serious-games-for-marketing" class="pp_image">
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				  A new report has been released on the utility of 'serious games' and in-game marketing in virtual spaces like <i>Second Life</i>; OTOinsights, the research arm of One to One Interactive, takes a look at the success (or lack thereof) of marketing attempts by major firms.  They describe the results as 'uneven' and make some suggestions on how companies can better utilize virtual spaces to pitch their product(s):				<a href="http://kotaku.com/5024687/the-utility-of-serious-games-for-marketing" title="Click here to read more about The Utility of Serious Games for Marketing">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 13 Jul 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['Performative Play': Games and the 'Real World']]></title>
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				  Ian Bogost has an interesting essay up on Gamasutra, this one on the performative aspects of video games.  The beloved word of anthropologists and linguists the world over, the concept of something being 'performative' is when something has the ability to do something itself when it is thrown out in the big bad world.  So, what does this have to do with games?:				<a href="http://kotaku.com/5022278/performative-play-games-and-the-real-world" title="Click here to read more about 'Performative Play': Games and the 'Real World'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 05 Jul 2008 16:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[What Gaming Needs: More 'World' Games?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read What Gaming Needs: More 'World' Games?" href="http://kotaku.com/serious-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">seriousgames</span></a></div -->					<div><a title="Click here to read What Gaming Needs: More 'World' Games?" href="http://kotaku.com/5020521/what-gaming-needs-more-world-games" class="pp_image">
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				 Chris Plante has posted a plea over at GameSetWatch — one for bringing more global entertainment to the West (well, America specifically).  His idea?  Some sort of portal that will be able to showcase games from all over the world, dragging American gamers kicking and screaming into acknowledging foreign countries that are outside of East Asia.  Interesting concept, and one that could theoretically be implemented right now:				<a href="http://kotaku.com/5020521/what-gaming-needs-more-world-games" title="Click here to read more about What Gaming Needs: More 'World' Games?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 28 Jun 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[UCSD's SoftWhere 2008 &mdash; Now With Videos]]></title>
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				 Missed UCSD's <a href="http://kotaku.com/5016596/ucsds-softwhere-2008-a-few-roundups">SoftWhere 2008</a> conference and curious what went on?  Well, video of the public portion of the conference is now popping up on the <a href="http://workshop.softwarestudies.com/">SoftWhere 2008 page</a> in QuickTime and <a href="http://www.youtube.com/user/softwarestudies">YouTube</a>.  A lot of big names (like Ian Bogost, above) had some very interesting presentations on a variety of topics — even my Japanese historiography professor showed up and <a href="http://emerge.softwarestudies.com/files/26_Stefan_Tanaka.mov">had a lot to say about history, time, and software</a>.  It was a pretty diverse group, and owing to the zippy format, you can get a good feel for a lot of the research and ideas without spending half an hour or more listening to one presentation.  Confining academics to such a short period of time?  Sheer brilliance.				<a href="http://kotaku.com/5020517/ucsds-softwhere-2008-++-now-with-videos" title="Click here to read more about UCSD's SoftWhere 2008 &mdash; Now With Videos">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 28 Jun 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Takayoshi Sato on Silent Hill, Serious Games, and Art]]></title>
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				 Tale of Tales has an interesting little interview up with Takayoshi Sato, who was responsible for the art and CGI direction of <i>Silent Hill</i> and <i>Silent Hill 2</i>; after relocating to the US, Sato did art for some big titles, then made the switch to 'serious games.'  On making the switch, he has this to say:				<a href="http://kotaku.com/5018655/takayoshi-sato-on-silent-hill-serious-games-and-art" title="Click here to read more about Takayoshi Sato on Silent Hill, Serious Games, and Art">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 22 Jun 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Weird Artistic Timewaster of the Day: Immortality]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Weird Artistic Timewaster of the Day: Immortality" href="http://kotaku.com/jason-rohrer/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">jasonrohrer</span></a></div -->					<div><a title="Click here to read Weird Artistic Timewaster of the Day: Immortality" href="http://kotaku.com/5018589/weird-artistic-timewaster-of-the-day-immortality" class="pp_image">
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				  We've mentioned Jason Rohrer's weird little works before, in the form of <a href="http://kotaku.com/gaming/timewaster/weird-artistic-timewaster-of-the-day-passage-328926.php">Passage</a> and <a href="http://kotaku.com/362660/weird-artistic-timewaster-of-the-day-gravitation">Gravitation</a>; now with his <a href="http://kotaku.com/368332/jason-rohrers-game-design-sketchbook">'Game Design Sketchbook' column</a> at the <i>Escapist</i>, he puts up new little games monthly.  This month features the theme of life, death, and immortality (appropriately called <i>Immortality</i>):				<a href="http://kotaku.com/5018589/weird-artistic-timewaster-of-the-day-immortality" title="Click here to read more about Weird Artistic Timewaster of the Day: Immortality">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 21 Jun 2008 17:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[UCSD's Softwhere 2008: A Few Roundups]]></title>
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				I poked my head in to the public 'pecha kucha' session for UCSD's <a href="http://workshop.softwarestudies.com/">SoftWhere 2008</a>, but couldn't stay for the whole thing since I had a paper to write and was feeling really under the weather; I did get a chance later to talk with one of my professors, who participated in the event, and have been checking out the roundups floating around the internet at this point.  I've got my own opinions on the '___ Studies' ghetto, being part of it myself &mdash; though an attempt to create a field of 'software studies' is, at the very least, not burdened with Cold War politics.  Anyways, there are some concise (and not so concise) appraisals of the event floating around.  Anne Helmond, who presented on the relationship between search engines and the blogosphere, had this to say:				<a href="http://kotaku.com/5016596/ucsds-softwhere-2008-a-few-roundups" title="Click here to read more about UCSD's Softwhere 2008: A Few Roundups">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 15 Jun 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[In "Creatively Dead" Industry, Change Comes From The Outside]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read In &quot;Creatively Dead&quot; Industry, Change Comes From The Outside" href="http://kotaku.com/games-for-change-08/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamesforchange08</span></a></div -->					<div><a title="Click here to read In &quot;Creatively Dead&quot; Industry, Change Comes From The Outside" href="http://kotaku.com/5012606/in-creatively-dead-industry-change-comes-from-the-outside" class="pp_image">
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				In mid-1980s Nicaragua, a woman stood beside a burnt out bus in a tiny, remote town. Game designer Jim Gasperini was in the region to visit his brother, a journalist covering <a href="http://en.wikipedia.org/wiki/Iran-contra">Contra issues</a> during the Reagan administration.				<a href="http://kotaku.com/5012606/in-creatively-dead-industry-change-comes-from-the-outside" title="Click here to read more about In "Creatively Dead" Industry, Change Comes From The Outside">More&nbsp;&raquo;</a>
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			<category><![CDATA[Games For Change 08]]></category>
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			<pubDate><![CDATA[Tue, 03 Jun 2008 17:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
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			<title><![CDATA[MSU Offering New Chinese Language/Culture MMO]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read MSU Offering New Chinese Language/Culture MMO" href="http://kotaku.com/academia/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">academia</span></a></div -->					<div><a title="Click here to read MSU Offering New Chinese Language/Culture MMO" href="http://kotaku.com/5012050/msu-offering-new-chinese-languageculture-mmo" class="pp_image">
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				 In an effort to make learning Chinese less painful (and ostensibly to capitalize on the 'MMO as language learning tool' trend that's been talked about a bit in the past few months), Michigan State University's Zhao Yong (professor of education technology and educational psychology) has designed <a href="http://enterzon.com/"><i>Zon!</i></a>, where players can graduate from tourist to resident to citizen of this little virtual slice of China:				<a href="http://kotaku.com/5012050/msu-offering-new-chinese-languageculture-mmo" title="Click here to read more about MSU Offering New Chinese Language/Culture MMO">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 31 May 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Sandra Day O'Connor, Henry Jenkins Back Socially-Conscious Gaming At Games For Change]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Sandra Day O'Connor, Henry Jenkins Back Socially-Conscious Gaming At Games For Change" href="http://kotaku.com/games-for-change/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamesforchange</span></a></div -->					<div><a title="Click here to read Sandra Day O'Connor, Henry Jenkins Back Socially-Conscious Gaming At Games For Change" href="http://kotaku.com/5011693/sandra-day-oconnor-henry-jenkins-back-socially+conscious-gaming-at-games-for-change" class="pp_image">
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				Games For Change, a nonprofit organization that addresses games as "agents of social change," will be holding its fifth annual festival in New York City next week, June 2-4 at Parsons The New School For Design. Retired Supreme Court Justice Sandra Day O'Connor will give a keynote, as will MIT's Dr. Henry Jenkins and Arizona State University's Dr. James Paul Gee.				<a href="http://kotaku.com/5011693/sandra-day-oconnor-henry-jenkins-back-socially+conscious-gaming-at-games-for-change" title="Click here to read more about Sandra Day O'Connor, Henry Jenkins Back Socially-Conscious Gaming At Games For Change">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 29 May 2008 18:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
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			<title><![CDATA[Grants Awarded For Inspiring Health Games Research]]></title>
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				The Robert Wood Johnson Foundation has revealed 12 universities that will receive grants to research the use of video games as healthcare tools. Games have shown clear potential to serve healthcare, from helping stroke victims rehabilitate, encouraging seniors to exercise and teaching behavior for therapy. Exhaustive research and hard data will further drive the growth of games as healthcare tools for people of all ages, and the grant recipients aim to support this goal.				<a href="http://kotaku.com/5011670/grants-awarded-for-inspiring-health-games-research" title="Click here to read more about Grants Awarded For Inspiring Health Games Research">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 29 May 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
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