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The first time most people ever saw QWOP was around December 2010, when a YouTuber named Critical declared it “The Most Difficult Game Ever Created.” In the video, which has been viewed almost 9 million times, the monotoned YouTuber grapples with a simple game in which a runner constructed in blocky, primary colors, attempts to run 100 meters. He fails miserably. Over the course of six minutes, the runner performs splits, backbends, abrupt tumbles, and physical implosions, often not even getting past the starting line. He eventually settles into a weird, one-legged crawl, making it almost 10 meters before melting inevitably to the ground. You get the feeling the video’s six minutes were edited down from a much larger, more painful stretch of time spent grappling with the game. At one point, Critical calls the game “the robot’s asshole.” It seems to have been visited upon him by some malevolent god.
Read the full article @ AV Club.
Games are networking the world. Titles like ‘PokemonGO’ are showing the industry how the world can be an MMO. Hardware coming from major companies is promising goggles and lenses and magical graphical overlays. But… if gamers are living in an MMO, doesn’t that mean they’re suddenly also the NPCs? The avatars? How do they call customer service? And who’s community managing Earth? In this session, Raph talks about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever.
Professor Dezuanni and his team observed and interviewed 8- and 9-year-old students in Brisbane who regularly played Minecraft at home and at school. They found that the game helped the students analyze math problems, collaborate on projects, and engage in rich social interaction as they discussed their individual processes and results.
“The teachers working with those students have been quite impressed by the way students work with the game, as well,” Dezuanni said.