Freakonomics Radio
Not exactly. But their runaway success with games like Wordle says something bigger about the way we live now. (Part one of a series, “We Are All Gamers Now [https://freakonomics.com/we-are-all-gamers-now/].”) * SOURCES: * Alex Hardiman [https://www.nytco.com/person/alex-hardiman/], chief product officer at The New York Times. * Jonathan Knight [https://www.linkedin.com/in/jk00011/], S.V.P. and general manager for New York Times Games. * Eric Zimmerman [https://gamecenter.nyu.edu/faculty/eric-zimmerman/], game designer, professor of game design at the N.Y.U. Game Center. * RESOURCES: * "Wordle Is a Love Story [https://www.nytimes.com/2022/01/03/technology/wordle-word-game-creator.html]," by Daniel Victor (New York Times, 2022). * The Rules We Break: Lessons in Play, Thinking, and Design [https://www.amazon.com/Rules-We-Break-Lessons-Thinking/dp/1648960677], by Eric Zimmerman (2022). * Thinking Inside the Box: Adventures with Crosswords and the Puzzling People Who Can't Live Without Them [https://www.amazon.com/Thinking-Inside-Box-Adventures-Crosswords/dp/0525522085], by Adrienne Raphel (2020). * The Grasshopper: Games, Life and Utopia [https://www.amazon.com/Grasshopper-Games-Life-Utopia/dp/155111772X], by Bernard Suits (2005). * Rules of Play: Game Design Fundamentals [https://www.amazon.com/Rules-Play-Design-Fundamentals-Press/dp/0262240459], by Katie Salen Tekinbas and Eric Zimmerman (2003). Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com [https://pcm.adswizz.com] for information about our collection and use of personal data for advertising.
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