Author Archives: Stephen Petrina

Virtually McLuhan: Theorizing Code and Digital Life

Problematizing interpretation was the lesson I learned last week while listening to Suzanne de Castell’s provocative talk, One Code To Rule Them All:

“When all that has been solid melts into code, how do we rethink and re-make scholarly praxis – theory, research and pedagogy – built from and for a literate universe? Quality becomes quantity, arts and sciences are re-fused, media fluidly converge, and even the ontology of the body, this ‘too solid flesh’ of Hamlet’s distracted imaginings, becomes molten, as virtuality.”

Suzanne is a lively and engaging speaker, calling out to resuscitate the pedagogy of play, and ensorcelling my thoughts with terms like ludic epistemology, digital hermeneutics, design-driven theorizing and the navigation of UNCERTAINTY.

The uncertainty principle abouds...  Suzanne clearly shows how evidence-based research can be disabling, poking big holes in the elaborate fiction of the one truth from one rigid perspective, raising questions like: How does language prevent us from understanding? What does it mean to encode knowledge as a game? How does research serve to keep knowledge at bay? Foucault troubles our desire for certainty, calling this a rancorous will to knowledge that reveals no universal certainties except that all knowledge rests upon injustice as there is no right to truth, not even in the act of knowing. Foucault furthers argues that: “the instinct for knowledge is malicious (something murderous, opposed to the happiness of mankind),” as we are progressively and dangerously enslaved to the violence of reason and the quest for certainty: “knowledge now calls for experimentation on ourselves, calls us to the sacrifice of the subject of knowledge.”  Adding the words of Nietzsche, in The Dawn, “Knowledge has in us been transformed into a passion which shrinks at no sacrifice and at bottom fears nothing but its own extinction.”  Whoa!!!!  It’s time to slow down, to be still and to listen.

A recent conversation with Franc Feng about David Jardine’s Reflections on education, hermeneutics and ambiguity brings forth a research path that lies beyond the neutered quest for certainty, where ambiguity is not a mistake to be corrected or solved through exhaustive methodological effort, rather this path enlivens the possibility of generative inquiry that embraces the original difficulties of life with respectful attentiveness and a radical openness that does not foreclose. For we must preserve our space for listening to and dwelling in the rich interplay of textured human lifeworlds and inconsistent truths: knowlege becomes degenerative when we are so narrowly focussed on uncovering functional certainties. This desperate longing for foreclosure, this deep longing to mine data for fixed polished meanings, this longing for the last word where nothing else needs to be said, for things to be final once and for all… is ultimately (according to Jardine) a longing for unthinking, unknowing and unfulfillment: it is not a longing for life, it is a longing for death.

//pj

Education & The Future of Technology

A Must See Presentation: SHIFT HAPPENS!!

    There are 31 billion searches on Google every month. In 2006, this number was 2.7 billion. To whom were these questions addressed B.G. (Before Google)?
    It is estimated that 4 exabytes (4.0 x 10^19) of unique information will be generated this year. This is more than the previous 5000 years.
    The number of text messages sent and received every day exceeds the total population of the planet.
    There are over 200 million registered users on MySpace. If MySpace were a country, it would be the 5th largest in the world.
    It is estimated that a week’s worth of the New York Times contains more information than a person was likely to come across in a lifetime in the 18th century.
    By 2013, a supercomputer will be built that exceeds the computational capabilities of the human brain. Predictions are that by 2049, a $1000 computer will exceed the computational capabilities of the entire human species.

How To Write an Abstract

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A Theory of Cognition

Cognition as (Inter)Activity in the Techno-Cultural World

* How do we learn?

* How do learning, culture and technology belong to or juxtapose with cognition?

* What is cognition in a rich reality, complex and shared world?

New perspectives on thinking and learning view cognition not only as the mental processing of information occurring in the brain, but also, and more importantly, as (inter)activity in our technological and cultural worlds. Techno-cultural theory, which is grounded in the interdisciplinary study of The Learning Sciences, asserts that cognition is inseparable from epistemology and ontology as a complex system of technological and cultural phenomenon distributed over (not divided amongst) mind, body, artifact and activity in socially organized settings. In this view, cognition is not bounded by the skin or the skull, but is a cultural process of coming to be, in-interaction-with the technologies that we use (Petrina et al., 2008, p.386).

Learning can be thought of as:
1) “adaptive reorganization in a complex system” (Hutchins, 1995, p.289) or
2) “assembling what assembles the world” (Petrina et. al, in press) or
3) progress or growth along a trajectory of participation within a community of practice (Greeno, 1997).

Learning and making sense of things are part and parcel of what people do in the world. I believe that we come to understand our being in the world through: 1) interaction with natural and technological resources, and 2) participation within specific cultural contexts which have their own characteristic discourses, values and goals. For example, think of any idea or object (concrete or abstract): you become familiar with the affordances and constraints of that idea or object by interacting with it. At the same time, your experiences are shaped by your belonging to a particular community of people for whom the object has meaning, usefulness and relevance.

This techno-cultural perspective informs my research: in order to investigate cognition and the kind of learning that takes place in game-play and game-design, I must understand that game worlds are not merely digital environments where things just happen, rather, they are distinctive cultures and technologically-mediated communities where people engage in complex (individual and collaborative) cognitive activities and substantial identity development as well (aka: learning).

Your thoughts? PJ

References:
Greeno, J. (1997). Response: On claims that answer the wrong questions. Educational Researcher, 26 (1), 5-17.

Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press.

Petrina, S., Feng, F. & Kim, J. (2008). Researching cognition and technology: How we learn across the lifespan. International Journal of Technology and Design Education, 18, 375-396.

Petrina, S., Castro, J., Feng, F., Hall, L., James, K., Kojima, D., Rusnak, P. & Trey, L. (submitted 9 May 2008). On learning, and the learning arts, sciences and technologies. Learning Inquiry.

The Juxtaposition of Social Change and Gaming

Times are changing in our technologically connected world and the way we think about games needs to change too. Games do much more than entertain us and research shows how games offer inherently engaging environments for learning complex concepts that are difficult to teach, like sustainable development and global interdependence.

I am most intrigued by the growing genre of serious games about real-world issues, games that encourage youth to become more responsible citizens, including: Becoming a World Hero (UNICEF), eLections: Your Adventures in Politics (Cable in the Classroom), Freedom HIV/AIDS mobile phone games (House of Learning), Climate Challenge (BBC), Re-Mission (HopeLab), Whack TB (Families USA Global Health Initiative), A Force More Powerful (International Center on Nonviolent Conflict), Play the News (Impact Games), Stop Whaling (GreenPeace UK), 3rd World Farmer (IT University of Copenhagen), McDonald’s (MolleIndustria), Karma Tycoon (Do Something Inc), Planet Green Game (Starbucks), PeaceMaker (Impact Games), Nuclear Weapons (The Nobel Peace Prize), Free Rice (United Nations WFP) and Fatworld (ITVS). I advocate that these games for change offer important opportunities to reach and engage youth with the social, cultural, technological and political issues effecting their lives and futures.

According to a large-scale quantitative study on Teens, Games & Civics (Pew Research Center, 2008), 97% of all American teens play some kind of video game: “Game playing is universal, with almost all teens playing games and at least half playing games on a given day.

Not only is gaming ubiquitous in the social and leisure lives of youth, it also occupies an increasingly important role in civic and political life:

76% of gamers help others while gaming,

52% report game-play where they think about moral and ethical issues,

44% report playing games where they learn about a problem in society, and

40% report playing games where they learn about a social issue.

With certainty, the growing genre of games for change matters and the research questions are piling up. How do we learn about social justice by playing video games designed for change? What is the pedagogical potential for long-term thinking and deep conceptual understanding beyond the simulated game-play? What are the relationships between in-game experiences and real-world engagement? How might the popularity of gaming ignite interest in civic and moral leadership? Can communities of gamers playing together learn to change their attitudes and actions at both the individual and collective levels of society? How might gaming contribute to student success in school settings by making learning more responsive, meaningful and relevant?

Games for change is a new frontier of unknown opportunities as research is just beginning to understand how simulated learning experiences transfer to the real world. While the potential for games is breathtaking, a positive advocation is not complete without a serious reminder of the dark side lurking within diverse gaming experiences. We are circularly implicated as gaming plays an increasingly vital role in our lives: we make the gaming technologies that then shape who we are and how we exist in the world.

If the games we design and play have considerable effect upon our moral and social identities, then we have an enormous responsibility to create games that are valued for their contribution to the quality of life that is worth living. The current reality, however, is that gaming is a medium with distinctly political and/or economic agendas, and most games (including educational games) are created in the absence of any coherent theories of learning without a solid underlying body of research. As such, it is no surprize that the vast majority of the top-twenty selling video games contain heavily disturbing and violent content (Entertainment Software Association, 2008).

Games are not culturally benign and a major concern is the equitable representation of gender, race, class, religion and sexuality—and not the further dissemination of white, western culture. Access for all is another challenge for the serious games movement and no matter how meaningful games are, there is no magical built in guarantee that everybody will be included. Therefore, collaborative efforts between students, parents, educators, governments, social organizations and game developers are important to enable disenfranchised youth to participate in the learning opportunities afforded by digital networks and gaming technologies.

We need to be mindful of both industry developments and academic research, especially as gaming is evolving from a rather vexed history to a much sweeter spot within the field of education. Now is not the time for passive acceptance, it is the time for critical thinking and continuous questioning about the roles that games can and should play. My marked enthusiasm is not that I believe the world’s problems will be solved by simply playing games, but rather that game experiences stimulate new ways of thinking and open up questions for discussion about deep-rooted issues of social justice. For example, how might the future of education be shaped by playing games for change in the post-industrial school? What kinds of games will we need to play to learn and practice the social, organizational and technological skills required for participation in a globalized culture? How might massively multi-generational teams of students and experts join together to explore and solve real-world challenges by making social-change games?

Our children look to us to teach and inspire them in meaningful ways, and it behooves us to seriously consider how playing games for change might help humanity move towards the goal of a more benevolent future for our planet earth home. Playing video games can create a socially-responsive space for learning as well as an authentic pedagogical place for developing the sustained engagement that will perhaps make today’s gamers the most socially conscious generation in history. Parents and teachers, I hope that you will play these meaningful games with your children: for fun and for change.

//PJ

How do we learn PEACE?

Did you know there are well over 1,000,000 texts about peace… each read by an average of three people, including the author and the publisher? [source: joke!]
Who really wants to read about peace? From the reactions I receive about my interests in Peace & Gaming, peace is not generally valued as a cutting-edge or critical area of gaming research. Peace is just a lovely little old lady idea, merely a sweet or trivial topic of inquiry…
In my search for a more scientifically verifiable and rigorous approach to studying peace, I am enlivened by the work of world-renowned quantum physicist, Dr. John Hagelin (PhD from Harvard). Impressively, Hagelin’s work includes some of the most cited references in the physical sciences and his outstanding research contributions have earned him official recognition as a scientist in the tradition of Einstein. Dr. Hagelin is unique among scientists in being one of the first to apply advanced knowledge for the practical benefit of global human concerns.
According to Hagelin, permanent world peace is real and can be achieved by stimulating technologies from the science of consciousness. Yes, there is an actual science of peace because the field of consciousness is the field of unity, the field of bliss on a tangible, powerful physical level millions of times more powerful than a nuclear force… if we can just access it. Consciousness can access peace, as Hagelin believes, thus we need more peacemakers who develop their nervous systems to the point where they become lighthouses radiating peace. Together, these peaceful people will stimulate the unified field of peace, simultaneously strengthening and unifying the world’s diversity in happiness, prosperity and invincibility.
Dr. Hagelin sheds his light further: when individual awareness expands to become universal, it creates a ripple in that universal field just like it were a ripple in the electromagnetic field. When we stimulate the fundamental field of consciousness and unity, this ripple propagates in all directions at the speed of light. Research shows that to have a really powerful effect, you need these ripples rippling in close proximity to each other, thereby creating not a ripple, but a tidal wave of unity, peace and coherence. This coherence, unity and peace gets communicated through the field of consciousness and that’s why it is important to understand that consciousness is fundamentally a shared field that underlies and pervades us all.
Rather amazingly, the strength of numbers is such that it doesn’t take that many peaceful people to influence a difference. Hagelin’s research shows the that the radiated influence of peace in the environment grows roughly as the square of the number of people doing it together. This n2 (n-squared) effect amplifies the power to be enough to produce a demonstrable, repeatable, publishable effect upon crime rates, terrorism, even stopping warfare in war torn areas like the middle-east.
The Transcendental Meditation technique is described as a mental procedure that allows the mind to quiet itself and to practice of peace as a higher state of human consciousness. In October 2008, David Lynch (yes, the celebrated film-maker who is also a peace-maker and a long-time transcendental meditator) met with Israel president Shimon Peres in Jerusalem and secured his support for a large peace-creating group in Israel, to be composed of 500 Palestinians and Israelis who will practice the Transcendental Meditationprogram together. Hagelin’s research indicates that this group should be large enough to create a measurable influence of peace in the region.
Peace is a powerful technology, a quantum science that exists as a higher state of human consciousness. David Lynch explains this concept with the simple metaphor of how darkness goes away when the sun comes up. The sun doesn’t have to drive the darkness away, the sun just comes up and it glows. Similarly, once the unified field gets enlivened with a higher state of human consciousness, then negativity goes – it just goes…

// PJ

How do we learn tolerance, diversity & acceptance?

Please do watch this video: Instruction Manual for Life. I think you will enjoy how it deals with issues involving tolerance for difference, diversity and acceptance. Quite a profound message conveyed through the simple metaphor of a cupboard.

Light your way, PJ

Flash game as a vehicle of social protest?

ATTENTION: You now have 3 minutes to Raid Gaza:

http://www.newgrounds.com/portal/view/476393

With certainty, this new little flash game provokes many thoughts and questions about the Israeli-Palestinian conflict. I’ve played this game with my nine-year old daughter, and after several attempts, we have learned:

–> This is a senseless struggle; Israelis are winning at a rate of 25 to 1.

–> The Palestinians are firing rockets at Israeli settlements, pretty much at random, depicting the Arabs as crazed, senseless terrorists who are acting without reason, without “aim.”

–> The screen layout with Gaza cramped against the shore and Israel with the wide open spaces and pastoral fields emphasises the basis of the original conflict – fighting for ownership of historically sacred land.

–> The Israelis have access to a huge arsenal of high-tech weaponry as the US is an endless source of $$$ for Israel – why bother sending in any troops who might get killed and count against your score when you can just constantly bomb Gaza with missiles on the US dime?

–> The insanity of using violent military action to solve conflict – you are given bonus points if your rocket destroys a hospital which emphasizes the sick, unconscionable reality of the real-life situation. For example, yesterday an Israeli rocket hit a Gaza school killing 40 people, and my understanding is that the school was targeted because the Hamas were launching rockets from the school.

In my opinion, the unpalatable horrors of the Israeli-Palestinian conflict are strikingly communicated in this game in a very real way. The game play uses very dark humor: the winning strategy is to thoughtlessly build/spend, get aid and kill as fast as you can (meanwhile the background music plays a ‘classy bar loop’). Although over-simplified, biased and disturbing, Raid Gaza! is definitely successful at raising awareness and sending out a sharp and concise message (there are already 394 reviews and the game was just released one week ago). I think that adding political commentary to a flash game should happen more often as people not interested in war politics will be enticed to participate in the discussion. Browsing through the comments, I find a mixture of political commentary and lively debate, simple reviews of the game and the typical kinds of inanities that one might expect on a website that is likely to experience high traffic from teenage males (who like saying things just to get a rise out of others).

I think this game is targeted to reach out to an audience who would not normally discuss or pay attention to the details of the Israeli – Palestinian conflict. Although insensitive and one-sided, I wonder if people would be as likely to forward Raid Gaza! to their friends to play if the game was less disturbing? If you feel uncomfortable with the virtual game violence that is based upon actual conflict, perhaps that is the point?

What message do you think this game is trying to communicate? What might improve the game and it’s delivery? How might this game be use as a point of entry to encourage a deeper understanding of the Israeli-Palestinian political issues? Can this game be responsibly used in a classroom educational setting to learn about conflict/resolution?

FYI: a brief interview with the Raid Gaza! game creator:
http://www.nonvivant.com/2009/01/02/interview-creator-of-raid-gaza-flash-game/

Save Israel is another simple flash game that, unlike Raid Gaza, clearly takes the Israeli side: http://www.kongregate.com/games/amihanya/save-israel. You can save Israel by first alerting the city (click on it) and then blow up the impending rocket (click on it).

Peace, hope and healing for the Israelis & Palestinians…. PJ

Gaming as a Medium for Social Change.

Here are some examples of recently developed ‘Serious Games‘ that are freely available for you to play. I’m interested in your questions, comments and thoughts…
Pos or Not (www.posornot.com, released April 2008) is a viral online game that confronts the HIV/AIDS stigma. People from across the country – some of whom are living with HIV, some who are not – put their personal lives forward to challenge the stereotypes about who is affected by this disease. Based only on their photographs and personal information, players are asked if the individual is “Pos or Not.”  By showing that you can’t tell people’s HIVstatus by the way they look or by their gender, age and interests, the game confronts stereotypes about who is affected by HIV/AIDS while providing information about how to prevent the spread of the disease. Pos or Not harnesses the viral nature of the internet to effect a positive change on the HIV/AIDS issue so I encourage you to play the game and pass it on to your family and friends. Thanks.
Play the News (www.playthenews.com, April 2008) is an engaging, community-driven experience: “imagine fantasy sports meets the evening news.” Play the News is a web-based platform that brings interactive gaming elements to the online news media industry changing the paradigm of news consumption from passive reading to active engagements. Impact Games, the developer of Play the News, also created the PeaceMaker game which simulates the Israeli and Palestinian conflict in the Middle East.
Vinyl Game (www.vinylgame.com, May 2008) is a socially responsible response by the European PVC industry’s commitment to sustainability. In Vinyl Game you have to manage the PVC life cycle from the production to the waste management. Your objective is to create a profitable and sustainable business by the year 2010. Go for it!
Activism NYC (www.comeoutandplay.org/2008_reactivism.php, June 2008) is a street game in which teams race through the history of riots, protests, and activism in New York City testing their puzzle-solving skills in site throughout the city where echoes of the fight for justice and peace still ring. By visiting historic sites and searching for clues to the events that happened there, players will reactivate forgotten histories to engage social issues and struggles that were important then and continue to have resonance today. Activated by text messages from Re:Activism Central, the teams engage in site-specific challenges that reveal the details of each event and the strategies behind organizing street-based actions.
ICED – I Can End Deportation (www.icedgame.com, Feb 2008) puts you in the shoes of an immigrant to illustrate how unfair immigration laws deny due process and violate human rights. These laws affect all immigrants: legal residents, those fleeing persecution, students and undocumented people. The game’s purpose is to reframe the immigration debate from a discussion that looks at immigrants as criminals, to one that looks and creates awareness around immigration as an issue that violates human rights and denies due process of all immigrants – legal and undocumented.
Hurricane Katrina Hero (Global Kids Youth, July 2008) is a flash-based game in which the player assumes the role of a high school girl from New Orleans who has moved out of the city. The game is set in a dream she’s having about being in the Hurricane Katrina disaster trying to rescue her mother. The player moves through five different neighborhoods over the course of the first five days of the disaster. The player must learn about the disaster from residents, help distribute resources from the community, and rescue people trapped in their attics. The purpose of the game is to try and affect public misconceptions about Hurricane Katrina and the stereotypes that the residents were only victims or criminals. Also, the game is trying to renew attention to the disaster, because though the public has moved on to other stories, the struggle to rebuild continues for many New Orleans residents. Additionally, our game highlights tow of the most important actions in any disaster: effective communication and utilization of local resources.
CONSENT! (Global Kids Youth, Jan 2007) uses tools from the virtual world of Teen Second Life to create an immersive experience that challenges its players to make difficult decisions while learning about six decades of medical racism targeting African-American male prisoners.
Deliver the Net (www.nothingbutnets.net) is a new game created by the UN to commemorate World Malaria Day (April 25). The challenge is to race against the sun and hand out as many insecticide-treated bed nets as you can to African families. The more nets delivered (before the mosquitoes come out) equals the more lives saved. When you sign up to play the game and confirm your email, a life-saving bed net will be sent on your behalf. The NET-O-METER shows that over 2 million nets have been sent to date.
What Would You Do (by UNICEF) is an interactive game that explores real life situations with regards to HIV/AIDS. Created by UNICEF Voices of Youth, this game is now available in Swahili.
Water Alert! (by UNICEF) is an educational resource on water, environment and sanitation where young people are engaged in an adventure of strategy and survival. The goal is to ensure that the people in this drought-challenged village, who are facing the threat of a flood, have water that is safe to drink and a clean and healthy school environment.
Food Force (www.food-force.com, April 2005) one of my favorite games, is an educational action game that teaches kids about the problem of global hunger and the importance of humanitarian aid work. Developed by the United Nation’s World Food Program, Food Force has been downloaded by over four million players, a number that rivals chart-busting commercial hits like Halo or GTA.
Free Rice (www.freerice.com, Oct. 2007) is an online internet game that donates 20 grains of rice to the WFP for every word that is correctly defined. Since the game’s release date, October 2007, the site has raised enough rice to feed over 1.5 million people for a day. The game has been embraced by young and old people, proving to be an excellent tool for teaching both vocabulary and the value of helping others in need. Free Rice has been a viral phenomenon and boasts numerous Facebook fan sites, including one page with over 63,000 members. Sign up, play and help feed the needy.
Real Lives (www.educationalsimulations.com, released July 2007) is a simulation of life, from birth to death in any country of the world. Through statistically accurate events, Real Lives brings to life different cultures, political systems, economic opportunities, personal decisions, health issues, family issues, schooling, jobs, religions, geography, war, peace, and more. As you make decisions for your character and experience the consequences of those decisions you learn about the world and gain an increased appreciation of your own life cirumstances and those of other people. Real Lives’ purpose is to offer an experience of what life is like for people in other countries. The intended impact is increased understanding of the life circumstances of others.
There are many more games, such as Darfur is Dying (mtvU), World Without Oil, Ayati – The Cost of Life, A Planet Green Game (Starbucks), A Force More Powerful, 3rd World Farmer, and Becoming a World Hero.  Further, the future is bright with new developments that seek to harness the power of video games in the service of humanistic principles.
Bye for now, PJ!

Making the World Better by Playing Video Games

Congratulations to an amazing festival at Games 4 Change (G4C) in NYC!!
The opportunity to design socially responsible games has arrived with serious excitement. The mission is to actively contribute to the development of game simulations and play experiences that have ideological and activist agendas. The destination is experimental learning and investigation into social and global issues…
I’d like to share some highlights from G4C, beginning with an all-day workshop teaching how to use games to fulfill social issues missions titled, “Let the Games Begin: A 101 Workshop on Making Social Issue Games.” The next two days investigated the best practices of social issue game design while increasing the accessibility of games among educators, game scholars, journalists, non-profit leaders, philanthropic entities, and industry experts. Throughout the festival, panels addressed hot topics such as games and journalism, funding challenges, public media initiatives, gaming in the classroom, and impact assessment. Featured panelists included game designers Chris Crawford and Ken Eklund (MY HERO!); Mary Flanagan, director of the Tiltfactor Lab; Tracy Fullerton, director of the USC Electronic Arts Game Innovation Lab; and representatives from the MacArthur and Knight Foundations, TVO, PBS, The United Nations and many interesting others.
James Gee and Eric Zimmerman (in lieu of Henry Jenkins) opened the conference with a keynote conversation focussing on the vision and future of the public interest gaming community. The closing keynote was presented by the Honorable Justice Sandra Day O’Connor, who spoke with humor and wisdom about a new interactive civics education project that she is developing with James Gee. A quick google search finds at least 23 press articles covering Justice O’Connor’s Joysticks for Justice:
http://news.google.com/news?hl=en&ned=us&ie=UTF-8&ncl=1219215749
My favorite review piece about G4C 2008 is from Fortune magazine on youth making games.
Also of interest, here’s the tv coverage from NY1:
https://youtube.com/watch?v=E4QaTKd13tI
The Games Expo Night hosted by Microsoft showcased the latest social issues games in development. Microsoft also presented the games designed by finalists from the Xbox 360 Games for Change Challenge. As part of Microsoft’s Imagine Cup competition, this global, socially responsible game initiative challenged game designers to: “Imagine a world where technology enables a sustainable environment.” Teams created games using Microsoft’s ground-breaking new XNA Game Studio 2.0 and the six finalists were flown in from around the world to present their games at G4C. I hope that City Rain will win so good luck to this team from Brazil!! City Rain is a single player 3D “Sim City meets Tetris” game where players learn about urbanism, ecology, and maintaining a sustainable environment. As buildings drop from the sky, players need to strategically place them on the grid so the community can grow while still being ecologically mindful. Addicting, meaningful fun.
Overall, the festival was super organized, the diverse panels were well-prepared and intoxicating with ideas, and the social networking was top notch. Delicious food was provided in abundance and sweet wine was free flowing for all. I wonder how G4C can top this experience next year!  
Bye, PJ 😉