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25 FEBRUARY 2012

Zelda Zine 1: a new digital age printed video game fanzine

"Printed video game magazines might be an endangered species these days, but it's not such a bad time for fan–made zines. While every other month we hear news of a different publication we grew up with limiting or eliminating its monthly issues, not all is bleak for people who like tangible content. ...

A printed zine like this remains relevant in today's digital age by featuring content that deals with nostalgia and connections to past games. In fact, art and stories that capture players' unique histories and experiences with video games age gracefully over time.

Zelda Zine 1 has a certain timelessness that allows you to pick it up and experience it fresh, years after it was printed. It doesn't feel dated with tidbits of information about new modes or weapons or when the launch date will be when the game already came out months ago. It feels more like Link in Ocarina of Time, reverting to his younger self to discover that Kakariko Village is just as he left it. That is, the contributors' accounts and interpretations of the legend (both written and visual) will always remain in their minds as they now share them with the world on paper."

(Alejandro Quan–Madrid, 22 February 22 2012, Bitmob.com)

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TAGS

Bitmobblack and white • decline of magazines • digital agedigital culture • fan-made zines • fandomfanzinegamesgaminggaming culture • Kakariko Village • launch date • Legend of Zelda • Link in Ocarina of Time • magazinemagazine publishingNintendonostalgiaprint publication • printed media • printed video game magazine • printed zine • publication • Skyward Sword • Space Invaderssubculture • tangible content • tidbitsUK • unique histories • video game magazine • video game zine fanzine • video games age • Zelda Zine 1 • zine

CONTRIBUTOR

Simon Perkins
25 FEBRUARY 2012

Bitmob: game articles that are off the grid

"We're a bit 'off the grid' here at Bitmob. Plenty of other sites do a great job of delivering the same news, previews, and reviews you've been used to for years. We're here to do something a little different... to offer an alternative. Instead of covering games the way we're supposed to, we'll cover them the way we want to. That means finding new angles on traditional stories, having conversations surrounding a game well after it's released, looking more behind the scenes, and exploring gaming culture in interesting new ways."

(Bitmob Media, Inc.)

Fig.1 BioWare Edmonton Marketing Director David Silverman opens a new copy of Mass Effect 3 for Xbox 360 to show us what's inside!

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TAGS

Bitmobdesigngamegamesgaminggaming culturemagazine publishing • off the grid • reviewssubculturewebsitezine

CONTRIBUTOR

Simon Perkins
04 NOVEMBER 2010

Parsons The New School for Design: The Center for Transformative Media

"CTM is a new research center dedicated to the invention, critique, and understanding of transformative media practices, including gaming, social networking, creative mobility, data mining, and participatory learning.

Our work combines expertise in the design of social media, games, learning environments and communities with a deep understanding of the way dynamic media networks are used – and increasingly transformed – by audiences in their quest to learn, work, play, and participate. Projects draw from expertise in both design and the social sciences with a particular focus on ecologies of change. An emphasis on networked publics as spaces of learning forms a core perspective of The Center for Transformative Media.

Faced with an increasingly complex, participatory, and information–rich network culture individuals must learn how to engage in meaningful ways, with others, in order to gain access to information, services and entertainment. The space of the network, which spans local and global, real and virtual space, has become a primary site for engaging with the world, people, events, and ideas.

The power of the collective has become a primary strategy for managing information, solving complex problems, and building expertise. Recasting media spaces as networked learning environments will be the key to innovation within the next decade."

(Center for Transformative Media)

TAGS

audience • Center for Transformative Media • communitiesconvergence • creative mobility • data miningdigital culture • ecologies of change • engagementgamesgaminginformation-richinnovationlearning environments • managing information • media networks • media spaces • network culturenetworked learning environmentsnetworked publicsnew mediaNew York • paces of learning • Parsons The New School for Designparticipatoryparticipatory learningresearchresearch centresocial mediasocial networking • solving complex problems • technologytransdisciplinary • transformative media practices • virtual space

CONTRIBUTOR

Simon Perkins
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