Kill Screen, a new resource for the CCO

This is promising. 

Those of us who study culture watch for new windows.  Kill Screen may be one of these.

So when I read this paragraph, I reached for my wallet and signed up immediately.

The idea for Kill Screen was born while Jamin Brophy-Warren  was hanging out with pal and fellow Pitchfork writer Chris Dahlen in March 2009 at the Gamers Developing Conference in San Francisco.  The two began commiserating over the lack of a Tom Wolfe or Chuck Klosterman of video game writing. “Sure there were tons of bloggers dedicated to the subject,” Jamin says, “But there wasn’t anything high-end and intellectual publication on gaming. So we said, let’s do this.”

The gaming world is a kind of laboratory in which cultural definitions of self and world are being reworked, cultural rules and tolerances tested and refined.  Actually, laboratory might not the wrong metaphor.  What makes the gaming world so exciting is that it operates more like a skunk works, less academic deliberation and more creativity in real time.  In either case, if Kill Screen lives up to its objective, it will be necessary reading for the CCO.  

Reference

Boyd Myers, Courtney.  2010.  Kill Screen Magazine: what does it mean to play games.  PSFK. June 4. here.

Edery, David, and Ethan Mollick. 2008. Changing the Game: How Video Games Are Transforming the Future of Business. FT Press.  

To subscribe to Kill Screen, go here.  

Acknowledgements

Thanks for PSFK for the head’s up on Kill Screen Magazine.