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“When I first came to UChicago about 15 years ago, this event just would’ve been pretty unthinkable,” stated Patrick Jagoda.
It was mid-October, and Jagoda was welcoming company to the kickoff symposium for the Year of Games—a University-wide celebration of video games and play spanning the 2025–26 tutorial yr, spearheaded by the Division of the Arts & Humanities and the University of Chicago Library.
Back in 2010 the final angle towards video games on the University was characterised by a “kind of skepticism,” recalled Jagoda, William Rainey Harper Professor within the Departments of Cinema and Media Studies and English Language and Literature and the College. What little scholarly consideration had been given to the subject was primarily centered on the connection between video video games and violence.
Over time the wariness started to present approach. Students packed programs on vital online game research, resulting in the creation of a media arts and design minor after which a significant (now one of the vital common within the Division of the Arts & Humanities). New infrastructure—the Media Arts, Data, and Design (MADD) Center; the Weston Game Lab; Fourcast Lab—gave college students and college area to discover video games collectively. Research tasks on video games proliferated.
The Year of Games represents a brand new section within the relationship between UChicago and video games: wholehearted embrace. The thought for the initiative emerged “several years ago—long enough that 2026 seemed impossibly far away,” recollects Chris Carloy, PhD’18, assistant tutorial professor within the Master of Arts Program within the Humanities and the Department of Cinema and Media Studies and chair of the Year of Games steering committee.
It all began with University Librarian and Dean of the University Library Torsten Reimer, a gamer himself, who convened a gathering of like-minded individuals on campus. Reimer floated the concept of a large-scale challenge that will spotlight the numerous methods UChicago college students, college, and alumni are engaged with play.
The organizers took an deliberately broad view of their chosen matter. Classic board video games? Elaborate live-action role-playing video games? Video video games? Puzzles? For the Year of Games, all of it counts. “If you think of yourself as somebody—or even if you might wonder whether you should think of yourself as somebody—who does things related to games and play,” Carloy says, you’re eligible to hitch the enjoyable.
That expansive imaginative and prescient is mirrored within the wide-ranging programming. The Year of Games occasions calendar is filled with methods to play, study, and create: a Minecraft research break, sport design alternatives, weekly mah-jongg and bridge classes, a Doc Films collection about video games.
These get-togethers encompass tentpole occasions, together with the Year of Games Kick-Off Symposium and the Spring Carnival, which is deliberate for May 16. “Imagine the main quads taken over with live performances and bouncy houses and schoolyard games,” Carloy says. “If you haven’t played Red Rover in a long time,” nicely, ship your self proper over.
The symposium, held over three days on the Reva and David Logan Center for the Arts, introduced collectively students, trade bigwigs, sport fanatics, and college students who will form the way forward for sport design and research.
The occasion was a reminder of how a lot the multibillion-dollar trade—which has the biggest market share of the leisure sector—shapes tradition. Games and play are a part of everybody’s lives, even those that don’t consider themselves as players. “Why do we talk about games like there’s gamers and then there’s not-gamers?” requested MIT professor D. Fox Harrell in a dialogue of video games and the academy. “We don’t do the same thing with music. We don’t say there’s musickers and non-musickers.” We simply ask individuals what sort of music they like. We may, he stated, ask the identical query about video games: “What kind of game do you like?”
In different phrases, video games are for everybody. So go go and skim on for a few of what the yr has needed to provide.—S. A.

For over a century, Chicago has been residence to improvements in sport design and manufacturing.
Speakers:
- Billy Basso, sport designer and studio founder
- Andrew Borman, director of digital preservation on the Strong National Museum of Play in Rochester, New York
- Chris Granner, audio director at Zynga
- Son M., studio director and artistic director of the unbiased sport studio Perfect Garbage
- Josh Tsui, studio founder and director of innovation at DePaul University’s Jarvis College of Computing and Digital Media
Moderator: Katherine Buse, assistant professor within the Department of Cinema and Media Studies
For the primary panel dialogue on the Year of Games Kick-Off Symposium, artistic figures behind made-in-Chicago video games equivalent to The Addams Family pinball machine, Mortal Kombat, and Animal Well took the stage to determine Chicago’s bona fides within the sport sphere.
Chicago and video games go approach again. Standard Playing Card Company was based in 1890 (the identical yr as one other vital Chicago establishment), and the coin-operated sport trade developed right here within the mid-Twentieth century. The panelists, who had every entered the trade at completely different instances, supplied glimpses into how the sport panorama in Chicago has advanced. Granner programmed and composed for music chips in arcade sport machines; Tsui was concerned within the rise of early laptop graphics and digitized video; Basso labored for a collection of established studios in Chicago earlier than going unbiased; and Son M. taught herself to design video games in her dad and mom’ basement after taking part in indie video games on itch.io.
Chicago has additionally been an important a part of the game-testing infrastructure. Sears received a shout-out from Borman for the work it did testing and advertising and marketing the house model of Pong to get these first consoles into dwelling rooms in 1975. Panelists described how Chicago’s massive variety of arcades and big sport rooms attracted players and made the town a fantastic place for play testing. Chicago’s explicit tradition had one thing to do with it too, Granner identified: It accommodates “a tremendous cross-section of America, at once cosmopolitan and parochial.” Borman eched the purpose: “Chicago is a city rich with gaming history, but I think it’s also one that continues to innovate and will continue to innovate for many years to come.”—C. C.

Four sound designers talk about their craft.
Panelists:
- Ben Babbitt, composer on the unbiased sport studio Cardboard Computer
- Joanna Fang, senior Foley artist at Sony
- Chris Granner, audio director at Zynga
- Takashi Shallow, MFA’18, interdisciplinary artist, DJ, and a lecturer in media arts and design
Moderator: Julianne Grasso, PhD’20, assistant professor of music principle at Florida State University
Everyone on this room can bear in mind the sound of your dad and mom strolling as much as your locked door,” Joanna Fang (above) informed the gang gathered within the Logan Center auditorium for a panel dialogue the primary day of the Year of Games Kick-Off Symposium. It’s her job as a Foley artist to evoke hyperspecific soundscapes within the studio—the crunch of snow underneath hesitant steps, the metallic rush of a sword unsheathed for battle, the mushy rustle of an costly leather-based jacket—utilizing supplies like rest room plungers, outdated footwear, and cantaloupes.
Fang was joined onstage by three different artists who work with sound. All classically skilled musicians, the panelists finally discovered a house in video games, creating the scores and sound results that convey video games to life.
Sound is crucial to supporting a director’s intent, the panelists agreed. They described the cautious consciousness of the associations between genres and sounds that they bring about to this work. Decisions to comply with or deviate from a typical pairing—like first-person shooter video games and electrical guitar—will be important. Shallow brings this problem into sound design courses, encouraging college students to discover surprising music and style pairings. Fang additionally spoke about how she negotiates expectations and authenticity in sound, giving the instance of prosthetics. In actual life, prosthetics are sometimes designed to maneuver noiselessly, however in video games, gamers and studios alike usually count on them to make distinctive sounds.
At the tip of the occasion, Fang gave a dwell Foley demonstration with provides she had gathered from the Logan Center all through the day—footwear, colanders, music stands, just a few items of 3D-printed waste, and a deflated yoga ball good for replicating the sound of creaky leather-based (“You have The Matrix in this one prop,” she stated). And the pièce de résistance? A soaking moist chamois, or “shammy.” Wrap it round a pair items of manicotti, twist, and you’ve got probably the most shudder-inducing bone break you’ll ever want. Using these sounds to make the viewers really feel a sure approach, she stated, is “like weaponized ASMR.”—C. C.

Panelists talk about why and the way we protect video games.
Panelists:
- Andrew Borman, director of digital preservation on the Strong National Museum of Play in Rochester, New York
- Simon Parkin, journalist and podcast creator
- Torsten Reimer, University Librarian and Dean of the University Library
- Josh Tsui, studio founder and director of innovation at DePaul University’s Jarvis College of Computing and Digital Media
Moderator: Kent Lambert, affiliate director of MADD Center Arts Labs (Hack Arts Lab and Weston Game Lab)
“I’m a historian. … I’m currently playing Cyber Punk 2077, and in 500 years I want a historian to be able to play this and say something profound about culture today,” Torsten Reimer stated on the primary day of the Year of Games Kick-Off Symposium. Two days later he and others dug into the challenges and alternatives of sport preservation.
The sport trade has traditionally handled every new launch as inherently higher than the earlier model. As a outcome, the audio system agreed, firms haven’t taken as a lot curiosity in preserving their very own archives, as, say, movie studios have. Game studios do faucet into their historical past, often releasing new variations of retro video games or consoles. But these makes an attempt to “monetize on nostalgia,” as Simon Parkin put it, aren’t the identical as preserving the originals.
“It needs to be a society-wide conversation on preserving what made us who we are and what will be important for those who come after us,” stated Reimer.
Most sport preservation has been achieved by non-public establishments, particular person collectors, and followers. And approaches fluctuate broadly. UChicago’s Weston Game Lab, for instance, prioritizes playability over preservation, defined Kent Lambert. Each time college students play on the consoles within the lab’s Retro Bay, there may be threat to the situation of those objects, however the lab determined that the expertise of taking part in classic video video games was value it.
Andrew Borman defined that his establishment takes a broad method, making an effort to protect all the pieces round video games, together with advertising and marketing supplies, focus testing data, and trade magazines. But there’s all the time a query of how a lot the circle must be expanded, stated Borman. Would you protect an interactive screensaver or commercial?
“Preservation isn’t an accident, but survival often is,” stated Borman. There are many game-related supplies which have merely been misplaced, that there gained’t be the chance to protect. To create the documentary Insert Coin (2020), about arcade sport producer Midway Studios, Josh Tsui stated he relied on data that had been on the way in which to the dumpster when Midway was closing, in addition to supplies he and different workers had saved on their very own.
The audio system urged the aspiring sport designers within the viewers to assist protect this historical past. “Keep a diary,” stated Parkin, who has carried out oral histories of the sport world. Tsui inspired everybody to maintain copies of their work and to ensure nothing will get thrown away.—C. C.

For a weekend, medievalists turned sport designers.
What makes medievalists particular, and what distinctive views can they bring about to the desk as sport designers? These questions, posed through the first afternoon of the three-day Medievalists Design Games symposium on a cold Friday in December, helped heat up the room of students, a few of whom had come into the weekend of board sport creation with little to no sport design expertise. The occasion was organized as a part of the Year of Games by medieval scholar Thomas C. Sawyer, a writing specialist within the University’s Writing Program.
Suggestions had been gradual to return at first, however quickly concepts—and Latin phrases—had been flowing. Games had been an enormous a part of every day life within the Middle Ages, one participant volunteered: Many paperwork from the time embody lists of video games and guidelines (typically within the type of poetry). One attendee prompt that after the autumn of Rome, Europe was in a interval of reinvention, a superb match for the open-endedness and world-building concerned in video games. (The dialog was briefly derailed right here by a scholarly spat, with one other professor arguing that right now most Europeans nonetheless noticed themselves as Roman.) Medievalists are “consistently the most eclectic group of weirdos,” somebody admitted, and maybe liable to convey bizarre and eclectic approaches to sport design.
There may even be a medieval sport that isn’t set in medieval instances, prompt a participant. Others agreed: Why couldn’t you talk one thing important about life within the Middle Ages from a sport set in modern Chicago? Now they had been beginning to assume like sport designers.
By Sunday afternoon, after two days of discussions, mentorship from sport designers, and workshopping, the medievalists had been prepared to point out off some board sport prototypes. In the MADD Center, every of the 4 groups had a sport board sketched on a large writing pad, plus an array of taking part in items, cube, playing cards, and tokens.
As contributors had mentioned on Friday, one drawback with current medieval video games is that they usually borrow the aesthetics of the Middle Ages with out educating gamers something about what it was wish to dwell within the interval. Two groups took on the problem of creating every day life their topic.
The sport Healers and Heretics tried to duplicate the inherent hazard of being a health care provider many centuries in the past: Players do their finest to deal with sufferers, however there are parts of likelihood which will trigger a affected person to die, even when their illnesses don’t appear life-threatening (perhaps they arrive in to have a tooth pulled however catch cholera from the affected person earlier than them). As the docs climate these occasions, they start to build up infamy tokens, reflecting the rising suspicion of the townspeople. Late within the sport a witch hunt begins, at which level you’d higher hope you’re the least notorious physician on the town—or that you just’ve healed sufficient sufferers who can vouch for you.
The final group to current saved the identify of their sport coated. Imagine that your baby was injured by your neighbor’s pig, one group member prompted. Rather than blaming your neighbor, you maintain the animal accountable. For his crimes, you determine to place the pig on trial. A teammate eliminated the piece of paper overlaying the gameboard with a flourish. “THE PIG MUST DIE,” it learn. In this sport, gamers are members of a medieval neighborhood placing animals on trial—a typical phenomenon in these days—for crimes starting from defecation to consuming the Holy Eucharist. In an try to duplicate how the trials may affect the morale and mindset of townspeople, the sport takes place over 4 trials and 4 seasons, throughout which period gamers observe the humors of the townspeople: More sanguine humors would lead the neighborhood to really feel energetic and inclined to take motion, however a phlegmatic mob can be extra inclined to apathy.
After the displays, a few of the college students who had been taking part in video video games close by joined convention attendees to check out these new video games—and perhaps get a brand new perspective on medieval historical past.—C. C.

One theme, 9 groups—and $3,500 in whole prizes.
Over the Martin Luther King Jr. Day vacation weekend, UChicago college students competed within the third annual Winter Game Jam, sponsored by Career Advancement and the acknowledged pupil group UChicago Game Design. The problem: Build a online game from scratch in 72 hours.
The MADD Center opened early over the weekend to accommodate competing groups. Around the room college students wrote code, sketched out concepts on sheets of pocket book paper, and drew visuals on tablets, with groups dividing roles based mostly on ability units.
First-year Elaine Jiang was in control of story writing for her group. “It’s similar to writing a play,” she stated. “You’ve got to think about what happens on the screen, and then you have to allocate lines to different characters.” She wrote for a bit longer, then seemed up with curiosity. “Alumni are going to see this?” she requested. “If anyone’s looking for interns in their game company …”
The subsequent week college students displayed their video games at a showcase in Ida Noyes. Games had been judged on craftsmanship, originality, and adherence to this yr’s theme—inverted perspective—by 4 Chicago-based sport builders, together with UChicago researcher Ashlyn Sparrow, senior analysis affiliate on the Weston Game Lab.
At the showcase college students and trade professionals bounced from desk to desk, donning headphones, crowding over laptop screens, and discussing gameplay. Team members supplied encouragement. “You got this, bro,” Jiang stated to a participant trying her group’s sport. “It took me 12 tries.”
Each of the 9 groups took the theme in a special route. One sport concerned taking part in because the narrator, one other as the sport’s developer, and one other because the constructor of a dungeon—a subversion of the “dungeon crawler” style, wherein a participant should navigate a treacherous, mazelike atmosphere.
After an hour of mingling, Career Advancement liaison Joey Velez introduced the winners. The first-place group was composed of third-year Ravi Mangar and second-years Kin Ching Ip and Elijah Tan. Their sport, I Want the Click, wherein you play as a button in a online game questioning why it by no means will get pressed, was developed after an epic brainstorming session that weekend within the basement of Kent Chemical Laboratory. “On our drawing board we had some references to, like, Gilgamesh,” Mangar stated. “Catholic religious imagery,” Tan added. All three group members—however actually, everybody there, on each group—had a palpable perception within the energy of video games to have a cultural affect.
When requested about what makes a fantastic sport, the group grew considerate. “If a game subverts your expectations, it subverts your expectations in real life,” Ip stated eventually. “It makes you think about your life in relation to the game in a different way.”—Shiloh Miller, Class of 2026

In Winter Quarter, Doc Films joined the Year of Games for Screen Play: Cinematic Visions of Video Games and Sports, a collection programmed by Chris Carloy, PhD’18, assistant tutorial professor; Kent Lambert, affiliate director of MADD Center Arts Labs (Hack Arts Lab and Weston Game Lab); and Sierra Wilson, a manufacturing specialist on the University of Chicago Press. The first 4 movies relate to video video games and the final 4 to conventional sports activities, with the 2013 movie Computer Chess serving “as a bridge between the two,” reads the outline on Doc Films’ web site.—C. C.
Battle Royale (2000)
Mortal Kombat (1995)
The Wizard (1989)
Pokémon: Detective Pikachu (2019)
Computer Chess (2013)
Love & Basketball (2000)
Raging Bull (1980)
Bend It Like Beckham (2002)

- Among Us (2018): Nathan Blau, AB’14, labored on content material technique and design.
- Bungie: Studio based by Alex Seropian, SB’91, and Jason Jones, EX’94.
- Cards Against Humanity (2011): Cocreated by Eliot Weinstein, AB’11, MPH’25.
- Danchi Days (2026): Codeveloped and produced by Melos Han-Tani, SB’13.
- ESCHVR (undated): Developed by Tallon Hodge, SB’23.
- First Monday in October (2026): Designed by Talia Rosen, AB’04.
- Gaming Islam: Research initiative led by Alireza Doostdar, affiliate professor within the Divinity School and the College, and Ghenwa Hayek, affiliate professor within the Department of Middle Eastern Studies.
- Haven (2024 and 2025): Developed by UChicago students and college students.
- Indigenomicon: American Indians, Video Games, and the Structures of Dispossession (Duke University Press, 2025): Book by Jodi A. Byrd, professor within the Department of Race, Diaspora, and Indigeneity.
- Journey (2012): Produced by Robin Hunicke, AB’95.
- Koehne’s Games: Board sport firm based by James Koehne, AB’19.
- League of Legends (2009): Noor J. Amin, SB’23, works on sport design.
- Manifold Garden (2020): Developed and revealed by William Chyr, AB’09.
- Ninja Gaiden for Atari Lynx (1988): Held within the UChicago Library’s video games assortment.
- OpenEndedGroup: Digital artwork studio cofounded by Marc Downie, affiliate professor of follow within the arts within the Department of Cinema and Media Studies, Media Arts and Design, and the College.
- Plant-land (undated): Developed by Alvin Shi, SB’21.
- Qix for Nintendo Game Boy (1990): Held within the UChicago Library’s sport assortment.
- Rules: A Short History of What We Live By (Princeton University Press, 2022): Book by Lorraine Daston, visiting professor within the John U. Nef Committee on Social Thought.
- Sonic the Hedgehog: Title and topic of Spring 2026 course taught by assistant tutorial professor Chris Carloy, PhD’18.
- Twilight’s End (2025): affiliate content material manufacturing by Kat Waterman, AB’25.
- The Unseeing Eye (2023): co-creation, artwork route, and design by Eren Slifker, AB’24.
- Videogames and Genre Storytelling: Spring 2026 course taught by Ian Bryce Jones, PhD’15, lecturer in Cinema and Media Studies and Media Arts and Design.
- Weston Game Lab: Space to collaborate on the analysis and growth of video games (a part of the MADD Center).
- Xbox (2001): Console held within the Weston Game Lab’s Retro Bay.
- Yars’ Revenge for Atari (1981): Held within the UChicago Library’s sport assortment.
- Zygote Games: Tabletop sport firm based by Diane Kelly, AB’90, and James Cambias, AB’88.
This web page was created programmatically, to learn the article in its authentic location you may go to the hyperlink bellow:
https://mag.uchicago.edu/yearofgames
and if you wish to take away this text from our web site please contact us

