Patrick Jagoda
Biographic Data
| ID | 295498 |
|---|---|
| NAME | Patrick Jagoda |
| GIVEN NAMES | Patrick |
| FAMILY NAME | Jagoda |
| SIGNATURE | JAGODA P |
| AFFILIATIONS | University of Chicago |
| ORCID | 0000-0001-7702-9539 |
| VERIFIED | Yes |
| TOTAL WORKS | 20 |
| TOTAL CITATIONS | 54 |
| AUTHOR COUNT | 20 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2008 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 5 |
Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest
Black and Latinx adolescents in urban schools can derive numerous benefits from tailored career and health education. However, many factors may prevent schools and teachers from offering such programing. To address the need for career and health education, we prototyped Caduceus Quest, a theory-based, digital role-playing game designed to provide information on health and biomedical science careers and sexual health (specifically HIV) for Black a…
Divergent Pathways: How Pre‐Orientation Programs Can Shape the Transition to College for First‐Generation, Low‐Income Students 1
First‐generation, low‐income (FGLI) students attend college at historically high rates in the United States. However, FGLI students continue to struggle in transitioning to college, particularly in elite universities. In this article, we engage with interview and supplemental survey data from 40 FGLI students at an elite university to demonstrate how self‐advocacy skills—conceptualized as a form of cultural capital—can support FGLI students' tran…
Artificial Intelligence in Video Games
While the relationship between artificial intelligence (AI) and games far exceeds the parameters that a short review can even sketch out, I hope to propose a series of representational, historical, aesthetic, technical, experimental, and processual ways to approach the intersection between these two terms.Representations of AI and intelligent robots have been common throughout video game history, ranging from nonplayer to player characters. Some …
Playing at SLSA: A Game Studies Stream Retrospective
This retrospective essay weaves together the reflections of 12 diverse voices on the inclusion of game studies at the Society for Literature, Science, and the Arts (SLSA) annual meetings. The first game studies stream was organized in 2011 and brought together a series of interdisciplinary scholars, presentations, and panels on video games, virtual worlds, art, storytelling, war, time, platform, and identity. The stream was then and continues now…
Introduction: American Game Studies
Surplus Data: An Introduction
On Difficulty in Video Games: Mechanics, Interpretation, Affect
Introduction: Conceptual Games, or the Language of Video Games
Reinvigorating adolescent sexuality education through alternate reality games: The case of The Source
This paper presents findings from a focus group study conducted to evaluate The Source, an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered to 133 predominantly African-American and Latino US youth. Ten focus groups were conducted with 43 young people a…
“Because if we don’t talk about it, how are we going to prevent it?”: Lucidity , a narrative-based digital game about sexual violence
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab. The outcome, Lucidity, was a multimedia game with a nonlinear narrative that led to two different out…
The Cambridge Companion to American Science Fiction
The Cambridge Companion to American Science Fiction explores the relationship between the ideas and themes of American science fiction and their roots in the American cultural experience. Science fiction in America has long served to reflect the country's hopes, desires, ambitions, and fears. The ideas and conventions associated with science fiction are pervasive throughout American film and television, comics and visual arts, games and gaming, a…
Gaming the Humanities
This essay approaches games and gamification as a major problematic of the still emerging digital humanities. Games-through their mechanics, procedurality, navigable worlds, and multimedia interactions-call for new literacies that exceed traditional reading and writing skills. Digital games demand new ways of perceiving and working. They seem to matter to the unfolding of the twenty-first-century everyday, even if we do not always recognize preci…
Speculation: Financial Games and Derivative Worlding in a Transmedia Era
Special Issue: Comics & Media
Gamification and Other Forms of Play
Throughout the developed world, in which digital media have achieved a ubiquitous status for many people, games have become an exemplary cultural form that serves as a prominent metaphor of everyday competition and success. This essay explores gamification—a term that derives from behavioral economics and refers to the use of game mechanics in traditionally nongame activities—as a form that economic, social, and cultural life increasingly takes i…
Fabulously Procedural: Braid, Historical Processing, and the Videogame Sensorium
In recent years, the growing field of game studies has contributed to the ongoing cultural debate about what it means for videogames to be an art form that both selectively draws and dramatically departs from earlier forms such as the novel, theater, and cinema. To achieve a sense of videogames as a unique art form requires a more intimate understanding of the new sensorium that they open up-that is, the specific experience of spatiality, tempora…
IWired
Terror Networks and the Aesthetics of Interconnection
The contemporary military doctrine of “network-centric warfare” has favored a decentralized approach to both humanitarian interventions and “warfighting.” In reframing enmity as network antagonism, the United States has focused on a new type of anti-American enemy: the terrorist network. This essay contends that, instead of instrumentally mobilizing networks to fight networks, the work of the critical imagination is better served by isolating the…
Postmodern American Literature and Its Other; Local Transcendence: Essays on Postmodern Historicism and the Database; From the Civil War to the Apocalypse: Postmodern History and American Fiction
Book Review| September 01 2009 Postmodern American Literature and Its Other; Local Transcendence: Essays on Postmodern Historicism and the Database; From the Civil War to the Apocalypse: Postmodern History and American Fiction Patrick Jagoda Patrick Jagoda Search for other works by this author on: This Site Google American Literature (2009) 81 (3): 643–646. https://doi.org/10.1215/00029831-2009-041 Cite Icon Cite Share Icon Share Twitter Permissi…
Reading Network Fiction; This Book Contains Graphic Language: Comics as Literature
Book Review| December 01 2008 Reading Network Fiction; This Book Contains Graphic Language: Comics as Literature Patrick Jagoda Patrick Jagoda Search for other works by this author on: This Site Google American Literature (2008) 80 (4): 848–850. https://doi.org/10.1215/00029831-2008-047 Cite Icon Cite Share Icon Share Twitter Permissions Search Site Citation Patrick Jagoda; Reading Network Fiction; This Book Contains Graphic Language: Comics as L…
Surplus Data: An Introduction
Special Issue: Comics & Media
On Difficulty in Video Games: Mechanics, Interpretation, Affect
Gamification and Other Forms of Play
Throughout the developed world, in which digital media have achieved a ubiquitous status for many people, games have become an exemplary cultural form that serves as a prominent metaphor of everyday competition and success. This essay explores gamification—a term that derives from behavioral economics and refers to the use of game mechanics in traditionally nongame activities—as a form that economic, social, and cultural life increasingly takes i…
Terror Networks and the Aesthetics of Interconnection
The contemporary military doctrine of “network-centric warfare” has favored a decentralized approach to both humanitarian interventions and “warfighting.” In reframing enmity as network antagonism, the United States has focused on a new type of anti-American enemy: the terrorist network. This essay contends that, instead of instrumentally mobilizing networks to fight networks, the work of the critical imagination is better served by isolating the…
Speculation: Financial Games and Derivative Worlding in a Transmedia Era
Introduction: Conceptual Games, or the Language of Video Games
Fabulously Procedural: Braid, Historical Processing, and the Videogame Sensorium
In recent years, the growing field of game studies has contributed to the ongoing cultural debate about what it means for videogames to be an art form that both selectively draws and dramatically departs from earlier forms such as the novel, theater, and cinema. To achieve a sense of videogames as a unique art form requires a more intimate understanding of the new sensorium that they open up-that is, the specific experience of spatiality, tempora…
IWired
Reading Network Fiction; This Book Contains Graphic Language: Comics as Literature
Book Review| December 01 2008 Reading Network Fiction; This Book Contains Graphic Language: Comics as Literature Patrick Jagoda Patrick Jagoda Search for other works by this author on: This Site Google American Literature (2008) 80 (4): 848–850. https://doi.org/10.1215/00029831-2008-047 Cite Icon Cite Share Icon Share Twitter Permissions Search Site Citation Patrick Jagoda; Reading Network Fiction; This Book Contains Graphic Language: Comics as L…
Postmodern American Literature and Its Other; Local Transcendence: Essays on Postmodern Historicism and the Database; From the Civil War to the Apocalypse: Postmodern History and American Fiction
Book Review| September 01 2009 Postmodern American Literature and Its Other; Local Transcendence: Essays on Postmodern Historicism and the Database; From the Civil War to the Apocalypse: Postmodern History and American Fiction Patrick Jagoda Patrick Jagoda Search for other works by this author on: This Site Google American Literature (2009) 81 (3): 643–646. https://doi.org/10.1215/00029831-2009-041 Cite Icon Cite Share Icon Share Twitter Permissi…
Terror Networks and the Aesthetics of Interconnection
The contemporary military doctrine of “network-centric warfare” has favored a decentralized approach to both humanitarian interventions and “warfighting.” In reframing enmity as network antagonism, the United States has focused on a new type of anti-American enemy: the terrorist network. This essay contends that, instead of instrumentally mobilizing networks to fight networks, the work of the critical imagination is better served by isolating the…
IWired
Gamification and Other Forms of Play
Throughout the developed world, in which digital media have achieved a ubiquitous status for many people, games have become an exemplary cultural form that serves as a prominent metaphor of everyday competition and success. This essay explores gamification—a term that derives from behavioral economics and refers to the use of game mechanics in traditionally nongame activities—as a form that economic, social, and cultural life increasingly takes i…
Fabulously Procedural: Braid, Historical Processing, and the Videogame Sensorium
In recent years, the growing field of game studies has contributed to the ongoing cultural debate about what it means for videogames to be an art form that both selectively draws and dramatically departs from earlier forms such as the novel, theater, and cinema. To achieve a sense of videogames as a unique art form requires a more intimate understanding of the new sensorium that they open up-that is, the specific experience of spatiality, tempora…
Gaming the Humanities
This essay approaches games and gamification as a major problematic of the still emerging digital humanities. Games-through their mechanics, procedurality, navigable worlds, and multimedia interactions-call for new literacies that exceed traditional reading and writing skills. Digital games demand new ways of perceiving and working. They seem to matter to the unfolding of the twenty-first-century everyday, even if we do not always recognize preci…
Speculation: Financial Games and Derivative Worlding in a Transmedia Era
Special Issue: Comics & Media
The Cambridge Companion to American Science Fiction
The Cambridge Companion to American Science Fiction explores the relationship between the ideas and themes of American science fiction and their roots in the American cultural experience. Science fiction in America has long served to reflect the country's hopes, desires, ambitions, and fears. The ideas and conventions associated with science fiction are pervasive throughout American film and television, comics and visual arts, games and gaming, a…
Reinvigorating adolescent sexuality education through alternate reality games: The case of The Source
This paper presents findings from a focus group study conducted to evaluate The Source, an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered to 133 predominantly African-American and Latino US youth. Ten focus groups were conducted with 43 young people a…
“Because if we don’t talk about it, how are we going to prevent it?”: Lucidity , a narrative-based digital game about sexual violence
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab. The outcome, Lucidity, was a multimedia game with a nonlinear narrative that led to two different out…
On Difficulty in Video Games: Mechanics, Interpretation, Affect
Introduction: Conceptual Games, or the Language of Video Games
Introduction: American Game Studies
Surplus Data: An Introduction
Divergent Pathways: How Pre‐Orientation Programs Can Shape the Transition to College for First‐Generation, Low‐Income Students 1
First‐generation, low‐income (FGLI) students attend college at historically high rates in the United States. However, FGLI students continue to struggle in transitioning to college, particularly in elite universities. In this article, we engage with interview and supplemental survey data from 40 FGLI students at an elite university to demonstrate how self‐advocacy skills—conceptualized as a form of cultural capital—can support FGLI students' tran…
Artificial Intelligence in Video Games
While the relationship between artificial intelligence (AI) and games far exceeds the parameters that a short review can even sketch out, I hope to propose a series of representational, historical, aesthetic, technical, experimental, and processual ways to approach the intersection between these two terms.Representations of AI and intelligent robots have been common throughout video game history, ranging from nonplayer to player characters. Some …
Playing at SLSA: A Game Studies Stream Retrospective
This retrospective essay weaves together the reflections of 12 diverse voices on the inclusion of game studies at the Society for Literature, Science, and the Arts (SLSA) annual meetings. The first game studies stream was organized in 2011 and brought together a series of interdisciplinary scholars, presentations, and panels on video games, virtual worlds, art, storytelling, war, time, platform, and identity. The stream was then and continues now…
Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest
Black and Latinx adolescents in urban schools can derive numerous benefits from tailored career and health education. However, many factors may prevent schools and teachers from offering such programing. To address the need for career and health education, we prototyped Caduceus Quest, a theory-based, digital role-playing game designed to provide information on health and biomedical science careers and sexual health (specifically HIV) for Black a…
Computer Science (12 works) · Digital Games and Media (11 works) · Sociology (11 works) · Art (9 works) · History (9 works) · Psychology (8 works) · Media studies (7 works) · Philosophy (6 works) · Aesthetics (5 works) · Art history (5 works)