Rise of the Video Game Zinesters – Sketch Notes

One thing that stood out to me while reading Chapters 1 and 7 of Anna Anthropy’s Rise of the Videogame Zinesters is the relationship between who gets to create games and the kinds of experiences we end up having in games. As someone who is used to building software, I found it interesting that creating a game doesn’t necessarily require sophisticated tools or years of technical experience. But I also kept wondering, does making these tools accessible automatically mean everyone has an equal opportunity to create and be heard? And even when we successfully build a game, how do we know that what players actually experience is what we intended? These are some of the questions I tried to capture in my sketchnotes.


Chapter 1 – Sketch Note


Chapter 7 – Sketch Notes

About the author

Hi, I'm Olu, a master's student in Learning Design and Technology at Stanford Graduate School of Education. I have a background in software engineering and have spent the last few years building educational technology, particularly for students in underserved communities.

I'm interested in how games can be used to make learning more engaging and help learners develop skills like critical thinking. I'm especially interested in serious and educational games and exploring how mechanics can be designed to create meaningful learning experiences.

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