<node id="123741">
  <nid>123741</nid>
  <type>external_news</type>
  <uid>
    <user id="27418"><![CDATA[27418]]></user>
  </uid>
  <created>1334233423</created>
  <changed>1475893535</changed>
  <title><![CDATA[Bogost on Asynchronous Gaming]]></title>
  <body><![CDATA[<p>“The big thing that asynchrony allows is time,” says <strong>Ian Bogost</strong>, Professor in the School of Literature, Communication, and Culture and Director of the Graduate Program in Digital Media, regarding the advantages of asynchronous multiplayer games. Bogost continues, “You don’t have to synchronize your time with someone else’s. I can make a play, and you can get around to playing back, or not, in your time.” <em>Source: <a href="http://www.wired.com/gamelife/2012/04/asynced-gaming/" target="_blank">Wired</a> - April 11, 2012</em></p>]]></body>
  <field_article_url>
    <item>
      <url><![CDATA[http://www.wired.com/gamelife/2012/04/asynced-gaming/]]></url>
      <title><![CDATA[]]></title>
    </item>
  </field_article_url>
  <field_publication>
    <item>
      <value><![CDATA[ in solidarity ]]></value>
    </item>
  </field_publication>
  <field_dateline>
    <item>
      <value>2012-04-11</value>
      <timezone></timezone>
    </item>
  </field_dateline>
  <field_media>
        </field_media>
  <og_groups>
          <item>1281</item>
          <item>1283</item>
      </og_groups>
  <og_groups_both>
          <item><![CDATA[Ivan Allen College of Liberal Arts]]></item>
          <item><![CDATA[School of Literature, Media, and Communication]]></item>
      </og_groups_both>
    <field_userdata>
      <![CDATA[]]>
  </field_userdata>
</node>
