robertogreco + games   1128

GDC 2012: Designing For Friendship - Chris Bell
And then there’s the relationship between us, the communication barrier that separates us, and the empathy that allows us to understand each other in spite of that.…

Both games I’ve helped design, "Journey" and "WAY", attempt to herd two strangers toward friendship. And both do it in similar and different ways.

But how do we do that? How do we design so friendship will emerge? And what is friendship really?…

What I’m interested in, is that spontaneous bond between strangers. I want to focus on online multiplayer that emphasizes shared goals, freedom of choice, anonymity, vulnerability, and communication.…

What were the seeds of my connections?…investment & responsibility…high stakes & real consequences…empathy…vulnerability…free choice…teaching…communication…

If the world isn’t valuing what we consider significant, we have the responsibility to create worlds that do.…

It’s what you choose to make that reveals who you are..."
worldbuilding  vulnerability  consequences  responsibility  investment  cv  tcsnmy  unschooling  freechoice  communication  empathy  japan  gamedesign  society  humanity  humanism  learning  teaching  2012  play  videogames  journey  gaming  games  design  via:kissane  chrisbell  from delicious
yesterday by robertogreco
Are video game soundtracks the new concept albums? | Technology | guardian.co.uk
"Does the brilliant soundtrack for Max Payne 3 hint at a future in which bands use game scores as a new creative medium?"

"The key challenge for musicians is to understand and exploit the non-linear nature of game music. Unlike a movie score, the audio has to be able to respond in real-time to the movements of the player, so it is usually chopped up into separate instrumental tracks and stems, which are automatically combined during play to match the on-screen action."

"With a film score you can cue music to specific moments, the way a character looks away, a shift in the eyes," says Davidge. "You'd also be scoring to the subtext of what's being said – the hidden intent.

With a game, because there's a lot of chasing around, a lot of action, it's often difficult to tie the different aspects of the plot together; music can play a hugely important role in helping the player understand the journey they're on, too feel that journey, so that the story hangs together and is less disjointed. It isn't just about scoring the movie snippets between each mission, the music is the undercurrent, it illustrates the emotional context of the scene."
music  bands  Guardian  2012  via:Preoccupations  videogames  games  gaming 
3 days ago by robertogreco
Gamasutra - News - In-depth: Is it time for a text game revival?
"In a market where books and games are close rivals for the most popular category on app stores, what happens when today's new gamers are hungry for something more than word puzzles?"

"Gamers are hungry for deeper characterization and worlds to which they can truly attach, and text can be a way to illuminate inner worlds, thought processes or other elements that aren't easily demonstrated by imagery."
via:caseygollan  text-basedadventures  text-basedgames  books  srg  if  games  interactivefiction  gaming  videogames  from delicious
16 days ago by robertogreco
Choice of Games
"Choice of Games is a small partnership dedicated to producing high-quality, text-based, multiple-choice games. We produce games in house, beginning with Choice of the Dragon and Choice of Broadsides. We have also developed a simple scripting language for writing text-based games, ChoiceScript, which we make available to others for use in their projects, and we host games produced by other designers using ChoiceScript on our website. All of our games are available for free on the web. We also produce mobile versions of our games that can be played on iPhones, Android phones, and other smartphones."
coding  choicescript  interactivefiction  if  interactive  free  online  ios  iphone  edg  srg  applications  android  gaming  games  text-basedgames  text-basedadventures  choiceofgames  from delicious
18 days ago by robertogreco
The Most Dangerous Gamer - Magazine - The Atlantic
"Thoreau…“With a little more deliberation in the choice of their pursuits,” he proclaimed, “all men would perhaps become essentially students and observers, for certainly their nature and destiny are interesting to all alike.”

Blow clicked off the stereo and turned to me. “I honestly didn’t plan that,” he said.

In so many words, Loud Thoreau had just described Blow’s central idea for The Witness. Whereas so many contemporary games are built on a foundation of shooting or jumping or, let’s say, the creative use of mining equipment to disembowel space zombies, Blow wants the point of The Witness to be the act of noticing, of paying attention to one’s surroundings. Speaking about it, he begins to sound almost like a Zen master. “Things are pared down to the basic acts of movement and observation until those senses become refined,” he told me. “The further you go into the game, the more it’s not even about the thinking mind anymore—it becomes about the intuitive mind."
literature  narrative  taylorclark  miegakure  marctenbosch  interactivefiction  asceticism  storytelling  payingattention  attention  observation  noticing  intuition  myst  littlebigplanet  money  belesshelpful  fiction  jenovachen  flow  tombissell  gamedev  chrishecker  einstein'sdreams  alanlightman  invisiblecities  italocalvino  jonblow  deannavanburen  art  2012  thewitness  thoreau  srg  edg  videogames  gaming  games  braid  jonathanblow  if  from delicious
7 weeks ago by robertogreco
selectbutton :: View topic - The Indie Games Depository
"There's this attempt to frame this argument in some kind of grand narrative about the Purpose of Art in this grim, materialistic way that dictates you have to elevate drawings and games and music to the same level of perceived importance as, like, sciences that help you learn how to build weather-resistant structures or stop wounds from bleeding, so art has to be measured by some arbitrary metrics to denote the movements of resources (TIME being considered a resource.) You're no longer hanging out and talking about your feelings about art and other potentially subjective shit, you're a warrior on the front lines of a new frontier, dude fighting for humanity's future. If you get locked into this mindset, you're inevitably building a canon. You have to have the big list of The Ones That Mattered because you need them to be the Platonic ideals everything else has been derived from. You don't think it's ego masturbation because you're convinced it's "going somewhere."

Jump a decade into the future, then another one, then another one, then keep going until the inevitable advance of tech has mutated "games" into something you no longer even recognize. Sergei Eisenstein was a bleeding-edge dude in his day, imagine drop-kicking his nerd ass into our age of Transformers 3 and iPhone videos. He would throw up. So might you, if you live long enough to see the format/medium/whatever you fought over outgrow your conception of it on a fundamental level. Whatever you think defines game graphics, whatever you think defines a game interface, whatever you think defines the goal of a game, its physical boundaries, anything, forget it because it's going to be wiped away. It'll join the rest of "art history," emulated on a drive somewhere and ripped completely free of what it gained from its original context.

Find what you're into and figure out why you're into it and talk about that. You're otherwise wasting your life. I'm serious, you can listen or not but it doesn't matter. You are being pulled into an endless game of whack-a-mole. You will try to devise a principled stance to use as an attack platform and you will use those arbitrary criteria to complain about random things that appear before you forever. Jump ahead a decade or another decade or another decade or another decade and all you thought would matter about what you were doing has been erased, and the kids will be waving their dicks around on the holodeck and they will not learn your name, and if they do they won't care, and if they care they won't understand."
criticism  art  games  gaming  meaning  purpose  via:tealtan 
8 weeks ago by robertogreco
One Time in a Card House with Stephanie Morgan… - Let’s Make Mistakes - Mule Radio Syndicate
"Stephanie Morgan, game producer to the game stars, stops in to chat with Mike and Katie about hot spots, self-flagellation, and not about casino buffets. When they have a few minutes, they discuss "gamification" in it's most meaningful as well as its most useless forms. Stephanie shares her past as a professional card player and some deep analysis of gameplay. This show rocks. As a bonus, Katie doesn't actually throw up in this episode, but Mike tries his hardest to instigate."

“I think twitter is a really interesting example of a very tightly honed game play loop.” [As pointed out here: http://twitter.com/litherland/status/182277474724491264 ]
analytics  facebook  zynga  engagement  badges  incentives  feedback  gamedesign  feedbackloops  katiegillum  mikemonteiro  gameplay  gaming  games  twitter  gamification  stephaniemorgan  from delicious
10 weeks ago by robertogreco
Way - Coco & Co
"In way, two strangers learn to speak."

"Way is a two-player online game where anonymous strangers speak and collaborate with puppetry."
puppetry  communication  collaboration  windows  osx  mac  srg  edg  indie  free  videogames  gaming  games  way  waygame  from delicious
10 weeks ago by robertogreco
Dave Hickey - The Heresy of Zone Defense [.pdf]
"Kareem, after the game, remarked that he would pay to see Doctor J make that play against someone else. Kareem's remark clouds the issue, however, because the play was as much his as it was Erving's, since it was Kareem's perfect defense that made Erving's instantaneous, pluperfect response to it both necessary and possible—thus the joy, because everyone behaved perfectly, eloquently, with mutual respect, and something magic happened—thus the joy, at the triumph of civil society in an act that was clearly the product of talent and will accommodating itself to liberating rules." This is phenomenal writing.
writing  play  sports  games  basketball  davehickey  juliuserving  via:infovore  rules  drj 
february 2012 by robertogreco
Kill Screen - Infinity Blade Review
[Not really sure how to describe this sort of writing. Don't miss the button at the end, which initiates an animation/alteration of the text, then reappears multiple times for additional iterations.]

"How to read a game that never ends.

Infinity Blade is a game about iteration, about retreading old ground, about the small changes that surface across endless repetitions."

[Referenced here: http://www.designculturelab.org/2012/02/26/hi-my-name-is-anne-i-make-stuff-with-words/ ]
glvo  edg  srg  fantasy  generations  swords  design  philosophy  art  via:meetar  infinityblade  animatedwriting  evolutionarywriting  iterative  iterativewriting  wcydwt  classideas  storytelling  jnicholasgeist  web  writing  games  moreofthisplease  evolvingtext  iteration  futureoftext  evolvingbook  killscreen  experimental  reviews  videogames  gaming  from delicious
february 2012 by robertogreco
Copenhagen Game Collective - Games, research, and other cool projects from Copenhagen and beyond
"Copenhagen Game Collective is a multi-gender, multi-national, non-profit game design collective based in Copenhagen, Denmark. The collective comprises a network of people and companies interested in independent game culture. Our members include creative individuals first of all, but also small companies, non-commercial interest groups, and game communicators and disseminators.

We play, exhibit, create, and care about games of all types – digital or otherwise – with a slant towards types of play that the game industry’s big boys can’t or won’t address. The diversity of our exhibits and game projects reflects our belief that creativity breeds creativity. The loose structure of the collective, encompassing a network of developers and collaborators, aims to create synergies between all our various projects."
design  development  collective  community  art  gaming  copenhagen  denmark  gamedesign  games  from delicious
february 2012 by robertogreco
Johann Sebastian Joust | Die Gute Fabrik
"Johann Sebastian Joust is a no-graphics, digitally-enabled folk game for 2 to 7 players, designed for motion controllers(such as the PlayStation Move). The goal is to be the last player remaining. When the music — selections from J.S. Bach's "Brandenburg Concertos" — plays in slow-motion, the controllers are extremely sensitive to movement. When the music speeds up, this threshold becomes less strict, giving the players a small window to dash at their opponents. If your controller is ever moved beyond the allowable threshold, you're out! Channel the power of J.S. Bach, and try to jostle your opponents' controllers while protecting your own."
controllers  johannsebastianjoust  play  interaction  gaming  games  from delicious
february 2012 by robertogreco
Video game journalism - Wikipedia [URL points to the section on "New Games Journalism"]
"New Games Journalism (NGJ) is a video game journalism term, coined in 2004 by journalist Kieron Gillen, in which personal anecdotes, references to other media, and creative analyses are used to explore game design, play, and culture.[19] It is a model of New Journalism applied to video game journalism. Gillen's NGJ manifesto was first published on the now defunct state forum/website, a community of videogame players often engaged in discussion and analysis of their hobby, from which an anecdotal piece, Bow Nigger,[20] had appeared. Gillen cites the work as a major inspiration for and example of what NGJ should achieve and the piece was later republished in the UK edition of PC gamer, a magazine with which Gillen has close professional ties."

[See also: http://alwaysblack.com/blackbox/ngj.html ]
storytelling  personal  experience  subjectivity  traveljournalism  travel  2004  gaming  culture  play  cross-mediareferences  anecdote  kierongillen  reviews  writing  videogames  games  newgamesjournalism  from delicious
february 2012 by robertogreco
Folk Lore: How Johann Sebastian Joust is defining a new gaming genre | The Verge
"Across the globe, like-minded individuals are getting caught in these games' gravitational pull, forming organizations and hosting events like Come Out and Play in New York and Hide & Seek's Weekender festivals in the UK. In London, a new series of events by the name of The Wild Rumpus are beginning to pick up steam.

"I don't feel I can speak for everyone, but for me its that I don't see why the style of games we played back in the playground had to be left there," Rumpus co-director Marie Foulston explained. "I don't just want to play against a machine, I want to play with other people.

"For video games especially, the concept of being physical and shifting away from the screen still feels like a contradiction in line with traditional expectations, but it's a fantastic one.""
douglaswilson  diegutefabrik  comeoutandplay  hide&seek  thewildrumpus  mariefoulston  joust  joy  videogames  via:tealtan  play  gaming  games  2012  johannsebastianjoust  hide&seek;  from delicious
february 2012 by robertogreco
Twitter / @philstuart: Love it when, after readin ...
"Love it when, after reading a game's description, what is in your head is completely different to the actual game. AND better AND makeable!"

[Apply to film, books, art, etc. Though, the imagining is often enough for me. I often say "I like the idea of X more than the actual X."]
imagination  2012  icandobetter  creativity  remaking  making  cv  thinking  ideas  philstuart  theideaisbetterthantherealthing  games  gaming 
february 2012 by robertogreco
tevis thompson: Saving Zelda
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…

Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."

…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012  space  play  openendedness  open-ended  autonomy  exploration  memory  spatialmemory  worlds  worldbuilding  nintendo  videogames  gaming  zelda  games  gamecriticism  gamedesign  via:tealtan  tevisthompson 
february 2012 by robertogreco
Playmakers on Vimeo
"playmakers, a 35 minute documentary, is the culmination of a six month project following the progress of Hide&Seek; game designers Alex Fleetwood and Holly Gramazio through the development of a new game. The documentary was filmed over the first 6 months of 2009 and premiered at the Sheffield Documentary festival. Playmakers will be available to download and view on the 5th of May 2010.

Over the last 50 years play has become an increasingly private activity. Now it is bursting back onto our streets. playmakers explores the emerging area of pervasive games it examines the implications of reclaiming play into the public domain and shows the possibilities offered by new technologies.

Playmakers investigates four main themes:

Part 1: Play…

Part 2: Public space…

Part 3: Technology…

Part 4: Theatre/art…"

[See also: http://playmakers.org.uk/ ]
blasttheory  simonevans  quentinstevens  paulinabozek  duncanspeakman  mattadams  simonjohnson  clarereddington  jackcase  thomasbrock  hollygramazio  alexfleetwood  hide&seek  art  theater  urbanplay  urbangames  parkour  social  urbanism  urban  legal  law  publicspace  fun  ubiquitousconnectivity  ubicomp  geolocation  geocaching  socialgames  gaming  via:chrisberthelsen  playmakers  play  games  rules  arg  pervasivegames  pervasive  2010  howardrheingold  michaelwesch  hide&seek;  from delicious
february 2012 by robertogreco
2011/12 Stephanie Morgan | Gamification Sucks on Vimeo
"Our speaker at the December 2011 San Francisco, Creative Mornings (creativemornings.com) was game designer and producer Stephanie Morgan (@notsmorgan). This event took place on December 16, 2011 and was sponsored by Typekit (typekit.com) who also hosted the event at their office in the Mission."
gaming  games  2011  stephaniemorgan  gamification  from delicious
january 2012 by robertogreco
Picaro - Say Hello to Picaro
"Picaro is a way to make and play small adventure games. They play a bit like interactive fiction with the control scheme of an old Sierra/LucasArts adventure game. If that was gibberish: the games are completely text-driven, but require no text input. You don’t type “use the key on the door”, you tap “Use”, “Key”, “Door”, then you’re told in a few sentences what happened.

In a way, this is the worst of both worlds: the restrictive agency of mouse input and the limited expression of text output. But this is precisely why it’s exciting: clicks in, text out is the cheapest, simplest format for a narrative game."
projectideas  classideas  srg  edg  text-basedadventures  text-driven  gaming  gamedesign  games  picaro  from delicious
january 2012 by robertogreco
Treehouses: Online community for internet // Speaker Deck
Notes here by litherland:

“The ephemerality of speech [sic] in these tools better affords intimacy.” Revisit. /

“That speech is temporal also means someone can be absent, which makes presence meaningful.” Makes a lot of assumptions; needs to rethink (or think harder about) what speech is. Or what he means by it. /

Concept of “intransient group memory.” /

Interesting thoughts about playgrounds. /

“Conversation is an iterated game, so your pseudo can be a strong identity even if it isn’t your *public commercial web face*.” [my emph] /

“Hosts use soft power to influence. The group still governs itself.” /

“Recording is corrosive to candid sharing, so a private internet space must be transient.” /
2012  markpaschal  dannyo'brien  via:litherland  heatherchamp  self-organization  openspace  hackerspaces  autonomy  richardbartle  johanhui  johanhuizinga  play  groupmemory  availabot  ephemerality  muds  space  place  alancooper  sovereignposture  secondlife  personalization  tomarmitage  animalcrossing  ambient  presence  minimumviabletreehouses  minecraft  gaming  games  clubhouses  socialmedia  darkmatter  privacy  sharing  conversation  groups  onlinetreehouses  treehouses  organizing  activism  community 
january 2012 by robertogreco
OTERP
"Oterp is a mobile phone game project using a GPS sensor to manipulate music in real time, depending on the player's position on Earth. It generates new melodies when travelling. The objective of Oterp is to mix the reality of our everyday environment with a video game. This is a new way to imagine our movements in a society increasingly on the move and dependent on mobile interfaces."

[via: http://nearfuturelaboratory.com/pasta-and-vinegar/2011/10/17/video-games-with-less-video/ ]
oterp  kevinlesur  antoninfourneau  gaming  games  rjdj  music  audio  gps  geolocation  geo  applications  ios  iphone  mobile  newmediaart 
january 2012 by robertogreco
Pasta&Vinegar; » Video games with less video
"Discussion with colleagues here at the design school about “screenless interaction design” led me to present some projects that I find interesting in the field. It seems that there’s starting to be a cluster of projects that aim at creating playful and digital interactions with less emphasis on the visual senses. Some examples I find interesting:

[1] SAP (for Situated Audio Platform) a “Barely Game prototype” by Russell Davies…

[2] Oterp by Antonin Fourneau (development by Kevin Lesur)…

[3] Papa Sangre…

It seems that there’s a continuum based on the degree to which the user need to look at his or her own device: from no need to do this to a quick glance once in a while. Interestingly, this connects to another interest of mine: asynchronous interactions between the user and digital realms… which led me to this kind of design space (teku teku angel is a Nintendo DS game in which you have to walk with a pedometer to raise so tamagotchi-like creature)…"
pedometer  tamagotchi  barelygames  kevinlesur  antoninfourneau  mobile  digitalinteractions  audio  senses  videogames  ds  nintendods  tekutekuangel  gaming  games  asynchronousinteractions  asynchronous  papasangre  oterp  nicolasnova  situatedaudioplatform 
january 2012 by robertogreco
GET LAMP: THE TEXT ADVENTURE DOCUMENTARY
"…early 1980s, an entire industry rose over telling of tales, solving of intricate puzzles & art of writing. Like living books, these games described fantastic worlds to readers, & then invited them to live w/in them.

They were called "computer adventure games", & they used the most powerful graphics processor in the world: the human mind.

Rising from side projects at unis & engineering companies, adventure games would describe a place, & then ask what to do next. They presented puzzles, tricks & traps to be overcome. They were filled w/ suspense, humor & sadness. & they offered a unique type of joy as players discovered how to negotiate obstacles & think their way to victory. These players have carried memories of these text adventures to the modern day, & whole new generation of authors have taken up torch to present new set of places to explore.

Get Lamp is a documentary that will tell the story of the creation of these incredible games, in the words of the people who made them."
cyoa  computers  computing  getlamp  classideas  storytelling  writing  towatch  if  interactivefiction  documentary  history  gaming  text  games  edg  srg  via:litherland  interactive  fiction 
january 2012 by robertogreco
Revisiting 'Zork': What We Lost in the Transition to Visual Games - Technology - The Atlantic
"Text-based adventures were written as much as they were designed, employing tantalizing adjectives to create a sense of the world"
philipbump  2012  gaming  play  games  videogames  storytelling  writing  text-basedadventures  zork  from delicious
january 2012 by robertogreco
prosthetic knowledge • One Page Graphic Novel: The Thames Megalodon The...
The above image appears to be some kind of map, but is actually an attempt to tell a big story within one frame. In a way, it is a game of narrative, as there is a list of important points to make as you guide yourself through it.

From the creaor, Henry Flint:

"Welcome to a new story telling medium… the One Page Graphic Novel. Is this a gimmick? Yes, probably.

Keith is a dustman who is shot into the future by a Time Vortex. He meets three companions and they start an epic adventure and It’s up to you to fill in the gaps."

A higher resolution version of the image can be found at Henry’s site here [click on the map]"

[See also: http://henryflint.wordpress.com/2012/01/20/one-page-graphic-novel-2/ ]
mapping  maps  comics  henryflint  boardgames  games  srg  edg  classideas  storytelling  graphicnovels  from delicious
january 2012 by robertogreco
The Sims designer creating new game for real life | Reuters
"I’ve had a couple of experiences where I realized that I’m surrounded by opportunities in life that I’m not aware of…I realized that we could build a system — if we had a situational awareness about you, about who you are, where you are, what time of day it is, how much money is in your pocket, what’s the weather like, what your interests are, etc. — that could make your life much more interesting.

If we had that much situational awareness about you and at the same time we were building this very high-level map of the world…all sorts of things like historical footnotes & people you might want to meet. I started thinking about games that we can build that would allow us to triangulate you in that space and build that deep situational awareness. There will be all types of games, but the key will be focusing the experiences, including multiplayer, within the real world and away from the fictional world that games currently invest in."
play  situationalawareness  context  awareness  situationist  situated  arg  gaming  2012  hivemind  games  willwright  from delicious
january 2012 by robertogreco
notgames: YouTube vs videogames
"Claiming that watching a movie on YouTube produces the same effect as actually interacting with a videogame that is not action-based, is like saying that looking at a person is the same as looking at Bernini’s sculpture or Velasquez’ painting of that person."
interaction  art  2011  youtube  videogames  film  gaming  games  from delicious
december 2011 by robertogreco
The Complete Rules For Games | Rock, Paper, Shotgun
"DO let me flush the toilets and turn on the taps. Scenery, in any game of any genre, shouldn’t be painted on the walls. And so many games before have put in a nice toilet flushing noise. Since all games do insist in including a toilet, as well they should, then all games should include the splishy sploshy noise of flushing it.

DON’T tell me that you’re a game any more. You want to capture something of Brechtian estrangement, break down that fourth wall with mallets and wrecking balls, because you think it’s a fresh and original approach. It’s not. It’s been done a lot, and it’s probably a sign that you’re not confident enough in your own creation. If you feel the urge to winkingly acknowledge to the player that they’re playing a game, then you need to go back to work to create a more convincing world."
gamedesign  fun  rules  games  play  videogames  2011  gaming  from delicious
december 2011 by robertogreco
dConstruct2011 videos: The Transformers, Kars Alfrink
"In this talk, Kars Alfrink – founder and principal designer at applied pervasive games studio Hubbub – explores ways we might use games to alleviate some of the problems wilful social self-seperation can lead to. Kars looks at how people sometimes deliberately choose to live apart, even though they share the same living spaces. He discusses the ways new digital tools and the overlapping media landscape have made society more volatile. But rather than to call for a decrease in their use, Kars argues we need more, but different uses of these new tools. More playful uses."

[See also: http://2011.dconstruct.org/conference/kars-alfrink AND http://speakerdeck.com/u/dconstruct/p/the-transformers-by-kars-alfrink ]

"Kars looks at how game culture and play shape the urban fabric, how we might design systems that improve people’s capacity to do so, and how you yourself, through play, can transform the city you call home."
monocultures  rulespace  self-governance  gamification  filterbubble  scale  tinkering  urbanism  urban  simulationfever  animalcrossing  simulation  ludology  proceduralrhetoric  ianbogost  resilience  societalresilience  division  belonging  rioting  looting  socialconventions  situationist  playfulness  rules  civildisobedience  separation  socialseparation  nationality  fiction  dconstruct2011  dconstruct  identity  cities  chinamieville  design  space  place  play  gaming  games  volatility  hubbub  howbuildingslearn  adaptability  adaptivereuse  architecture  transformation  gentrification  society  2011  riots  janejacobs  karsalfrink  from delicious
december 2011 by robertogreco
Neven Mrgan at re:build 2011 on Vimeo
"Bit Depth, by Neven Mrgan: At my dayjob, I design Mac software UI/UX, websites, T-shirts, and office signage. In my spare time, I’ve designed 8-bit games. I think every creative professional would benefit from fully executing projects of different complexity, history, and purpose."

[All great stuff. Totally agree with him about the gamification bit.]

[See also: http://mrgan.tumblr.com/post/14868098046/focused-dabbling ]
sideprojects  videogames  specialists  generalists  interdisciplinary  interdisciplinarity  dabbling  software  applications  transmit  panic  8-bit  bitdepth  depth  gaming  games  purpose  focus  darwin  work  design  polish  re:build  2011  appification  gamification  nevenmrgan  from delicious
december 2011 by robertogreco
inessential.com: ‘Gamification’ sucks
"“Gamification” is a word and concept invented by idiocrats who confuse humane with manipulative.

Theory about how the mistake gets made

Everybody sees the trend toward simpler, more-focused, better-designed software. Enterprise developers see the consumerization of IT.

You could look at this trend and say, “As software improves, it respects its users more. It works better and looks better, is easier to learn, and leaves out the things that waste a user’s time.”

Or you could look at this trend and say, “As software gets simpler, it gets dumbed-down — even toddlers can use iPads. Users are now on the mental level of children, and we should design accordingly. What do children like? Games.”

Respect

It should be obvious that one conclusion respects people and one doesn’t. It should also be obvious that the first conclusion is correct and the second is incorrect, cynical, and low."
design  gaming  games  software  truth  2011  cynicism  humanism  society  gamification  from delicious
december 2011 by robertogreco
Fireplace
"Type words to interact with Fireplace or just sit back and enjoy. The logs burn to ashes in about 30 minutes each.

I really wanted a big-pixeled fireplace to keep in my bedroom and thought other people might like it, too. If you have any feedback or photos, you can contact me here.

I hope you enjoy it.

— Ted Martens

Some basic commands to try: log, match, marshmallow, smore, eat, hotdog, fireworks, photo, paper"
pixelart  pixels  fun  windows  applications  mac  fireplace  art  artgames  games  from delicious
december 2011 by robertogreco
Simple Genius: Pockit, A Game Console With No Screen And No Graphics | Co. Design
"Is a video game still a video game if there's no... video? Designer Adam Henriksson grabs that question by the horns with Pockit, a game console concept that has no graphics whatsoever. Instead, it's a Wii-like motion-sensing wand that "encourages everyone to be physical and have a reason to break norms," he writes. Rather than waving the wand around in front of a screen -- which is the only way you get to see what your wand is representing--the Pockit moves that aspect of the game experience into your own mind's eye. Whether you've configured the Pockit to be "running" a swordfighting game or something else, the point is that the players are focusing their attention on each other in real life, not virtualized avatars."

[See also: http://adamhenriksson.com/?p=72 AND http://www.tuvie.com/pockit-revolutionary-gaming-console-concept-enhances-social-engagement/ via: http://inspirationfeed.a-small-lab.com/post/13234063326/ ]
gaming  games  play  videogames  pockit  adamhenriksson  2011  ios  iphone  interactivity  realworld  johannsebastianjoust  johansebastianjoust  from delicious
november 2011 by robertogreco
The seedy underside of Vimeo « Icrontic Tech
"But wait… That wasn’t all they did. They disabled embedding of all content on our site, even the things we had made ourselves. Sure, the videos were still available by going directly to Vimeo.com and going into our account, but embedding was gone, so every occurrence of a video on our site was replaced with a block that said “embedding has been disabled for this site.”"
vimeo  videogames  gaming  games  2009  video  brianambrozy  viddler  videohosting  videosharing  indiegames  nintendo  e3  from delicious
november 2011 by robertogreco
Vimeo vs. Indie Game Developers
"However, one thing that has become increasingly difficult to find has been anything related to video games. Specifically, indie video games. Vimeo's long been the go-to space for heralded indie titles like Sword and Sworcery to tease viewers with glimpses of in-development games. Yet, indie devlopers are finding themselves running afoul of an edict that forbids video of gameplays for users at the Basic and Plus levels of membership. To have gameplay videos hosted, users must purchase the Pro level at a cost of $199/year. That may not seem like a lot, but considering how many indie games get made by one- or two-person teams with no other source of income, it can be a big difference.

After seeing a flurry of tweets about the Vimeo policy earlier today, Kotaku reached out to Independent Games Festival chairman Brandon Boyer for his take on the situation. His editorial follows:"
videogames  vimeo  independentgamesfestival  indievideogames  video  2011  kotaku  games  videosharing  videohosting  brandonboyer  indiegames  from delicious
november 2011 by robertogreco
New upload rules on Vimeo Staff Blog
"The Vimeo staff has decided that we are no longer going to allow gaming videos on Vimeo. Specifically, we are no longer going to allow game walk-throughs, game strategy videos, depictions of player vs player battles, raids, fraps, or any other video gaming videos that simply depict individuals playing a video game. Videos falling into this category will be subject to deletion as of September 1st; new videos of this type will be removed."
vimeo  customerservice  videogames  walkthroughs  videos  games  gaming  2008  videosharing  videohosting  indievideogames  indiegames  from delicious
november 2011 by robertogreco
The American Crawl : “Pandemic Right Here! Got That Pandemic!”
"A board game that relies on collaboration amongst players instead of competition, Pandemic finds players racing around the globe treating infections and feverishly trying to discover the cure before another epidemic wrecks havoc on the globe. In effect, the players are working together to beat the game; either we all win or – as was most oft the case for us – we all lose.

A game that can be played by anyone, we found ourselves deliberating every action and discussing (or arguing) strategy. We were metacognitive in our decision making process. We highlighted what failed in past games (deciding to ignore the wildfire-like spread of disease in Asia, for instance was a particularly terrible strategy) and relied on our various locations, cards, and other game attributes to eventually beat the game."
pandemic  boardgames  games  play  collaboration  anterogarcia  2009  strategy  classideas  from delicious
october 2011 by robertogreco
The Life-Changing $20 Rightward-Facing Cow
"And it was a quiet discipline; his work was appreciated in academia, media and even in philanthropy, but often considered "ivory tower"-–not necessarily a complimentary term-–by the mainstream design community and the big profiteers. Then came the Gamification movement, the shiny new idea that if people were assigned goals and extrinsic "rewards," they'd be more motivated to engage with tasks-–and brands-–than they would have otherwise been.

Bogost's years of research and writing on how games could affect perspective and behavior prized design wisdom and a deep understanding of context and of other media. Yet suddenly there was an explosion of investment in gamification startups eager to tack game mechanics onto things like check-in apps. The intersection of games and real life was suddenly a very trendy thing, and a new legion of spokespeople emerged to simplify, systematize and mass-market it."
cowclicker  ianbogost  leighalexander  2011  videogames  zynga  games  kotaku  culture  tragic  facebook  gamification  from delicious
october 2011 by robertogreco
Game Design Advance › [Insert Cow Pun Here]
"I don’t think mice push buttons that aren’t hooked up to anything. But people do, they’re called games. Games are Skinner boxes in which you are both the scientist and the mouse. You pretend to care, and then you get to experience what it means to care, only at one remove, like, with a clipboard. Some games let you pretend to murder other people, Cow Clicker lets you pretend to be a slave. A slave to the button. A slave to the rhythm. A slave to these damn Cows. A slave to the daily grind of Facebook, work, and life."
games  gaming  ianbogost  leighalexander  2011  motivation  humans  behavior  cowclicker  psychology  franklantz  from delicious
october 2011 by robertogreco
Lego combines the digital and physical in iPhone game | BappProducts | Macworld
"Danish toy company Lego is pushing its toys into the mobile age with the Life of George iPhone app, which combines a digital and physical gaming experience.

The new Lego game consists of a free iPhone app, a set of bricks and a play mat that acts as a green screen. The goal is to build the image shown on the screen as fast as possible in real life. When players finish building the model they have to take a photo of the structure with their iPhone or iPod Touch to see if they succeeded. The app will calculate a score based on accuracy and speed."
lego  games  iphone  ios  applications  play  from delicious
october 2011 by robertogreco
Has Technology Changed the Way Children Play? | MindShift
"Playground culture and children’s games are not overwhelmed, marginalized or threatened by media."<br />
<br />
"despite the fears about an untoward influence of media and technology, the researchers found that children’s folklore and children’s imaginations still thrive"
learning  play  ipad  technology  children  audreywatters  2011  games  playgrounds  folklore  from delicious
september 2011 by robertogreco
ARIS - Mobile Learning Experiences - Creating educational games on the iPhone
"ARIS is a tool for you to make mobile games, tours and interactive stories. Using the GPS and QR Codes, ARIS players will experience a virtual world of interactive characters, items and media placed in physical space."

[via: http://twitter.com/KornerstoneGuy/status/105744006423646208 ]
education  learning  design  technology  games  mobilegames  play  classideas  qrcodes  gps  interactive  storytelling  location-based  location  location-aware  from delicious
august 2011 by robertogreco
Backseat Driver, Realtime iPhone Driving App For Children by ToyToyota
"ToyToyota, Toyota Motor Corporation’s new kid-friendly offshoot project, has them driving early, at least from the backseat, with the recently released the iPhone app Backseat Driver. In this app, the GPS functionality of the iPhone is used to mirror the route of the real car (Papa Car) that the child is riding in and allows them to steer and pick up objects in their car (Mama Car) for points. Virtual car customization is allowed as is the sharing of designs and scores via Twitter.<br />
<br />
First offered in Japan, ToyToyota has created an English language version of their marketing video and website. The app is also now usable on U.S. roads."
iphone  ios  applications  toyota  children  games  gps  toytoyota  backseatdriver  from delicious
july 2011 by robertogreco
http://www.literateprogramming.com/adventure.pdf
"The ur-game for computers — Adventure — was originally written by Will Crowther in 1975 and greatly extended by Don Woods in 1976. I have taken Woods’s original FORTRAN program for Adventure Version 1.0 and recast it in the CWEB idiom.

I remember being fascinated by this game when John McCarthy showed it to me in 1977. I started with no clues about the purpose of the game or what I should do; just the computer’s comment that I was at the end of a forest road facing a small brick building. Little by little, the game revealed its secrets, just as its designers had cleverly plotted. What a thrill it was when I first got past the green snake! Clearly the game was potentially addictive, so I forced myself to stop playing — reasoning that it was great fun, sure, but traditional computer science research is great fun too, possibly even more so.

Now here I am, 21 years later, returning to the great Adventure after having indeed had many exciting adventures in Computer Science"
adventure  history  1977  programming  fiction  interactive  via:robinsloan  willcrowther  cweb  coding  games  gaming  videogames  cyoa  filetype:pdf  media:document  if  interactivefiction  from delicious
july 2011 by robertogreco
Visual novel - Wikipedia
"A visual novel (ビジュアルノベル bijuaru noberu?) is an interactive fiction game featuring mostly static graphics, usually with anime-style art, or occasionally live-action stills or video footage.[1] As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays.

In Japanese terminology, a distinction is often made between visual novels proper (abbreviated NVL), which are predominantly narrative and have very little interactive elements, and adventure games (abbreviated AVG or ADV), which typically incorporate problem-solving and other gameplay elements. This distinction is normally lost in the West, where both NVLs and ADVs are commonly referred to as "visual novels" by Western fans. Visual novels and ADVs are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006."
games  writing  japan  classideas  multimedia  media  nvl  avg  adv  visualnovels  interactive  interactivefiction  fiction  gaming  videogames  if  from delicious
july 2011 by robertogreco
Steins;Gate - Wikipedia
"The story of Steins;Gate takes place in Akihabara and is about a group of friends who have customized their microwave into a device that can send text messages to the past. As they perform different experiments, an organization named SERN who has been doing their own research on time travel tracks them down and now the characters have to find a way to avoid being captured by them. Steins;Gate has been praised for its intertwining storyline and the voice actors have been commended for their portrayal of the characters."
games  japan  interactivefiction  storytelling  timetravel  manga  xbox360  videogames  classideas  writingprompts  visualnovels  edg  srg  scifi  sciencefiction  akihabara  tokyo  anime  if  from delicious
july 2011 by robertogreco
Amazon.com: A New Literacies Sampler (New Literacies and Digital Epistemologies) (9780820495231): Knobel Michele, Lankshear Colin: Books
"The study of new literacies is quickly emerging as a major research field. This book "samples" work in the broad area of new literacies research along two dimensions. First, it samples some typical examples of new literacies—video gaming, fan fiction writing, weblogging, role play gaming, using websites to participate in affinity practices, memes, and other social activities involving mobile technologies. Second, the studies collectively sample from a wide range of approaches potentially available for researching and studying new literacies from a sociocultural perspective. Readers will come away with a rich sense of what new literacies are, and a generous appreciation of how they are being researched."<br />
<br />
[Via a comment by Adam Mackie here: http://www.dmlcentral.net/blog/antero-garcia/multiliteracies-and-designing-learning-futures ]
multiliteracies  literacy  newliteracies  videogames  gaming  games  education  blogging  memes  fanfiction  books  toread  2007  socialmedia  roleplaying  rpg  mmog  mmorpg  culture  expression  research  colinlankshear  micheleknobel  from delicious
july 2011 by robertogreco
Weaponized Transhumans: Halo, Deus Ex, Crysis...
"We love games where we put on armor that gives us superhuman abilities. We become transhuman.<br />
<br />
What future is there for humanity when this kind of technology arrives? At what point we do we stop calling the shots? When the armor no longer needs us - what happens?…<br />
<br />
…thesis: games about future, transhuman warriors like the Master Chief make an argument about the role of humans in future society. Are we going to be the drivers we are today, or will we ride in the backseat, chaffeured and guided by AI?…<br />
<br />
In each of these universes, technologically augmented humans fight to determine the fate of our species. In some, these humans are deciders and actors. In others, they're equipment, slaves to their machines. Let's look at each in turn, and see what they have to say about what will happen to humans once we start altering ourselves with technology."
gaming  via:adamgreenfield  halo  deusex  bioshock  warhammer  crysis  videogames  2011  transhumanism  society  humans  psychology  future  games  from delicious
july 2011 by robertogreco
Grey Area
"Grey Area changes the way games are understood as part of the life in the city. The Company was founded to create a breakthrough gaming experience using real world locations as the context for mobile games.

We see cities as playing fields, neighborhoods as front lines.

The core group comprises Mikko Hämäläinen, Andreas Karlsson, Teemu Tuulari and Ville Vesterinen with a network of world class investors and advisors. We are currently looking for more talent to join our team of 15. Regardless of where you reside, if you get games and just got interested, get in touch!"
games  gaming  greyarea  location  situationist  helsinki  urban  urbanism  play  iphone  ios  finland  shadowcities  from delicious
july 2011 by robertogreco
Shadow Cities, a New iPhone Video Game - Review - NYTimes.com
"I have played the future of mobile gaming. It is called Shadow Cities.

If you have an iPhone, you simply must try this game. Shadow Cities isn’t just the future of mobile gaming. It may actually be the most interesting, innovative, provocative and far-reaching video game in the world right now, on any system.

That’s a strong, perhaps outrageous, statement. But it’s merited because Shadow Cities delivers a radically fresh sort of engagement. Shadow Cities fully employs the abilities of the modern smartphone in the service of an entertainment experience that feels almost impossibly exciting and new."

"Until now games on phones and tablets have basically used those devices as small versions of traditional game machines; they did not allow you to play directly with other users in real time and they certainly took no note of where you were in the real world…

But in Shadow Cities the network and the real world it pervades become the game, which is so much more powerful."
iphone  ios  applications  shadowcities  via:adamgreenfield  situationist  place  games  gaming  toplay  2011  play  gps  location-based  location-aware  greyarea  from delicious
july 2011 by robertogreco
Badges - MozillaWiki
"Today's learning happens everywhere, not just in the classroom. But it's often difficult to get credit for it.<br />
Mozilla and Peer 2 Peer University are working to solve this problem by developing an Open Badges infrastructure.  <br />
Our system will make it easy for education providers, web sites and other organizations to issue badges that give public recognition and validation for specific skills and achievements. <br />
<br />
And provide an easy way for learners tomanage and display those badges across the web -- on their personal web site or resume, social networking profiles, job sites or just about anywhere.<br />
<br />
The result: Open Badges will help learners everywhere unlock career and educational opportunities, and regonize skills that traditional resumes and transcripts often leave out."
education  learning  technology  games  online  gaming  gamification  badges  opensource  openbadges  recognition  achievement  credentials  skills  via:monikahardy  from delicious
july 2011 by robertogreco
Post by Robin Sloan: Thursday question 001: What's the future of offline role-playing games?
"had a fun Twitter back-and-forth…about Dungeons & Dragons…made me think about a few things:

* Board games like HeroQuest, which offered a sort of stripped-down D&D experience, played across a reconfigurable plastic-and-cardboard labyrinth.

* The fact that my friend +Robert Lavolette seems to enjoy the sourcebooks (detailing various monsters, locales, & lost civilizations) more than the games themselves.

* +Matt Penniman's love of new-school indie RPGs, many of which sport radically reduced rule sets—you can play some w/ just index cards.

So: What's the future of offline role-playing games?

Is the rise of a game like Settlers of Catan a sign that the mainstream is ready for nerdier fare? If there was going to be a breakout RPG (one played in person, around a table) what would it be? Do you have a dream RPG?

I'm interested to hear from folks who haven't played RPGs—who know them by reputation, or who have always been curious…"
robinsloan  games  rpg  arg  gaming  offline  play  cyoa  2011  settlersofcatan  larp  books  werewolf  mafia  interactive  fiction  if  interactivefiction  from delicious
july 2011 by robertogreco
Maybe Al Gore Should Play a Video Game
"a couple of weeks ago, former Vice President Al Gore keynoted the Games For Change conference—a conference about the potential for video games to improve society—and confessed in that keynote that he hadn't played a video game in earnest since Pong."<br />
<br />
"I'm struck, however, by the emergence of this new group: the non-gamer gaming defenders. Where will they lead and mis-lead games? Where will the vice presidents who don't play games bring the medium? How will the Supreme Court justices who see games as marginally different than Choose Your Own Adventures books speak to gaming's greatness?<br />
<br />
What will we do when the people who pay close attention notice there are things unsavory about video games, while the people who don't play, keep on telling us how wonderful games are?"
videogames  algore  antoninscalia  advocacy  experience  gaming  games  supremecourt  2011  via:melaniemcbride  from delicious
july 2011 by robertogreco
PLAYBACK: Games Have Changed the World ... Can the World Change Games to Save Itself? | Spotlight on Digital Media and Learning
"Al Gore declares games “the new normal” and other news from Games for Change; “Portal 2” to allow educators to match game to lesson plans; “Virulent” launches at Games+Learning+Society conference; “Vanished” concludes two-month sci-fi mystery; more colleges add gaming curriculums; interview with a 22-year-old college grad on the future of gaming."
games  gaming  worldchanging  seriousgames  learning  problemsolving  via:preoccupations  edtech  socialentrepreneurship  from delicious
july 2011 by robertogreco
Video games for Xbox and Playstation : The New Yorker
"The second thing I learned about video games is that they are long…not like watching one ninety-minute movie…like watching one whole season of a TV show…in a state of staring, jaw-clenched concentration…<br />
<br />
On the other hand, the games can be beautiful."<br />
<br />
"The good thing about Halo 3: ODST is…I don’t know. If I was fonder of 1970s cast-concrete architecture, I’m sure I would have enjoyed the experience more…game seemed to me to be both desolate & repetitive, w/ incomprehensible Biblical & race-war undermeanings."<br />
<br />
"…best time I had w/ Uncharted 2 was while eating a submarine sandwich & watching the making-of videos that came w/ the game disk, fantasizing about what it would be like to work for Naughty Dog as a late-afternoon-lighting designer or a stony-ledge-placement specialist. These people know how to have fun."<br />
<br />
"This list…made w/ my son’s help. He reads video-game Web sites & listens every week…Giant Bombcast…like “Car Talk” but with 4 vastly knowledgeable gamers."
videogames  gaming  games  nicholsonbaker  reviews  gamedesign  2010  from delicious
july 2011 by robertogreco
Real-World Math - storify.com
"Hey, kids! Ever wonder how math is done in the real world? This is the way math is done in the real world."<br />
<br />
Storify that I put together to document a conversation on Twitter about a specific math problems that Diana Kimball asked for help with.
math  mathematics  realworld  cv  storytelling  storify  collaboration  twitter  2011  timcarmody  robinsloan  dianakimball  games  boardgames  problemsolving  statistics  probability  conversation  from delicious
july 2011 by robertogreco
Harnessing the Power of Feedback Loops | Magazine [What can we make to help address chronic tardiness problems?]
"The signs leverage what’s called a feedback loop, a profoundly effective tool for changing behavior. The basic premise is simple. Provide people w/ information about their actions in real time…then give them an opportunity to change those actions, pushing them toward better behaviors. Action, information, reaction. It’s the operating principle behind a home thermostat, which fires the furnace to maintain a specific temperature, or the consumption display in a Toyota Prius, which tends to turn drivers into so-called hypermilers trying to wring every last mile from the gas tank. But the simplicity of feedback loops is deceptive. They are in fact powerful tools that can help people change bad behavior patterns, even those that seem intractable. Just as important, they can be used to encourage good habits, turning progress itself into a reward. In other words, feedback loops change human behavior…"
technology  science  games  psychology  change  behavior  feedback  tcsnmy  speeding  safety  evidence  relevance  action  consequences  timeliness 
june 2011 by robertogreco
undef | receipt-racer
"RECEIPT RACER: a microproject by undef and Joshua Noble<br />
<br />
The receipt racer combines different in and output devices into a complete game. It was made during the "Let's feed the future workshop", organized by creativeapplications.net as a part of the OFFF Festival in Barcelona on June 8th 2011. <br />
<br />
The game is played on a receipt printer, a common device you can see at every convenient store. It prints those papers you usually find crumbled up in your pockets, just to throw them away. It is a thermal printer using heat to darken the paper. This eliminates any slowdowns in printing lots of black. A roll can be ordered online and costs around 80 cents."
design  art  games  humor  videogames  papernet  make  receiptracer  gaming  from delicious
june 2011 by robertogreco
William Gibson says cyberspace was inspired by 8-bit videogames
"I was walking around Vancouver, aware of that need, and I remember walking past a video arcade, which was a new sort of business at that time, and seeing kids playing those old-fashioned console-style plywood video games. The games had a very primitive graphic representation of space and perspective. Some of them didn’t even have perspective but were yearning toward perspective and dimensionality. Even in this very primitive form, the kids who were playing them were so physically involved, it seemed to me that what they wanted was to be inside the games, within the notional space of the machine. The real world had disappeared for them-it had completely lost its importance. They were in that notional space, and the machine in front of them was the brave new world."
williamgibson  cyberspace  definitions  neologisms  vancouver  britishcolumbia  games  videogames  sciencefiction  scifi  from delicious
june 2011 by robertogreco
YouTube - Sudbury Valley School - Focus and Intensity
"This video is a glimpse into the life of our school. Enter a world of young people who are exuberant about their lives, and are fully in control of their education. We hope you will enjoy their spirit, their focus, and above all their intensity in pursuing their passions."
sudburyschools  sudburyvalleyschool  education  unschooling  deschooling  learning  democratic  democraticschools  democracy  tcsnmy  schools  lcproject  2011  play  videogames  games  from delicious
june 2011 by robertogreco
Kevin Slavin – Reality Is Plenty, Thanks. « Mobile Monday Amsterdam
"Kevin Slavin closes the final Mobile Monday Amsterdam with an improvised talk about why reality is plenty. And closing the row of bare feet speakers at the event."
culture  history  games  psychology  mobile  kevinslavin  ar  augmentedreality  reality  2011  momoamsterdam  tv  television  jeanpiaget  extramission  immersion  mimesis  replication  uncannyvalley  information  tamagotchi  perception  senses  from delicious
june 2011 by robertogreco
Nomic - Wikipedia
"Nomic is a game created in 1982 by philosopher Peter Suber in which the rules of the game include mechanisms for the players to change those rules, usually beginning through a system of democratic voting.[1]

"Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed."

—Peter Suber, the creator of Nomic, The Paradox of Self-Amendment, Appendix 3, p. 362.

Nomic actually refers to a large number of games based on the initial ruleset laid out by Peter Suber in his book The Paradox of Self-Amendment."
education  politics  games  change  community  petersuber  play  democracy  self-amendment  logic  philosophy  lawyering  variability  nomic  from delicious
june 2011 by robertogreco
Create Flash Games with Stencyl
"Welcome to StencylWorks, 2D game creation done right. StencylWorks isn't your average game creation software; it's a gorgeous, intuitive toolset that integrates seamlessly with the Stencyl ecosystem.<br />
Exclusive collaboration and sharing features will have you making Flash games in a flash. For free."
games  software  tools  online  design  gamedesign  scratch  glvo  edg  srg  classideas  tcsnmy  coding  gaming  diy  stencyl  kongregate  facebook  mac  osx  windows  flash  from delicious
june 2011 by robertogreco
GRAND THEFT AUTO IV - Map: Liberty City
"Plunge into the boroughs of Liberty City from the safety of your own chair."
architecture  games  maps  mapping  gaming  libertycity  googlemaps  gta  from delicious
june 2011 by robertogreco
Mari Keski-Korsu - Elephant Paths
"Elephant Paths is a project that explores a geographical and social space using GPS–mapping devices, video and stories from the people walking the paths. It reveals a point of view connected to a space, telling a short story of a moment via video triptychs and stories. It links these places together with mapping traces and social relations. Altogether it creates a spatial map that can be experienced in location (possibly with help of GPS –devices) and in the Internet. Mapped paths are marked with a note.

Elephant Paths –project's goal is to reveal cultural similarities and differences. The project ideology believes that ignorance is the road to fear and war. When we know about people living close or even far from us, we can be open minded and anti-racists. There is a common humanity everywhere, only habits, believes, religions etc. change. The aim is not find a monotonious image of the world, but to reveal common humanity we could all relate to."
gps  elephantpaths  desirelines  geography  social  similarities  differences  humanity  deschooling  unschooling  anarchism  everyday  commonhumanity  human  technology  art  urban  urbanism  games  from delicious
june 2011 by robertogreco
How I Failed, Failed, and Finally Succeeded at Learning How to Code - Technology - The Atlantic
"Kids are naturally curious. They love blank slates: a sandbox, a bag of LEGOs. Once you show them a little of what the machine can do they'll clamor for more. They'll want to know how to make that circle a little smaller or how to make that song go a little faster. They'll imagine a game in their head and then relentlessly fight to build it.
Along the way, of course, they'll start to pick up all the concepts you wanted to teach them in the first place. And those concepts will stick because they learned them not in a vacuum, but in the service of a problem they were itching to solve.

Project Euler, named for the Swiss mathematician Leonhard Euler, is popular (more than 150,000 users have submitted 2,630,835 solutions) precisely because Colin Hughes…crafted problems that lots of people get the itch to solve. And it's an effective teacher because those problems are arranged like the programs in the ORIC-1's manual, in what Hughes calls an "inductive chain":"
education  learning  teaching  history  howto  coding  programming  curiosity  sandboxes  lego  blankslates  projecteuler  problemsolving  math  mathematics  themathematician'slament  paullockhart  curriculum  collegeboard  testing  rote  rotelearning  criticalthinking  jamessomers  colinhughes  basic  games  gaming  play  tcsnmy  unschooling  deschooling  pedagogy 
june 2011 by robertogreco
Whist - Wikipedia
"Whist is a classic English trick-taking card game which was played widely in the 18th and 19th centuries. It derives from the 16th century game of Trump or Ruff, via Ruff and Honours. Although the rules are extremely simple, there is enormous scope for scientific play."
games  cardgames  play  srg  edg  classideas  whist  trump  ruff  from delicious
may 2011 by robertogreco
The Non-Expert: IKEA by Matthew Baldwin - The Morning News
"Question: Hey Nonexpert, my girlfriend drags me to IKEA almost every weekend and it’s driving me crazy. What should I tell her? –Brent Flagg<br />
Answer: There is no known treatment for IKEA addiction. The best you can do is learn to survive…

IKEA WALKTHROUGH v2.3.1…

IKEA is a fully immersive, 3D environmental adventure that allows you to role-play the character of someone who gives a shit about home furnishings. In traversing IKEA, you will experience a meticulously detailed alternate reality filled with garish colors, clear-lacquered birch veneer, and a host of NON-PLAYER CHARACTERS (NPCs) with the glazed looks of the recently anesthetized."
ikea  walkthrough  videogames  gaming  humor  games  survival  2004  themorningnews  from delicious
may 2011 by robertogreco
The seduction secrets of video game designers | Technology | The Observer
"So games aren't just about wasting time. They fulfil intrinsic human needs, whether we are conscious of it or not. "That loop of agency, learning and disproportionate feedback is at the heart of something very important," says Margaret Robertson. She thinks for a second before pointedly adding: "And very, very seductive.""
education  learning  design  technology  gaming  videogames  play  games  human  psychology  from delicious
may 2011 by robertogreco
Periodic Table of Storytelling by *ComputerSherpa on deviantART
"Periodic Table of Storytelling by *ComputerSherpa "is an incredibly clever use of the old fashion periodic table but put in a way that storytelling enthusiasts can relate to and understand. There’s a science to creativity after all." (Suggester's words)"
design  games  writing  storytelling  classideas  tcsnmy  teaching  periodictable  from delicious
may 2011 by robertogreco
melaniemcbride.net » Melanie McBride
"Toronto-based early adopter, educator & digital culture specialist who writes, teaches & researches emergent literacies & learning. In 2010, Melanie joined Ryerson University’s Experiential Design & Gaming Environments (EDGE) lab team, where she is currently researching & writing about children’s learning in gaming environments and virtual social spaces. Melanie is also at work on a book about digital literacies and the hidden curriculum of emergent learning & education. Melanie has taught secondary, post-secondary, industry, alternative, at-risk & adult education. When she is not writing and researching she can be found raiding in World of Warcraft or tending her crops in Minecraft."

"Research Interests: Social justice, situated informal learning, gaming/game culture, MMOs and multiplayer games, virtual and persistent worlds, transmedia, remix and maker culture, Open technology, Open education, critical pedagogy, critical theory, hidden and null curriculum, privacy"
games  education  melaniemcbride  toronto  teaching  learning  gaming  play  situationist  situatedlearning  criticalpedagogy  criticaleducation  open  opentechnology  informallearning  transmedia  mmo  wow  unschooling  deschooling  lcproject  tcsnmy  situatedinformallearning  socialjustice  criticaltheory  privacy  simulations  digitalliteracy  emergentcurriculum  emergentlearning  hiddencurriculum  minecraft  from delicious
may 2011 by robertogreco
Gamification: Ditching reality for a game isn't as fun as it sounds. - By Heather Chaplin - Slate Magazine
"McGonigal…not advocating any kind of real change, as she purports, but rather change in perception…wants to add gamelike layer to world to simulate these feelings of satisfaction, which indeed people want. What she misses is that there are legitimate reasons why people feel they’re achieving less. These include the boring literal truths of jobs shipped overseas, stagnant wages, & a taxation system that benefits the rich & hurts middle class & poor. You want to transform peoples’ lives into games so they feel as if they’re doing something worthwhile? Why not just shoot them up w/ drugs so they don’t notice how miserable they are? You could argue that peasants in Middle Ages were happy imagining that the more their lives sucked here on earth the faster they’d make it into heaven. I think they’d have been better off w/ enough to eat & some health care. Indeed, gamification is an allegedly populist idea that actually benefits corporate interests over those of ordinary people."
society  games  psychology  gamification  gaming  janemcgonigal  social  socialism  capitalism  populism  motivation  drugs  middleages  reality  play  from delicious
may 2011 by robertogreco
Vanished
"An environmental disaster has taken place on Planet Earth and we need your help.<br />
Smithsonian Institution & MIT Education Arcade invite all scientists-in-training ages 10½-14 to log onto VANISHED & help decipher clues that unravel one of the world’s biggest mysteries. An online/offline interactive event, VANISHED is an 8-week episodic quest that will transform you into principal scientific investigators who must collaborate to find the answers. You will race against time as you solve games, puzzles, & other online challenges; visit real museums; collect samples from in & around your homes; and even partner w/ some of the Smithsonian’s world renowned scientists & investigators, to help unlock the true secrets of this catastrophe—before it’s too late."
games  learning  vanished  smithsonian  mit  miteducationarcade  simulations  arg  museums  puzzles  mysteries  collaboration  tcsnmy  classideas  interactive  from delicious
april 2011 by robertogreco
« earlier      

related tags

$100  2d  3d  8-bit  21stcenturylearning  21stcenturyskills  42entertainment  aardman  absorption  academia  academics  accents  access  accessibility  accessories  achievement  achievements  action  activism  activities  adamgreenfield  adamhenriksson  adamsandler  adaptability  adaptivereuse  addiction  adhd  administration  admissions  adolescence  adrianhon  ads  adv  adventure  advertising  advice  advocacy  aesthetics  affinitygroups  affinityspaces  africa  age  agencies  agency  ageofmythology  ai  airports  akihabara  akoha  alancooper  alanlightman  alexfleetwood  alfiekohn  algebra  algore  algorithms  alicetaylor  alkaseltzer  allsorts  alternative  ambient  ambientintimacy  analysis  analytics  anarchism  anatomy  ancientcivilization  ancientegypy  android  anecdote  animalcrossing  animals  animatedwriting  animation  anime  annabelscheme  annotation  anterogarcia  anthropology  antoninfourneau  antoninscalia  anxiety  api  appengine  appification  apple  appleii  application  applications  ar  architecture  arduino  areacode  areae  arg  argentina  arrogance  art  artgames  arthurcclarke  artificial  artificialintelligence  artists  arttechnology  asceticism  asia  asneill  asobi  aspirations  assessment  astronomy  asynchronous  asynchronousinteractions  atari  attention  audio  audreywatters  augmentation  augmented  augmentedreality  augmentedrealityfiction  australia  authenticity  autobiography  autodidacts  autonomy  availabot  avatars  avg  aware  awareness  aynrand  backseatdriver  bacteria  badges  bands  barackobama  barelygames  baseball  basic  basketball  batman  bbc  beaterator  becta  behavior  beijing  belesshelpful  belonging  bencerveny  berg  berglondon  bertrandduplat  bertrandrussell  bias  bibliography  biggames  bighere  bignow  bigthink  bikes  biodiversity  biofeedback  bioinformatics  biology  bioshock  bitdepth  blackswans  blankslates  blasttheory  bldgblog  blogging  blogs  boardgames  bocce  bocceball  body  bohm  bones  books  boomerangs  boredom  borges  boys  braid  brain  brainage  brainstorming  brainteasers  branding  brandonboyer  brands  branff  brasil  brianambrozy  brianeno  brianholmes  brianphillips  briansutton-smith  britishcolumbia  broadband  browser  browsing  brucesterling  budget  budgeting  buglabs  bugs  building  buildings  bullying  business  buttons  C64  calhenderson  california  cambodia  cambrianmoment  cameras  canada  cancer  candyland  capitalism  captcha  capucine  carcassone  cardgames  cards  cars  cartography  cartoons  catalan  catalog  caterinafake  catherineherdlick  catholicism  cativaucelle  censorship  centerd  challenge  change  channel4  characterdevelopment  characters  charity  chat  cheating  chemistry  chess  childhood  children  china  chinamieville  chinese  choice  choiceofgames  choicescript  chooseyourownadventure  chores  chrisbell  chrishecker  chrislehmann  cinema  cities  citizenship  cityofsound  civics  civildisobedience  civilization  clarereddington  clarity  class  classes  classics  classideas  classification  classroom  climate  clivethompson  clothing  cloud  cloudcomputing  cloudmakers  clubhouses  clubpenguin  coaching  cockroach  cocreation  code  coding  cognition  cognitive  colinhughes  colinlankshear  colinward  collaboration  collaborative  collaborativefiltering  collecting  collections  collective  collectiveintelligence  collectivism  collegeboard  colleges  color  comedy  comeoutandplay  comics  commandline  comments  commonhumanity  communication  communities  community  compensation  competition  competitions  complexity  composition  compsci  computer  computers  computerscience  computing  concussions  conferences  congress  connections  connectivity  consciousness  consensus  consequences  conservation  consilience  conspiracy  constitution  constraints  construction  consulting  consumer  consumerism  consumption  contact  contemplation  contemplative  content  contentcreation  context  context-aware  context-awareness  contextual  contranyms  control  controllers  controversial  controversy  contructionplay  convergence  conversation  conway  cooking  cooperation  cooperative  copenhagen  coraline  core77  corporations  corydoctorow  countries  courage  courts  cowclicker  crayons  create  creation  creative  creativecommons  creativity  creatures  credentials  cricket  critical  criticaleducation  criticalpedagogy  criticaltheory  criticalthinking  criticism  critique  cross-mediareferences  crossdisciplinary  crossmedia  crosspollination  crowds  crowdsourcing  crysis  csiap  culture  curiosity  currency  curriculum  customerservice  customization  cv  cweb  cybersafety  cyberspace  cycles  cynicism  cyoa  dabbling  dada  dadaism  daily  damagedbyschools  danahboyd  danhill  danmeyer  dannyo'brien  darkgame  darkmatter  darwin  dashboard  data  datamining  datastreams  datavisualization  davechappelle  davehickey  davidedery  davidfosterwallace  davidfriedman  davidhutchison  davidkelley  davidperry  davidsmith  davidspencer  davidtheogoldberg  dawnlozzi  dayofthedead  dayofthetentacle  dconstruct  dconstruct2011  deannavanburen  death  debate  debunked  definitions  delivery  democracy  democratic  democraticschools  demographics  denmark  depth  derive  descholing  deschooling  design  designfancy  designthinking  desirelines  detail  detroit  deusex  developers  development  devices  dianakimball  dianarhoten  dice  dictionary  diegutefabrik  differences  difficulty  digital  digitalculture  digitaldivide  digitalinteractions  digitalliteracy  digitalmedia  digitalnatives  digitalstorytelling  disasters  discipline  discovery  distraction  distributed  division  diy  dj  djspooky  dml  dml2012  documentary  dodgeball  doers  dogs  dolphins  doncheadle  dorodango  douglasrushkoff  douglaswilson  downloads  drawing  drawntolife  driftdeck  drj  drm  dropbox  drugs  ds  duchamp  duncanspeakman  dynamics  dystopia  dérive  díadelosmuertos  e-learning  e3  ea  eames  earlychildhood  earth  earthrise  ebooks  echochrome  echolocation  ecology  economics  economy  edg  editionsvolumiques  edtech  edublogs  education  educationfutures  edutainment  edutopia  efficiency  egypt  einstein'sdreams  elanlee  elearning  elections  electricity  electronics  electroplankton  elementary  elephantpaths  elsewhere  email  embodiedlearning  embodiment  emergentcurriculum  emergentlearning  emerging  emotion  emotions  empathy  empowerment  emulator  energy  engagement  engineering  english  enterprise2.0  entertainment  entrepreneurship  environment  enzomari  eowilson  ephemerality  epicwin  epistemology  equipment  ericcostello  ericpaulos  esa  escape  escapism  español  etech  ethanzuckerman  ethics  ethnography  etiquette  etymology  euchre  europe  evaluation  events  eveonline  everdayliteracies  everquest  everyblock  everyday  everyware  evidence  evoke  evolution  evolutionarywriting  evolvingbook  evolvingtext  ewanmcintosh  excel  exercise  exhibitions  exhibits  expectations  experience  experiencedesign  experiment  experimental  experimentation  experiments  exploration  expression  extramission  extrinsicmotivation  fabrica  facebook  facebookconnect  facts  failure  fairytales  families  fanfiction  fantasy  farmville  faulkner  favelas  fear  feedback  feedbackloops  feel  festivals  fiction  field  fightingfantasy  filetype:pdf  film  filmmaking  filterbubble  finance  finitegames  finland  firefox  fireplace  firstlife  fitness  fivecardnancy  flash  flashbacks  flashmobs  flavinoid  flexibility  flickr  flight  flights  floatymedia  flow  flowchart  flower  flux  focus  focusgroups  foldit  folklore  folksonomy  foocamp  food  football  forecasting  foreign  forest  formal  formallearning  forums  foursquare  france  franklantz  fraud  fredwilson  free  freechoice  freedom  freelancing  freeplay  freespeech  freeware  french  fringe  frotz  frustration  fun  funware  furniture  futbol  future  futurelab  futureoftext  futures  futurism  futurology  gadgets  game  gamebasedlearning  gameboy  gamechanging  gamecriticism  gamedesign  gamedev  gameengine  gamemechanics  gameoflife  gameplay  gamers  games  gametheory  gamification  gaming  gear  geek  geekdad  geekingout  gender  generalists  generations  generationx  generationy  generative  generator  genetics  genius  genre  gentrification  genx  geny  geo  geocaching  geogaming  geography  geohashing  geolocation  geometry  geosocial  geospatial  geotagging  gestures  getlamp  giantrobot  gifts  girls  gizmondo  glitch  global  globalization  glowingrectangles  glvo  gmat  gne  gnosis  goals  google  googleearth  googlemaps  googlephone  googlestreetview  government  gowalla  gps  gradschool  graffiti  graphicdesign  graphicnovels  graphics  graphs  green  gregsmith  greyarea  groupmemory  groups  growth  gta  gta4  gtd  Guardian  guides  guitar  guydebord  habbo  habbohotel  habits  hackerculture  hackers  hackerspaces  hacking  hackingeducation  hacks  halo  halo3  handhelds  handson  hanso  happiness  happinesshacking  haptics  hardware  harrypotter  harvestmoon  healing  health  heatherchamp  helicopterparents  helsinki  henryflint  henryjenkins  heroes  hgwells  hiddencurriculum  hide&seek  hide&seek;  hideandseek  hierarchy  highart  highschool  history  hittingonesstride  hivemind  hoaxes  holeinthewall  hollygramazio  homebrew  homes  homeschool  homoludens  honesty  horror  housework  housing  howardrheingold  howardzinn  howbuildingslearn  howto  howwework  hp  hubbub  human  humanism  humanity  humanrights  humans  humility  humor  hunch  hunger  hybrids  hyderabad  hyperlocal  hypermiling  hypertext  ianbogost  ibm  icandobetter  iceland  icivics  icons  ict  ideas  identity  ideo  idleness  if  iftf  ikea  illusions  illustration  ilovebees  im  images  imagination  imaging  immersion  immersive  immigration  imob  imperfection  inattention  incentives  income  independent  independentgamesfestival  india  indie  indiegames  indievideogames  industry  indygames  infinitegames  infinityblade  influence  infocom  infographics  infomallearning  infooverload  informal  informalearning  informallearning  information  informationliteracy  innovation  input  insanity  insects  insomnia  inspiration  installation  instapaper  institutions  instruction  instruments  integratedlearning  intelligence  interaction  interactiondesign  interactive  interactivefiction  interactiveliterature  interactivity  interdisciplinarity  interdisciplinary  interestdriven  interested  interestingness  interestingnorth  interests  interface  international  internet  interview  interviews  intrinsicmotivation  introversion  introverts  intuition  invention  inventiveplay  investment  invisiblecities  ios  ipad  iphone  ipod  ipods  ipodtouch  isolation  italocalvino  italy  iteration  iterative  iterativewriting  iwb  ixd  jackcase  jamaiscascio  jamespaulgee  jamessomers  jamessurowiecky  janejacobs  janemcgonigal  janepinckard  janmcgonigal  japan  japanese  jasonrohrer  jeanpiaget  jejune  jenovachen  jerrypaffendorf  jerusalem  jesperjuul  jesseschell  jetset  jimrossignol  jnicholasgeist  johanhui  johanhuizinga  johannsebastianjoust  johansebastianjoust  johndewey  johngruber  johnmoravec  johnnychunglee  johnrendon  johnseelybrown  jonahlehrer  jonathanblow  jonbell  jonblow  josephcampbell  journalism  journey  joust  joy  joystick  julianbleecker  juliuserving  justinhall  kafka  karsalfrink  katamaridamacy  katiegillum  katiesalen  katylindemann  kcrw  keitatakahashi  kenrobinson  kevinkelly  kevinlesur  kevinslavin  keyboarding  keynote  kickball  kids  kierongillen  killscreen  kindergarten  kindness  kinect  knowledge  knowledgeecologies  kodu  kongregate  korea  kotaku  kottke  kurosawa  kurtmanchild  kyokan  lab  landscape  landscapeasinterface  language  languages  laptops  larp  lastfm  law  lawyering  layers  lcproject  leadership  learning  learningbydoing  learningecologies  led  legal  lego  leighalexander  leisure  lessons  libertarianism  libertycity  librarians  libraries  life  lifeasgame  lifestyle  light  linear  linguistics  linux  listening  lists  literacy  literatura  literature  littlebigplanet  littleredridinghood  live  living  local  location  location-aware  location-based  locative  locomotion  logic  logo  london  lonelygirl15  longhere  longnow  longtail  look  looting  losangeles  losing  lost  lostintranslation  lostring  love  lua  lucasarts  ludicorp  ludocapitalism  ludology  luxury  mac  machinama  machineart  machines  machinima  macosx  mafia  magazines  magic  make  makers  making  malcolmgladwell  management  mandarin  manga  mania  manipulation  mapping  maps  marcelduchamp  marcprensky  marctenbosch  marginalia  mariamontessori  mariefoulston  marine  mario  marketing  markets  markpaschal  mashable  massmedia  masstransit  mastery  matchmakers  materials  math  mathematics  mattadams  mattbrown  mattcomi  mattescreens  matthewlamb  mattiaromeo  mattjones  mattwebb  maturation  mayafrost  mba  mcdonalds  mcescher  meaning  measurement  mechanicalturk  mechanics  media  media:document  medialiteracy  mediascape  medieval  melaniemcbride  mementomori  memes  memetics  memory  mentoring  messaging  meta  metadata  metagames  metaplace  metaverse  methodology  methods  mexico  michaellopp  michaelwesch  micheleknobel  michelgondry  michikokakutani  microblogging  microsoft  middleages  middleschool  miegakure  migration  mihalycsikszentmihalyi  mikemonteiro  mikesharples  millennials  miltonfriedman  mimeo  mimesis  mimiito  mind  mindcandy  mindmap  mindmapping  mindset  minecraft  minimalism  minimumviabletreehouses  mirrorsedge  mit  miteducationarcade  mixedreality  miyamoto  miyazaki  mmo  mmog  mmorpg  mobile  mobilegames  mobilelearning  mobility  mobs  modding  modeling  models  moderation  momoamsterdam  momus  money  monitoring  monocultures  monopoly  montessori  moo  mood  moreofthisplease  moshimonsters  mososo  mother3  motion  motivation  movement  movies  mp3  mscape  mudlark  muds  multidisciplinary  multiliteracies  multimedia  multiplayer  multitasking  multitouch  mundaneimagination  musclemarch  museums  mushes  music  myers-briggs  myst  mysteries  myth  myths  mytown  nabewise  nabistudios  naipes  namcobandai  namegenerators  names  naming  naomialderman  narcissism  narrative  narratology  nassimtaleb  natal  nationality  nations  nature  naturedeficitdisorder  navigation  nearfuture  nearfuturelaboratory  negotiating  negotiation  neighborhoods  neilgaiman  neo-nomads  neologisms  net  netart  netgen  networkage  networking  networks  neuroscience  nevenmrgan  newgamesjournalism  newliteracies  newmedia  newmediaart  news  newspapers  newyorker  newzealand  nicholsonbaker  nickbertozzi  nicolasnova  nietzsche  nike  nike+  nikegrid  ning  ninokuni  nintendo  nintendods  nintendogs  nobinobiboy  nobynobyboy  nokia  nomads  nomic  noncompetitive  nonlinear  nonprofit  nonsense  nostalgia  noticing  nottingham  now  npr  nutrition  nvl  nyc  objectivism  objects  observation  octodad  octopus  offcampustrips  office  office2007  offline  oil  olpc  olympics  omnifocus  online  onlinetoolkit  onlinetreehouses  open  open-ended  open-endedplay  openbadges  openendedness  openness  openplay  opensource  openspace  opentechnology  organic  organization  organizations  organizing  os  osmos  osx  oterp  oulipo  outdoctrination  outdoors  overlap  pacman  painting  pandemic  panic  papasangre  paper  papernet  parenting  paris  parkour  parody  participation  participatory  participatoryculture  partnerships  passage  passion  passioncommunities  passive  passivity  pataphysics  patience  patkane  patternrecognition  patterns  paulbennun  paulbloom  paulinabozek  paulinekael  paullockhart  pavlov  payingattention  pc  pedagogy  pedometer  peers  pelé  penguin  people  perception  performance  periodictable  perplexcity  persistence  personal  personalinformatics  personality  personalization  personallearning  perspective  perspicuity  persuasion  persuasivegames  perth  pervasive  pervasivegames  petersuber  pew  philipbump  philosophicalremarks  philosophy  philstuart  phone  phones  photography  phrases  physical  physics  picaro  pingmag  piracy  pixar  pixelart  pixels  place  planets  planning  plants  plato  play  playethic  playful  playful09  playful10  playfulness  playgrounds  playmakers  playtheory  pleasure  ples  plundr  pmog  pockets  pockit  podcasts  poetry  points  pointsification  pokemon  police  policy  polish  politics  pollution  popculture  population  populism  portable  portal  postoccupancy  poverty  power  powerpoint  practice  praise  pre-algebra  prealgebra  predictions  preschool  presence  presentation  presentations  pretend  pretending  print  prius  privacy  probability  problemsolving  procedurally-generated  proceduralrhetoric  process  processing  procrastineering  production  productivity  products  profiling  profit  profits  profitsharing  programming  programs  progress  progressive  projecteuler  projectideas  projectnatal  projects  proprioception  proteins  prototype  prototyping  ps3  psp  psychoanalysis  psychogeography  psychology  ptsd  public  publicservice  publicspace  publishing  puppetry  puppets  purpose  puzzles  q2l  qrcodes  quantummechanics  quentinstevens  quest2learn  quiz  quotes  race  racism  radio  random  ranking  raphkoster  rashoman  ratings  raykurzweil  re:build  reading  readwriteweb  reality  realitytv  realworld  receiptracer  recipes  recognition  records  redfin  redistricting  reference  reflection  reform  refrigerators  reggioemilia  reignoverme  relationships  relevance  religion  remaking  remix  replication  repository  research  resilience  resourcefulness  resources  responsibility  retro  revenue  reviews  reward  rewards  rfid  ribbon  richardbartle  richardfeynman  riddles  rigor  rioting  riots  riseofnations  risk  risktaking  rjdj  roachball  robbellm  robinhunicke  robinsloan  robots  rogercaillois  roleplaying  rootcauses  rote  rotelearning  rousseau  routes  rpg  ruff  rules  rulespace  runescape  running  russelldavies  safety  salmanrushdie  sandboxes  sandiego  sandradayoconnor  sanfrancisco  scalability  scale  scaling  scarcity  scavengerhunt  scavengerhunts  schooldesign  schooliness  schooling  schools  science  sciencefiction  scientificmethod  scifi  scottmccloud  scrabble  scratch  screen  screens  scribblenauts  sculpture  scvngr  sdg  search  seattle  sebastiandeterding  secondary  secondlife  security  seeing  seeingtheworld  self  self-amendment  self-assessment  self-directed  self-directedlearning  self-governance  self-improvement  self-organization  self-regulation  semanitc  semantics  semanticweb  semiotics  sense  sensemaking  senses  sensors  sensorydeprivation  separation  serendipity  seriousgames  set  settlersofcatan  sf0  shadowcities  shadowofthecolossus  shakespeare  shapes  sharedexperience  sharing  sharkrunners  sharks  shauninman  shigerumiyamoto  shinyasatake  ships  shocktherapy  shyness  sideprojects  signtific  simcity  similarities  simonevans  simonjohnson  simplicity  sims  simulation  simulationfever  simulations  simulator  singapore  singularity  situated  situatedaudioplatform  situatedinformallearning  situatedlearning  situatedmeanings  situationalawareness  situationist  skateboarding  skills  skull  sl  slides  slideshow  slow  slowgameplay  slowgaming  slowlife  smartmobs  smithsonian  sms  snarkmarket  soccer  social  socialconventions  socialentrepreneurship  socialgames  socialgaming  socialgraph  socialism  sociality  socialization  socialjustice  socialmedia  socialnetworking  socialnetworks  socialobjects  socialseparation  socialsoftware  socialstudies  societalresilience  society  sociology  software  sony  sound  soundscapes  sousveillance  southafrica  sovereignposture  space  spacial  spain  spanish  spatial  spatialmemory  specialists  spectators  speech  speech2text  speeding  spelling  spent  spimes  spontaneity  spore  sport  sports  spreadsheets  sputnik  spy  srg  srtategy  stamendesign  standardizedtesting  starlogo  states  statistics  stencyl  stephaniemorgan  stevengerrard  stevenjohnson  stevenpoole  stewartbrand  stewartbutterfield  stories  storify  storytelling  stpauls  strategy  street  streetart  streetculture  streetgames  streetview  strewartbutterfield  structure  structures  students  studies  studio  study  subcultures  subjectivity  subversion  success  sudburyschools  sudburyvalleyschool  sudioghibli  sugatamitra  suguroku  sumerhill  summer  superbetter  superbrothers  supercuts  supermario  superstruct  supremecourt  surveillance  survey  survival  sustainability  sweden  swinxs  swords  sxsw  symbols  systemicmedia  systems  systemsthinking  tactile  tag  tagging  tags  taleoftales  talks  tamagotchi  targetgroups  taxonomy  taylorclark  tcsnmy  teaching  techniques  technology  ted  teens  tekutekuangel  television  tennis  terminology  terrorism  testing  tests  tetris  tevisthompson  text  text-basedadventures  text-basedgames  text-driven  texting  theater  thegreatgatsby  thehiddenpark  theideaisbetterthantherealthing  themathematician'slament  themorningnews  theory  thesaurus  thesims  thewildrumpus  thewire  thewitness  thinking  thisgaminglife  thomasbrock  thoreau  tigerwoods  tiles  timbrown  timcarmody  time  timel-hady  timelapse  timelines  timeliness  timetravel  tinkering  tinyspeck  tips  tobybarnes  todo  tokyo  tomarmitage  tombissell  tomhenderson  tommuller  tools  toplay  topost  toread  toronto  toshare  toshioiwai  touch  touchscreen  tourism  towatch  toyota  toys  toytoyota  tracking  tradition  traffic  tragedy  tragic  trailer  training  tranformation  transfer  transformation  transhumanism  translation  transmedia  transmit  transparency  transport  transportation  travel  traveljournalism  treasure  treehouses  trees  trends  tricks  truco  trulia  trump  truth  tscnmy  tselliot  tutorial  tutorials  tutoring  tv  tweens  tweetie  twitter  typing  ubicomp  ubiquitous  ubiquitousconnectivity  ucsd  ui  uk  un  uncannyvalley  undesign  unemployment  unexaminedlife  unfiction  unfinished  unicef  unity  universities  unschooling  unstructuredtime  urban  urbancomputing  urbangames  urbanism  urbanlegends  urbanplanning  urbanplay  uruguay  us  usability  usage  user  usergenerated  usergeneratedcontent  userinterface  ux  vaccuum  value  values  vancouver  vanished  variability  venice  via:adamgreenfield  via:blackbeltjones  via:britta  via:caseygollan  via:chrisberthelsen  via:cityofsound  via:crystaltips  via:foe  via:grahamje  via:hrheingold  via:infovore  via:kissane  via:kottke  via:litherland  via:lukeneff  via:maryannreilly  via:meetar  via:melaniemcbride  via:migurski  via:monikahardy  via:preoccupations  via:regine  via:robinsloan  via:russelldavies  via:tealtan  via:tomc  viddler  video  videogames  videohosting  videos  videosharing  view  village  vimeo  vintage  vintcerf  violence  viral  virtual  virtuality  virtualreality  virtualworlds  vision  visual  visualization  visualnovels  vlogging  vocabulary  voip  volatility  vulnerability  vurb  wabi-sabi  walking  walkthrough  walkthroughs  war  warcraft  warhammer  wasteland  water  wattson  way  waygame  waywithwords  wcydwt  wealth  wearable  weather  web  web2.0  webapp  webcams  webdesign  webdev  webkinz  website  welfare  well-being  werewolf  west  whatsoldisnew  whatsoldisnewagain  whifflehurling  whist  wifi  wii  wiimote  wikipedia  wikis  willcrowther  williamgibson  willwright  wilsonminer  windows  winning  wired  wireless  wisdom  wittgenstein  wmmna  women  wonder  wordgames  wordplay  words  work  workforce  workplace  workshop  workshops  world  worldbuilding  worldchanging  worldofjesus  worlds  wow  writers  writing  writingprompts  x  xbox  xbox360  xkcd  yelp  youth  youtube  yu-gi-oh  zelda  zizek  zombies  zoom  zork  zwok  zynga  étiennemineur 

Copy this bookmark:



description:


tags: