robertogreco + gaming 609
GDC 2012: Designing For Friendship - Chris Bell
yesterday by robertogreco
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
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..."
yesterday by robertogreco
Are video game soundtracks the new concept albums? | Technology | guardian.co.uk
3 days ago by robertogreco
"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
"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."
3 days ago by robertogreco
Gamasutra - News - In-depth: Is it time for a text game revival?
16 days ago by robertogreco
"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
"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."
16 days ago by robertogreco
Choice of Games
18 days ago by robertogreco
"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
7 weeks ago by robertogreco
"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
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."
7 weeks ago by robertogreco
Jenova Chen: Journeyman • Articles • Eurogamer.net
7 weeks ago by robertogreco
"[Saint] Augustine wrote: 'People will venture out to the height of the mountain to seek for wonder. They will stand and stare at the width of the ocean to be filled with wonder. But they will pass one another in the street and feel nothing. Yet every individual is a miracle. How strange that nobody sees the wonder in one another.'"
"And because we are mostly lonely as human beings the desire to be accepted by others is so strong. When people experience a shared sense of loneliness their immediate reaction is to reach out and make contact. I would imagine anyone who is creating something is searching for connection.""
"…only three ways to create valuable games for adults…intellectually…emotionally…by creating a social environment…"
saintaugustine
wonder
emotion
acceptance
experience
ps3
humanism
2012
social
design
videogames
interviews
gaming
art
gamedesign
emotions
journey
jenovachen
from delicious
"And because we are mostly lonely as human beings the desire to be accepted by others is so strong. When people experience a shared sense of loneliness their immediate reaction is to reach out and make contact. I would imagine anyone who is creating something is searching for connection.""
"…only three ways to create valuable games for adults…intellectually…emotionally…by creating a social environment…"
7 weeks ago by robertogreco
selectbutton :: View topic - The Indie Games Depository
8 weeks ago by robertogreco
"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
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."
8 weeks ago by robertogreco
One Time in a Card House with Stephanie Morgan… - Let’s Make Mistakes - Mule Radio Syndicate
10 weeks ago by robertogreco
"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
“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 ]
10 weeks ago by robertogreco
Way - Coco & Co
10 weeks ago by robertogreco
"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
"Way is a two-player online game where anonymous strangers speak and collaborate with puppetry."
10 weeks ago by robertogreco
DML2012 John Seely Brown Keynote on Vimeo
cheating rigor measurement hierarchy fanfiction games gaming social knowledgeecologies self-assessment assessment knowledge learningecologies wow literacy reading mobilelearning writing harrypotter dianarhoten davidtheogoldberg networkage scaling scalability scale embodiedlearning montessori mariamontessori johndewey timel-hady johnrendon cambrianmoment flow flux change future play making learning entrepreneurship technology deschooling unschooling education dml dml2012 2012 johnseelybrown from delicious
12 weeks ago by robertogreco
cheating rigor measurement hierarchy fanfiction games gaming social knowledgeecologies self-assessment assessment knowledge learningecologies wow literacy reading mobilelearning writing harrypotter dianarhoten davidtheogoldberg networkage scaling scalability scale embodiedlearning montessori mariamontessori johndewey timel-hady johnrendon cambrianmoment flow flux change future play making learning entrepreneurship technology deschooling unschooling education dml dml2012 2012 johnseelybrown from delicious
12 weeks ago by robertogreco
Kill Screen - Infinity Blade Review
february 2012 by robertogreco
[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
"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/ ]
february 2012 by robertogreco
Copenhagen Game Collective - Games, research, and other cool projects from Copenhagen and beyond
february 2012 by robertogreco
"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
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."
february 2012 by robertogreco
Johann Sebastian Joust | Die Gute Fabrik
february 2012 by robertogreco
"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"]
february 2012 by robertogreco
"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
[See also: http://alwaysblack.com/blackbox/ngj.html ]
february 2012 by robertogreco
Folk Lore: How Johann Sebastian Joust is defining a new gaming genre | The Verge
february 2012 by robertogreco
"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
"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.""
february 2012 by robertogreco
Made by Pixelate – The perfect video game press kit
february 2012 by robertogreco
"Here’s what it looks like:
* High-quality screenshots with human-readable filenames
* Option to download all screenshots in a ZIP
* Embeddable gameplay videos on YouTube/Vimeo
* Full gameplay description
* List of features
* Release date
* Price point in USD and EUR
* Available platforms
* Direct download link on iTunes/Steam
* Developer name and link
* Publisher name and link
* App icon and game logo in high resolution and with alpha channel
* Packshot if applicable
* Awards and nominations
* E-Mail address of team member responsible for press
* No buzzwords"
communication
via:tealtan
publicity
gamedsign
howto
pressreleases
pr
marketing
gaming
from delicious
* High-quality screenshots with human-readable filenames
* Option to download all screenshots in a ZIP
* Embeddable gameplay videos on YouTube/Vimeo
* Full gameplay description
* List of features
* Release date
* Price point in USD and EUR
* Available platforms
* Direct download link on iTunes/Steam
* Developer name and link
* Publisher name and link
* App icon and game logo in high resolution and with alpha channel
* Packshot if applicable
* Awards and nominations
* E-Mail address of team member responsible for press
* No buzzwords"
february 2012 by robertogreco
Twitter / @philstuart: Love it when, after readin ...
february 2012 by robertogreco
"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
[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."]
february 2012 by robertogreco
tevis thompson: Saving Zelda
february 2012 by robertogreco
"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
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."
february 2012 by robertogreco
Playmakers on Vimeo
february 2012 by robertogreco
"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
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/ ]
february 2012 by robertogreco
2011/12 Stephanie Morgan | Gamification Sucks on Vimeo
january 2012 by robertogreco
"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
january 2012 by robertogreco
"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
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."
january 2012 by robertogreco
Treehouses: Online community for internet // Speaker Deck
january 2012 by robertogreco
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
“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.” /
january 2012 by robertogreco
OTERP
january 2012 by robertogreco
"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
[via: http://nearfuturelaboratory.com/pasta-and-vinegar/2011/10/17/video-games-with-less-video/ ]
january 2012 by robertogreco
Pasta&Vinegar; » Video games with less video
january 2012 by robertogreco
"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
[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)…"
january 2012 by robertogreco
GET LAMP: THE TEXT ADVENTURE DOCUMENTARY
january 2012 by robertogreco
"…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
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."
january 2012 by robertogreco
Revisiting 'Zork': What We Lost in the Transition to Visual Games - Technology - The Atlantic
january 2012 by robertogreco
"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
The Sims designer creating new game for real life | Reuters
january 2012 by robertogreco
"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
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."
january 2012 by robertogreco
notgames: YouTube vs videogames
december 2011 by robertogreco
"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
december 2011 by robertogreco
"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
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."
december 2011 by robertogreco
dConstruct2011 videos: The Transformers, Kars Alfrink
december 2011 by robertogreco
"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
[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."
december 2011 by robertogreco
Neven Mrgan at re:build 2011 on Vimeo
december 2011 by robertogreco
"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
[All great stuff. Totally agree with him about the gamification bit.]
[See also: http://mrgan.tumblr.com/post/14868098046/focused-dabbling ]
december 2011 by robertogreco
inessential.com: ‘Gamification’ sucks
december 2011 by robertogreco
"“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
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."
december 2011 by robertogreco
Dimensions - Adventures in the Multiverse for iPhone 3GS, iPhone 4, iPhone 4S, iPod touch (3rd generation), iPod touch (4th generation) and iPad on the iTunes App Store
december 2011 by robertogreco
"From the makers of Inception the app: The sonic adventure game starring YOU and played in your real life!"
iphone
sound
ios
applications
rjdj
games
gaming
from delicious
december 2011 by robertogreco
Nintendo's Miyamoto Stepping Down, Working on Smaller Games | Game|Life | Wired.com
december 2011 by robertogreco
"What I really want to do is be in the forefront of game development once again myself," Miyamoto said. "Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small."
[via: http://kottke.org/11/12/shigeru-miyamoto-to-step-down-at-nintendo ]
nintendo
shigerumiyamoto
small
scale
humanscale
organizations
2011
cv
howwework
howwelearn
meaningmaking
gaming
videogames
edg
srg
glvo
tcsnmy
unschooling
deschooling
audiencesofone
teams
groupsize
slow
simplicity
simple
from delicious
[via: http://kottke.org/11/12/shigeru-miyamoto-to-step-down-at-nintendo ]
december 2011 by robertogreco
AIGA | Video: Katie Salen
december 2011 by robertogreco
"Designers of all kinds are key players in the game of change that so typifies the opening decades of the 21st century. Called on to imagine, build, guide, demystify, explain, provoke, enable and inspire, we deal daily in the currency of transformation—of places, practices and perspectives. For this designer, play has become a key strategy in developing a design practice that is agile enough to entertain a constant need for transformative thinking but substantive enough to throw its strategic weight around when needed. This talk will delve into the power of game design and play to challenge expectations, retool one’s practice, and amplify design’s potential as drivers of innovation and change in some rather unusual places."
katiesalen
towatch
2011
aiga
aigapivot
design
instituteofplay
q2l
quest2learn
teaching
education
gaming
play
gamebasedlearning
learning
schools
lcproject
designthinking
from delicious
december 2011 by robertogreco
Simple Genius: Pockit, A Game Console With No Screen And No Graphics | Co. Design
november 2011 by robertogreco
"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
[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/ ]
november 2011 by robertogreco
Blackbeard Blog - Degamification
november 2011 by robertogreco
"At first we would modify them, as almost all players did – dropping the ones that weren’t fun. But eventually we abandoned the rules entirely, shifting to what used to be known as “freeform” gaming – something more like interactive storytelling…
The implication of this is that once you have people who are confident with what they’re doing and enjoy it, there may be something to be gained by degamifying their environments – handing over more responsibility and autonomy to the players, dialing down the rewards and rules structures you’ve put in place…
This is the challenge for people using engagement-based “gamification” in research, I think - particularly for idea or insight generation. If the point of the exercise is creativity, are we getting the best results by framing it in the context of rewards or competitions instead?"
[via: http://liftlab.com/think/nova/2011/11/13/degamification-as-a-design-tactic/ ]
tumblr
tumblarity
gaming
gamification
dungeonsanddragons
2011
degamification
motivation
rules
creativity
autonomy
storytelling
control
engagement
intrinsicmotivation
extrinsicmotivation
learning
lcproject
tcsnmy
rewards
competition
freeform
unschooling
deschooling
schooliness
structure
from delicious
The implication of this is that once you have people who are confident with what they’re doing and enjoy it, there may be something to be gained by degamifying their environments – handing over more responsibility and autonomy to the players, dialing down the rewards and rules structures you’ve put in place…
This is the challenge for people using engagement-based “gamification” in research, I think - particularly for idea or insight generation. If the point of the exercise is creativity, are we getting the best results by framing it in the context of rewards or competitions instead?"
[via: http://liftlab.com/think/nova/2011/11/13/degamification-as-a-design-tactic/ ]
november 2011 by robertogreco
Pasta&Vinegar; » Blog Archive » “degamification” as a design tactic
november 2011 by robertogreco
"The idea of “degamification” as a design tactic is interesting and the author presents it in a compelling way. What I find important here is that the removal of certain external rewards can be relevant for participants over time, “handing over more responsibility and autonomy” as said in this blogpost."
gamification
degamification
rules
freeform
gaming
play
storytelling
creativity
2011
nicolasnova
motivation
intrinsicmotivation
extrinsicmotivation
autonomy
freedom
responsibility
design
from delicious
november 2011 by robertogreco
The seedy underside of Vimeo « Icrontic Tech
november 2011 by robertogreco
"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
New upload rules on Vimeo Staff Blog
november 2011 by robertogreco
"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
Game Design Advance › [Insert Cow Pun Here]
october 2011 by robertogreco
"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
DROP OUT. HANG OUT. SPACE OUT. : DiGRA 2011: Ludotopians and Ludocapitalists: Gamification, Sandbox Games and the Myths of Cultural Industries
september 2011 by robertogreco
"…three things: ludocapitalists, ludotopians, & what I have roughly come to call the ludic sublime: the power of technological myth making & what this means to the future of videogames…how recent discourses around videogames reflect past trends about how we frame & understand the role of technology in society, & look critically at how these narratives are used by various forces…
Videogames will change the world, but most likely when they fade into the background. When they are prosaic, common & cheap is when we will be more intertwined with their development than we are now. When marketers stop selling gamification like snake oil of a perfect solution to ones business problems, but just as another tool of communication in the toolbox is when we need to worry about them the most."
videogames
gamification
ludotopians
ludocapitalists
culture
gaming
2011
danieljoseph
ludicsublime
myth
minecraft
janemcgonigal
clayshirky
alexleavitt
foursquare
advergames
advertising
capitalism
business
exploitationware
gabezicherman
ianbogost
from delicious
Videogames will change the world, but most likely when they fade into the background. When they are prosaic, common & cheap is when we will be more intertwined with their development than we are now. When marketers stop selling gamification like snake oil of a perfect solution to ones business problems, but just as another tool of communication in the toolbox is when we need to worry about them the most."
september 2011 by robertogreco
Ian Bogost - Gamification is Bullshit
august 2011 by robertogreco
"I've suggested the term "exploitationware" as a more accurate name for gamification's true purpose…captures gamifiers' real intentions: a grifter's game, pursued to capitalize on a cultural moment, through services about which they have questionable expertise, to bring about results meant to last only long enough to pad their bank accounts…
I am not naive & I am not a fool. I realize that gamification is the easy answer for deploying a perversion of games as a mod marketing miracle. I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy & performance of your competitors, I understand that mediocrity's lips are seductive because they are willing. For the rest, those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you "leaders.""
design
management
business
gaming
gamification
ianbogost
exploitationware
truth
2011
motivation
leadership
trends
fads
marketing
behavior
from delicious
I am not naive & I am not a fool. I realize that gamification is the easy answer for deploying a perversion of games as a mod marketing miracle. I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy & performance of your competitors, I understand that mediocrity's lips are seductive because they are willing. For the rest, those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you "leaders.""
august 2011 by robertogreco
http://www.literateprogramming.com/adventure.pdf
july 2011 by robertogreco
"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
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"
july 2011 by robertogreco
Visual novel - Wikipedia
july 2011 by robertogreco
"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
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."
july 2011 by robertogreco
Amazon.com: A New Literacies Sampler (New Literacies and Digital Epistemologies) (9780820495231): Knobel Michele, Lankshear Colin: Books
july 2011 by robertogreco
"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
<br />
[Via a comment by Adam Mackie here: http://www.dmlcentral.net/blog/antero-garcia/multiliteracies-and-designing-learning-futures ]
july 2011 by robertogreco
Weaponized Transhumans: Halo, Deus Ex, Crysis...
july 2011 by robertogreco
"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
<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."
july 2011 by robertogreco
Grey Area
july 2011 by robertogreco
"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
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!"
july 2011 by robertogreco
Shadow Cities, a New iPhone Video Game - Review - NYTimes.com
july 2011 by robertogreco
"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
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."
july 2011 by robertogreco
YouTube - James Gee on the Future of Learning
july 2011 by robertogreco
"Jim Gee nicely frames the state of games and learning, and as usual isn't afraid of raising some dust. This talk was at ESA's 2nd Learning and Games Summit."
games
gaming
play
videogames
future
learning
interactivity
jamespaulgee
esa
seriousgames
feedback
problemsolving
criticalthinking
production
datamining
growth
media
gamification
social
community
testing
standardizedtesting
assessment
ranking
socialmedia
integratedlearning
education
entertainment
experience
engagement
discovery
via:maryannreilly
from delicious
july 2011 by robertogreco
Badges - MozillaWiki
july 2011 by robertogreco
"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
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."
july 2011 by robertogreco
Post by Robin Sloan: Thursday question 001: What's the future of offline role-playing games?
july 2011 by robertogreco
"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
* 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…"
july 2011 by robertogreco
Maybe Al Gore Should Play a Video Game
july 2011 by robertogreco
"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
<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?"
july 2011 by robertogreco
PLAYBACK: Games Have Changed the World ... Can the World Change Games to Save Itself? | Spotlight on Digital Media and Learning
july 2011 by robertogreco
"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
july 2011 by robertogreco
"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
<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."
july 2011 by robertogreco
Paris Review - The Art of Fiction No. 211, William Gibson
june 2011 by robertogreco
"“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…"
"When I’m writing a book I get up at seven. I check my e-mail and do Internet ablutions, as we do these days. I have a cup of coffee. Three days a week, I go to Pilates and am back by ten or eleven. Then I sit down and try to write. If absolutely nothing is happening, I’ll give myself permission to mow the lawn. But, generally, just sitting down and really trying is enough to get it started. I break for lunch, come back, and do it some more. And then, usually, a nap. Naps are essential to my process. Not dreams, but that state adjacent to sleep, the mind on waking."
writing
literature
fiction
williamgibson
cyberspace
parisreview
interviews
neologisms
videogames
arcades
gaming
exquisitecorpse
from delicious
"When I’m writing a book I get up at seven. I check my e-mail and do Internet ablutions, as we do these days. I have a cup of coffee. Three days a week, I go to Pilates and am back by ten or eleven. Then I sit down and try to write. If absolutely nothing is happening, I’ll give myself permission to mow the lawn. But, generally, just sitting down and really trying is enough to get it started. I break for lunch, come back, and do it some more. And then, usually, a nap. Naps are essential to my process. Not dreams, but that state adjacent to sleep, the mind on waking."
june 2011 by robertogreco
undef | receipt-racer
june 2011 by robertogreco
"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
<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."
june 2011 by robertogreco
Amazon.com: Quest to Learn: Developing the School for Digital Kids (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning) (9780262515658): Katie Salen, Robert Torres, Loretta Wolozin, Rebecca Rufo-Tepper, Arana Shapiro
june 2011 by robertogreco
"The design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning."
quest2learn
education
schools
schooldesign
learning
teaching
pedagogy
gaming
gamebasedlearning
games
nyc
books
katiesalen
from delicious
june 2011 by robertogreco
Create Flash Games with Stencyl
june 2011 by robertogreco
"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
Exclusive collaboration and sharing features will have you making Flash games in a flash. For free."
june 2011 by robertogreco
GRAND THEFT AUTO IV - Map: Liberty City
june 2011 by robertogreco
"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
How I Failed, Failed, and Finally Succeeded at Learning How to Code - Technology - The Atlantic
june 2011 by robertogreco
"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
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":"
june 2011 by robertogreco
The Non-Expert: IKEA by Matthew Baldwin - The Morning News
may 2011 by robertogreco
"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
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."
may 2011 by robertogreco
The seduction secrets of video game designers | Technology | The Observer
may 2011 by robertogreco
"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
melaniemcbride.net » Melanie McBride
may 2011 by robertogreco
"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
"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"
may 2011 by robertogreco
Gamification: Ditching reality for a game isn't as fun as it sounds. - By Heather Chaplin - Slate Magazine
may 2011 by robertogreco
"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
The purpose of gamification - O'Reilly Radar [Quotes from a comment left by Kathy Sierra. The bookmark points to that comment.]
may 2011 by robertogreco
"Many of us find gamification not offensive to game *developers* but an insult to Actual Games. And, for some of us, an insult to actual people who are the targets of gamification efforts. Not denying that they can often *work* given that slot machines work, quite well, by employing many of the same underlying principles.
If gamification were merely *not that useful* from a long-term, sustainability perspective, many of us would not care. But it risks de-valuing some of the very thing we-society, educators, developers, designers, etc. -- actually care about. In the wrong context, gamification can cause a short-term sugar rush of engagement followed by a crash from which a company's "brand" may not fully recover. Not if they ever care to have sustained engagement based on ACTUAL value…
…read every word of Dan Pink's Drive…[and] for a REAL understanding of the difference between shallow and deep engagement, read "FLOW""
gamification
gaming
kathysierra
via:preoccupations
gabezicherman
motivation
danielpink
flow
sustainability
killmenow
mihalycsikszentmihalyi
intrinsicmotivation
extrinsicmotivation
falsepromises
dangeroustrends
2011
from delicious
If gamification were merely *not that useful* from a long-term, sustainability perspective, many of us would not care. But it risks de-valuing some of the very thing we-society, educators, developers, designers, etc. -- actually care about. In the wrong context, gamification can cause a short-term sugar rush of engagement followed by a crash from which a company's "brand" may not fully recover. Not if they ever care to have sustained engagement based on ACTUAL value…
…read every word of Dan Pink's Drive…[and] for a REAL understanding of the difference between shallow and deep engagement, read "FLOW""
may 2011 by robertogreco
The Pursuit of Perfection | Mssv
april 2011 by robertogreco
"The reason why the new American Dream is so chilling is because imposes practically unachievable goals and ultimately destructive desires upon us all (I’m including the entire rich world here). It distracts us from examining our own lives and deciding what we want ourselves in favour of buying more and more stuff.
Gamification holds out the promise of achieving those goals. It tells us that if you play the right games with enough enthusiasm and persistence, then you can have a perfect life and make a perfect world – at least, according to the game, if not necessarily in reality.
I’m sure that many games that seek to improve our lives and the world will work, to an extent. But many will not, whether through poor design or badly-constructed goals. We all need to be careful about games that promise to change our lives. Just as the unexamined life is not worth living, the unexamined game is not worth playing."
simulations
games
gaming
arg
janemcgonigal
adrianhon
2011
consumerism
gamification
criticism
life
play
meaning
value
unexaminedlife
reflection
goals
motivation
reality
from delicious
Gamification holds out the promise of achieving those goals. It tells us that if you play the right games with enough enthusiasm and persistence, then you can have a perfect life and make a perfect world – at least, according to the game, if not necessarily in reality.
I’m sure that many games that seek to improve our lives and the world will work, to an extent. But many will not, whether through poor design or badly-constructed goals. We all need to be careful about games that promise to change our lives. Just as the unexamined life is not worth living, the unexamined game is not worth playing."
april 2011 by robertogreco
Papa Sangre
march 2011 by robertogreco
"You are lost, deep in the darkness of the land of the dead. Your eyes are useless to you here — but your ears are filled with sound. And what is it you can hear…?<br />
All you know is someone is in grave danger & desperately needs your help. Can you save them and make your escape or will you be trapped in the blackness forever?<br />
You’re in Papa Sangre’s palace. His palace is in an afterlife that takes the form of a malevolent, unpredictable carnival: imagine a Mexican graveyard on the Day of the Dead — with the lights off. You’re the piñata for a host of partying monsters. They probably look a lot worse than they sound. You should count yourself lucky it’s too dark to see them.<br />
Get out. Save the one you love. Do the right thing.<br />
♦<br />
Papa Sangre is a video game with no video. It’s a first-person thriller, done entirely in audio by an award-winning team of game designers, musicians, sound designers & developers."
iphone
games
audio
ios
papasangre
díadelosmuertos
dayofthedead
gaming
senses
noticing
from delicious
All you know is someone is in grave danger & desperately needs your help. Can you save them and make your escape or will you be trapped in the blackness forever?<br />
You’re in Papa Sangre’s palace. His palace is in an afterlife that takes the form of a malevolent, unpredictable carnival: imagine a Mexican graveyard on the Day of the Dead — with the lights off. You’re the piñata for a host of partying monsters. They probably look a lot worse than they sound. You should count yourself lucky it’s too dark to see them.<br />
Get out. Save the one you love. Do the right thing.<br />
♦<br />
Papa Sangre is a video game with no video. It’s a first-person thriller, done entirely in audio by an award-winning team of game designers, musicians, sound designers & developers."
march 2011 by robertogreco
Metagames: Games About Games - Waxy.org
february 2011 by robertogreco
"Over the last few years, I've been collecting examples of metagames — not the strategy of metagaming, but playable games about videogames. Most of these, like Desert Bus or Quest for the Crown, are one-joke games for a quick laugh. Others, like Cow Clicker and Upgrade Complete, are playable critiques of game mechanics. Some are even (gasp!) fun.<br />
<br />
Since I couldn't find an exhaustive list (this TV Tropes guide to "Deconstruction Games" is the closest), I thought I'd try to pull one together along with some gameplay videos.<br />
<br />
This is just a starting point, please post your additions in the comments or email me and I'll add them in. Note: I've tried to stay away from specific game parodies (like Pong Kombat or Pyst), and stick to games that comment on game design, mechanics, or culture."
gaming
games
videogames
art
meta
metagames
from delicious
<br />
Since I couldn't find an exhaustive list (this TV Tropes guide to "Deconstruction Games" is the closest), I thought I'd try to pull one together along with some gameplay videos.<br />
<br />
This is just a starting point, please post your additions in the comments or email me and I'll add them in. Note: I've tried to stay away from specific game parodies (like Pong Kombat or Pyst), and stick to games that comment on game design, mechanics, or culture."
february 2011 by robertogreco
Why Marketing is Bullshit
january 2011 by robertogreco
"What does it have to do with Marketing? Well the thing is that this kind of success is completely unattainable by any market research techniques. There is NOTHING any Maketing person could have done to create or even predict this. Even if they had a hunch, they would have send out questionnaires and made focus group test to see how much Call of Duty players enjoy philosophy. How much do the target groups for Call of Duty and philosophy overlap?<br />
<br />
Clue train: they don’t! Because target groups are idiotic constructs that utterly fail at describing people. The reason why the Seananners channel works is because it is honest and genuine. Because it doesn’t treat the audience like vending machines. It doesn’t look for the right buttons to press. It treats them like real people. And real people are almost infinitely flexible. Real people can appreciate sick Call of Duty skills and casual philosophy at the same time."
marketing
targetgroups
flexibility
people
society
games
gaming
videogames
honesty
authenticity
from delicious
<br />
Clue train: they don’t! Because target groups are idiotic constructs that utterly fail at describing people. The reason why the Seananners channel works is because it is honest and genuine. Because it doesn’t treat the audience like vending machines. It doesn’t look for the right buttons to press. It treats them like real people. And real people are almost infinitely flexible. Real people can appreciate sick Call of Duty skills and casual philosophy at the same time."
january 2011 by robertogreco
notgames — Darkgame
january 2011 by robertogreco
"Darkgame is a sensory deprivation computer game by Eddo Stern currently in development. The game plays on physical manipulation of the player’s senses as the central focus of game strategy. The immersive gameplay is based upon the experience of communication and conflict under stress of sensory deprivation and sense isolation. During the game you are equipped with custom made head gear, applying different sensations to your head as you are navigating the virtual world interacting with other players over the internet."
darkgame
senses
sensorydeprivation
videogames
games
gaming
isolation
from delicious
january 2011 by robertogreco
When cute graphics mask evil games - Den of Geek
january 2011 by robertogreco
"Animal Crossing’s society of doe-eyed, sweet-talking creatures masks the game’s horrifying agenda. It’s actually a simulation of capitalist oppression, first saddling the player with a crippling mortgage that grows as fast as they can pay it off, before luring them into a materialistic treadmill of drudgery and spending.<br />
Before you know it, you’re in thrall to Tom Nook, the apparently benign shop owner who rules the state of Animal Crossing with an iron fist. As the game goes on, Nook’s megalomania grows, his initially tiny shop gradually increasing in size until it’s become a sprawling department store. At the same time, your home gradually swells from a tiny hovel to a palace, allowing you to fill your life with an ever greater accumulation of furniture, trinkets and other pointless tat." [Also takes on Viva Piñata, Pimkin, Pokémon, and others.]
videogames
gaming
kawai
play
capitalism
animalcrossing
vivapiñata
pokemon
from delicious
Before you know it, you’re in thrall to Tom Nook, the apparently benign shop owner who rules the state of Animal Crossing with an iron fist. As the game goes on, Nook’s megalomania grows, his initially tiny shop gradually increasing in size until it’s become a sprawling department store. At the same time, your home gradually swells from a tiny hovel to a palace, allowing you to fill your life with an ever greater accumulation of furniture, trinkets and other pointless tat." [Also takes on Viva Piñata, Pimkin, Pokémon, and others.]
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
january 2011 by robertogreco
"Playing is behaving. From childhood experimentation & role-play to the competitive simulations of adults, it's impossible to separate even the most abstract forms of play from human expression. Yet video game design is dominated by the perceived need for win conditions.
If an interaction can't be parsed into passing or failing it can't be counted as fun. Without the threat of failure there is no fun. Yet, it's not victory that drives the invented play of kids on a playground, nor friends laughing over an inside joke.
Video games built around behavior aren't often given the same attention more competitively oriented games are, but they're no less important a part of the industry.
Games like The Sims 3, Heavy Rain, Nintendogs, Façade, Animal Crossing, & Harvest Moon are all made for the pleasures of expression. These are games played for their creative experiences more than their victory conditions."
[See also the Comment from Bart Stewart.]
videogames
gaming
play
gamedesign
roleplaying
simulations
invention
inventiveplay
animalcrossing
thesims
harvestmoon
nintendogs
creativity
games
from delicious
If an interaction can't be parsed into passing or failing it can't be counted as fun. Without the threat of failure there is no fun. Yet, it's not victory that drives the invented play of kids on a playground, nor friends laughing over an inside joke.
Video games built around behavior aren't often given the same attention more competitively oriented games are, but they're no less important a part of the industry.
Games like The Sims 3, Heavy Rain, Nintendogs, Façade, Animal Crossing, & Harvest Moon are all made for the pleasures of expression. These are games played for their creative experiences more than their victory conditions."
[See also the Comment from Bart Stewart.]
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
january 2011 by robertogreco
"In the same way that Call of Duty games only work when you're moving forward and trying to complete the objectives, Façade worked surprisingly well when you acclimated to its limitations and learned to play within them."
storytelling
videogames
narrative
play
gamedesign
gaming
from delicious
january 2011 by robertogreco
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