robertogreco + play 894
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
Recess
19 days ago by robertogreco
"Recess is a social platform to organize and discover participatory sports and fitness activities in your local community. Recess connects you with other people around the sports you love to play, and makes it easy to do so. Join your friends after work for a soccer game, discover weekend kickball games in the local park, or organize morning runs with your neighbors."
[via: http://interactiondesign.sva.edu/festival/2012/recess.html ]
iphone
applications
recess
social
sports
play
from delicious
[via: http://interactiondesign.sva.edu/festival/2012/recess.html ]
19 days ago by robertogreco
A search engine for unknown future queries · rogre · Storify
7 weeks ago by robertogreco
Bookmarking myself:
"Among many other topics, we discussed collections, loose tools (like Pinboard and Sagashitemiyo (something related to that, I think), or a simple tin box like the one that is featured in Amélie), pristineness (for lack of a better term), and clutter.
Dieter Rams' house came up (we only liked his workshop*), as did Scandinavian design, the desks of Steve Jobs, Albert Einstein, and Mark Twain (with a semblance of a system with what appears to be a mess), and Path (as mentioned here and by Frank Chimero).
Eventually, we made the connection to a scene in Charles & Ray Eames: The Architect and the Painter, in which Ray's office is discussed. She essentially uses it as storage. No one else dares enter because it is overflowing with stuff. But, then, whenever something seems to be missing from a project that the office is working on, Ray mentions that she has just the right thing, disappears into her office, and returns with exactly the perfect object."
georgedyson
scandinavia
cv
onlinetoolkit
tools
play
containers
tinboxes
sagashitemiyo
amélie
frankchimero
path
alberteinstein
marktwain
stevejobs
dieterrams
googlereader
duckduckgo
learning
teaching
2837university
2011
2012
pinboard
del.icio.us
bookmarks
bookmarking
search
audiencesofone
stephendavis
allentan
eames
rayeames
storify
from delicious
"Among many other topics, we discussed collections, loose tools (like Pinboard and Sagashitemiyo (something related to that, I think), or a simple tin box like the one that is featured in Amélie), pristineness (for lack of a better term), and clutter.
Dieter Rams' house came up (we only liked his workshop*), as did Scandinavian design, the desks of Steve Jobs, Albert Einstein, and Mark Twain (with a semblance of a system with what appears to be a mess), and Path (as mentioned here and by Frank Chimero).
Eventually, we made the connection to a scene in Charles & Ray Eames: The Architect and the Painter, in which Ray's office is discussed. She essentially uses it as storage. No one else dares enter because it is overflowing with stuff. But, then, whenever something seems to be missing from a project that the office is working on, Ray mentions that she has just the right thing, disappears into her office, and returns with exactly the perfect object."
7 weeks ago by robertogreco
Blue Man Group @ CNN's The Next List - YouTube
7 weeks ago by robertogreco
"Matt Goldman, Chris Wink, and Phil Stanton are best known for originating the international entertainment phenomenon, Blue Man Group. They founded Blue School with their wives as a parent-run playgroup in 2006 in answer to their struggles of finding an institution that celebrated curiosity, creativity, and a sense of adventure for their own children.
Since then, the founders have grown the concept exponentially, engaging a number of respected professionals on their advisory board including Sir Ken Robinson, an educational reform advocate, David Rockwell, a renowned architect who built the Imagination Playground, and Dan Siegel, a neuroscientist, among others.
Blue School's foundation is based in part on utilizing a "co-constructive approach" to learning in which the students have a hand in directing and developing their own curriculum through inquiry and exploration.
As a lab school, Blue School is blazing a trail in education and plans to encourage further innovation through…"
experimentation
divergentthinking
children
constructivism
co-construction
play
dansiegal
interdisciplinary
student-centered
emergentcurriculum
curriculum
teaching
philstanton
chriswink
mattgoldman
curiosity
learning
inquiry
2012
creativity
innovation
kenrobinson
progressive
nyc
blueschool
education
schools
failure
risk
from delicious
Since then, the founders have grown the concept exponentially, engaging a number of respected professionals on their advisory board including Sir Ken Robinson, an educational reform advocate, David Rockwell, a renowned architect who built the Imagination Playground, and Dan Siegel, a neuroscientist, among others.
Blue School's foundation is based in part on utilizing a "co-constructive approach" to learning in which the students have a hand in directing and developing their own curriculum through inquiry and exploration.
As a lab school, Blue School is blazing a trail in education and plans to encourage further innovation through…"
7 weeks ago by robertogreco
Vittra - International and bilinguals schools in Sweden
7 weeks ago by robertogreco
"Vittra gives every individual the opportunity…
* to find the best approach for them: play & learn on the basis of their needs, curiosity & inclination in the best ways possible.
* to learn based on experience: learning is based on their experience which increases motivation & inspires creativity.
* to understand their own learning: equipped w/ the tools to acquire new knowledge & increase understanding of ‘How I learn’, which enables them to learn more easily & effectively in the future.
* to have faith in themselves & their abilities: become more self-aware, aware of their strengths & potential for development which means they dare & like to be challenged.
* to develop their ability to communicate & engage in respectful interaction w/ others: understand & are considerate to the needs & interests of others, can express & stand for their own views as well as take responsibility for their actions.
* to be equipped for study and work in an international environment…"
[via: http://gfbertini.wordpress.com/2012/04/08/vittra-school-system-sweden/ ]
communication
howwelearn
knowledge
play
curiosity
creativity
self-awareness
teaching
children
deschooling
unschooling
learning
education
schools
sweden
vittra
from delicious
* to find the best approach for them: play & learn on the basis of their needs, curiosity & inclination in the best ways possible.
* to learn based on experience: learning is based on their experience which increases motivation & inspires creativity.
* to understand their own learning: equipped w/ the tools to acquire new knowledge & increase understanding of ‘How I learn’, which enables them to learn more easily & effectively in the future.
* to have faith in themselves & their abilities: become more self-aware, aware of their strengths & potential for development which means they dare & like to be challenged.
* to develop their ability to communicate & engage in respectful interaction w/ others: understand & are considerate to the needs & interests of others, can express & stand for their own views as well as take responsibility for their actions.
* to be equipped for study and work in an international environment…"
[via: http://gfbertini.wordpress.com/2012/04/08/vittra-school-system-sweden/ ]
7 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
雨の日の宝物 (Rainy day treasures) Print Pamphlet - a set on Flickr
march 2012 by robertogreco
""......These safe and slow pathways are perfect for tiny feet and their larger commute-weary companions. Dense greens and colourful scented collages reside at the height and scale of little eyes and noses. Irrepressible hands thrive on the mixture of gravel, sand, grass, rocks, sticks and fallen fruit that compose Tokyo carpets. In summer developing ears drink in crickets, cicadas and neighbourhood rustlings...."
A small study on the child's perception of the street.
This document traces the everyday treasures of a rainy day walk to the local sento in suburban Tokyo. It is part of a broader and slightly wonky research and practice agenda on the hand made, everyday creativity, play, and usable environments."
tokyo
education
emergentlearning
emergentcurriculum
mapping
maps
informallearning
deschooling
unschooling
books
2012
slow
creativity
play
discovery
learning
urbanism
urban
children
chrisberthelsen
from delicious
A small study on the child's perception of the street.
This document traces the everyday treasures of a rainy day walk to the local sento in suburban Tokyo. It is part of a broader and slightly wonky research and practice agenda on the hand made, everyday creativity, play, and usable environments."
march 2012 by robertogreco
Dave Hickey - The Heresy of Zone Defense [.pdf]
february 2012 by robertogreco
"Kareem, after the game, remarked that he would pay to see Doctor J make that play against someone else. Kareem's remark clouds the issue, however, because the play was as much his as it was Erving's, since it was Kareem's perfect defense that made Erving's instantaneous, pluperfect response to it both necessary and possible—thus the joy, because everyone behaved perfectly, eloquently, with mutual respect, and something magic happened—thus the joy, at the triumph of civil society in an act that was clearly the product of talent and will accommodating itself to liberating rules." This is phenomenal writing.
writing
play
sports
games
basketball
davehickey
juliuserving
via:infovore
rules
drj
february 2012 by robertogreco
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
hand-made play » Archive » Understanding the Child-Scale City (Excerpt)
february 2012 by robertogreco
"This document that this excerpt is from is one story of the everyday treasures of a rainy day walk. It is part of a broader and slightly wonky research and practice agenda on the hand made, everyday creativity, play, and usable environments.
What is the child-scale? How can we begin to understand it? How can this experience inform building and design ideas and practice?
Play is intensely important. Start developing an idea of (non)designing for playing. The walk that this extract depicts brought forth ideas of grain/granularity of street surfaces (materials), balance and tracing (paths, curbs), humble events, routine/ritual, liquid (refreshment, ballistics, power)… for a start."
discovery
exploration
urbanism
urban
architecture
design
thechildinthecity
child-scale
education
learning
unschooling
play
mapping
maps
japan
tokyo
cities
children
a-small-lab
chrisberthelsen
What is the child-scale? How can we begin to understand it? How can this experience inform building and design ideas and practice?
Play is intensely important. Start developing an idea of (non)designing for playing. The walk that this extract depicts brought forth ideas of grain/granularity of street surfaces (materials), balance and tracing (paths, curbs), humble events, routine/ritual, liquid (refreshment, ballistics, power)… for a start."
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
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
"16 thoughts to pin on the refrigerator door" Haj Ross [.pdf]
february 2012 by robertogreco
"… 7. The so-called “educational system,” through the fault of no one, contributes to, and even accelerates, this process of forgetting, the loss of the joy of being born on our Home, so green, so beautiful, so One.
8. Our job is to be aware of the antieducational reality of the current system, to know that we are under no obligation to continue going in the wrong direction, and to coimagine and give collective birth to a new system, one whose objective will be that every person, whether teacher or student, student or teacher, returns to the ecstasy of Union.
9. The first step, always the most important one, is to abandon the use of force, to drop the very thought that force could ever have any place in a learning encounter.
10. When we examine the way babies and children learn spontaneously, we see how joyful a process it is. The Smaller Ones live a reality in which there are not two verbs, but just One: LEARN + PLAY…"
openstudioproject
lcproject
education
via:jacobsamlarose
play
deschooling
unschooling
learning
hajross
from delicious
8. Our job is to be aware of the antieducational reality of the current system, to know that we are under no obligation to continue going in the wrong direction, and to coimagine and give collective birth to a new system, one whose objective will be that every person, whether teacher or student, student or teacher, returns to the ecstasy of Union.
9. The first step, always the most important one, is to abandon the use of force, to drop the very thought that force could ever have any place in a learning encounter.
10. When we examine the way babies and children learn spontaneously, we see how joyful a process it is. The Smaller Ones live a reality in which there are not two verbs, but just One: LEARN + PLAY…"
february 2012 by robertogreco
nickd: Whatever's next; whatever's good.
january 2012 by robertogreco
"I like dabbling in small projects with good people, and I like making tiny amounts of money so I can eat burritos in a city with a comically low cost of living."
"I always keep an open mind about any sort of projects that involve some degree of research, play, and curiosity. So if you want to plan anything off-the-wall funny or pranksterish, then get at me. I love outlandish, ridiculous projects. Let’s scheme together."
"I would like to make cool things with good people. Maybe you’re one of these good people. And maybe you know other good people, too. I’m in a rare inflection point in my life where I don’t have to juggle competing priorities to take on new stuff. I would love if you got in touch (nickd//nickd/org or @nickd), and spread this far and wide. I am a little scared these days, but things are really only worth doing if they’re scary, so I figure I must be at least a little right."
focus
makingtime
projects
projectideas
curiosity
risktaking
time
leapsoffaith
design
yearoff
glvo
freelance
doing
making
play
quitting
2012
nickdisabato
from delicious
"I always keep an open mind about any sort of projects that involve some degree of research, play, and curiosity. So if you want to plan anything off-the-wall funny or pranksterish, then get at me. I love outlandish, ridiculous projects. Let’s scheme together."
"I would like to make cool things with good people. Maybe you’re one of these good people. And maybe you know other good people, too. I’m in a rare inflection point in my life where I don’t have to juggle competing priorities to take on new stuff. I would love if you got in touch (nickd//nickd/org or @nickd), and spread this far and wide. I am a little scared these days, but things are really only worth doing if they’re scary, so I figure I must be at least a little right."
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
Urban Adventure in Rotterdam: Psychogeography bingo
january 2012 by robertogreco
"Explore – Below you will find 50 psychogeographic observations. Go out and explore. Rediscover one of the observations. Document it in pictures or text and mark its number.
Get bingo - You get bingo when you fill any column, row or diagonal.
Profit - Document your bingo observations in the comments of this blog. Provide pictures if possible. Do this before 1-1-2012. We will try to send the first few winners a random book from the Rotterdam secondhand book market. It may be in Dutch but then it will have pictures."
[All posts on the blog tagged 'psychogeography': http://uair01.blogspot.com/search/label/psychogeography ]
netherlands
rotterdam
exploration
play
bingo
urbanism
urban
poetry
psychogeography
via:litherland
Get bingo - You get bingo when you fill any column, row or diagonal.
Profit - Document your bingo observations in the comments of this blog. Provide pictures if possible. Do this before 1-1-2012. We will try to send the first few winners a random book from the Rotterdam secondhand book market. It may be in Dutch but then it will have pictures."
[All posts on the blog tagged 'psychogeography': http://uair01.blogspot.com/search/label/psychogeography ]
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
Playtime (Spielzeit) by Lucas Mireles — Kickstarter
january 2012 by robertogreco
"Inspired by Billy Wilder’s People On Sunday (1930), Playtime is a seamless journey through the lives of German youth on a Sunday afternoon. Jan (Jan Müller) awaits his date with the sexy Matilda (Marylu Poolman). But when Matilda shows up with Andy (Markus Klauk), Jan realizes she has more in mind for their afternoon together. Not interested in this ménage à trois, Jan leaves Matilda and Andy to their own fun. But their rendezvous is quickly interrupted by a group of children at play. The boys poke fun at Andy’s shortcomings, until he finally chases them away to a mysterious graveyard. There, one of the boys (Tim Lingens) gets lost in his imagination as the sun sets on this ordinary Sunday experienced through extraordinary lives."
[See also http://www.playtimemovie.com ]
ryanslattery
uclafilm
ucla
cologne
germany
2012
innocence
youth
playtime
1930
billywilder
filmmaking
lucasmireles
play
children
film
kickstarter
[See also http://www.playtimemovie.com ]
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
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
Constant spoonerizing - Neven Mrgan's tumbl
december 2011 by robertogreco
"I spoonerize words all the time. All. The. Time. Good spoonerisms and bad. In my head. (I worderize spoons all the time. Tall. The Lime. Spoon Gooderisms band ad. Hin my ed.)…
I’ve only ever told a few people about it openly - not because it’s a big secret, but because it’s so… goofy and inconsequential. I know others have similar uncontrollable wordplay obsessions: constant punning, rhyming, anagrams, inverting words. Another minor thing I do is count the letters in a word and sort the consonants from the vowels, possibly as a pre-processing step for spoonerization.
This is a contagious brain-bug. Start doing it around someone and watch them pick it up. (I’m so sorry, Cabel. Oh also, dart stewing it surround omeone and pock whem ditch it up.)"
fun
words
language
classideas
tcsnmy
toshare
cv
play
wordplay
spoonerisms
nevenmrgan
from delicious
I’ve only ever told a few people about it openly - not because it’s a big secret, but because it’s so… goofy and inconsequential. I know others have similar uncontrollable wordplay obsessions: constant punning, rhyming, anagrams, inverting words. Another minor thing I do is count the letters in a word and sort the consonants from the vowels, possibly as a pre-processing step for spoonerization.
This is a contagious brain-bug. Start doing it around someone and watch them pick it up. (I’m so sorry, Cabel. Oh also, dart stewing it surround omeone and pock whem ditch it up.)"
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
Welcome to the Age of Overparenting - Boston Magazine - bostonmagazine.com
december 2011 by robertogreco
"…pushing kids can be just as bad for them as attending to their every desire…children of upper-class, highly educated parents…are increasingly anxious & depressed. Children with “high perfectionist strivings” were likely to see achievement failures as personal failures…being constantly shuttled between activities…ends up leaving suburban adolescents feeling more isolated from parents.
…while today’s middle- & upper-middle-class children have an unprecedented array of opportunities, their experiences are often manufactured by us…Nearly everything they do is orchestrated, if not by their parents, then by some other adult…But their experiences aren’t very rich in the messier way — in those moments of unfettered abandon when part of the thrill is the risk of harm, hurt feelings, or struggle. In our attempt to manage & support every moment of our children’s lives, they become something that belongs to us, not them.
[ http://www.bostonmagazine.com/articles/the_age_of_overparenting/ ]
parenting
children
stress
anxiety
anxiousparenting
helicopterparenting
helicopterparents
2011
caroldweck
petergray
suniyaluthar
behavior
messiness
play
unstructuredtime
learning
life
overparenting
unschooling
deschooling
freedom
independence
education
from delicious
…while today’s middle- & upper-middle-class children have an unprecedented array of opportunities, their experiences are often manufactured by us…Nearly everything they do is orchestrated, if not by their parents, then by some other adult…But their experiences aren’t very rich in the messier way — in those moments of unfettered abandon when part of the thrill is the risk of harm, hurt feelings, or struggle. In our attempt to manage & support every moment of our children’s lives, they become something that belongs to us, not them.
[ http://www.bostonmagazine.com/articles/the_age_of_overparenting/ ]
december 2011 by robertogreco
The 5 Best Toys of All Time | GeekDad | Wired.com
december 2011 by robertogreco
stick, box, string, cardboard tube, and dirt
toys
play
children
parenting
fun
culture
life
imagination
creativity
boxes
sticks
dirt
string
cardboard
cardboardtubes
tcsnmy
toshare
jonathanliu
via:kottke
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
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
Playful 2011 | Chris O'Shea
october 2011 by robertogreco
"Last week I gave a talk at Playful, a great conference in London.
After my talk quite a few people asked me again for names of things I’d shown or links, so here you go…"
chrisoshea
playful11
playful
play
children
toys
imagination
creativity
2011
trends
making
doing
glvo
from delicious
After my talk quite a few people asked me again for names of things I’d shown or links, so here you go…"
october 2011 by robertogreco
The American Crawl : “Pandemic Right Here! Got That Pandemic!”
october 2011 by robertogreco
"A board game that relies on collaboration amongst players instead of competition, Pandemic finds players racing around the globe treating infections and feverishly trying to discover the cure before another epidemic wrecks havoc on the globe. In effect, the players are working together to beat the game; either we all win or – as was most oft the case for us – we all lose.
A game that can be played by anyone, we found ourselves deliberating every action and discussing (or arguing) strategy. We were metacognitive in our decision making process. We highlighted what failed in past games (deciding to ignore the wildfire-like spread of disease in Asia, for instance was a particularly terrible strategy) and relied on our various locations, cards, and other game attributes to eventually beat the game."
pandemic
boardgames
games
play
collaboration
anterogarcia
2009
strategy
classideas
from delicious
A game that can be played by anyone, we found ourselves deliberating every action and discussing (or arguing) strategy. We were metacognitive in our decision making process. We highlighted what failed in past games (deciding to ignore the wildfire-like spread of disease in Asia, for instance was a particularly terrible strategy) and relied on our various locations, cards, and other game attributes to eventually beat the game."
october 2011 by robertogreco
Lego combines the digital and physical in iPhone game | BappProducts | Macworld
october 2011 by robertogreco
"Danish toy company Lego is pushing its toys into the mobile age with the Life of George iPhone app, which combines a digital and physical gaming experience.
The new Lego game consists of a free iPhone app, a set of bricks and a play mat that acts as a green screen. The goal is to build the image shown on the screen as fast as possible in real life. When players finish building the model they have to take a photo of the structure with their iPhone or iPod Touch to see if they succeeded. The app will calculate a score based on accuracy and speed."
lego
games
iphone
ios
applications
play
from delicious
The new Lego game consists of a free iPhone app, a set of bricks and a play mat that acts as a green screen. The goal is to build the image shown on the screen as fast as possible in real life. When players finish building the model they have to take a photo of the structure with their iPhone or iPod Touch to see if they succeeded. The app will calculate a score based on accuracy and speed."
october 2011 by robertogreco
Infovore » Blessed are the Toymakers
september 2011 by robertogreco
"Why not put technological skills to use making art (as I argued at Culture Hack Day)? Go one step further: rather than putting technology to use serving existing media – the books and films that Robin talks about – why not just invent new forms of media, as Jack Schulze and Timo Arnall describe? The new liberal arts are not on the edge of something big; they are on many edges, all at once. We get to decide where they tip over into; what’s at the bottom of those cliff-faces. Maybe those media will have the tiny audiences Sloan describes; maybe they’ll become huge. But we get to decide, and right now, there is space to play, and a need for those of us with weird skillsets – technological hands and flighty, artistic brains, or vice versa, ‘consecutive or concurrent’ – to go explore.<br />
<br />
Inventing media is a big job. We could start by making toys."
tomarmitage
making
robinsloan
doing
tools
mediainvention
newliberalarts
berg
berglondon
mattjones
jackschulze
timoarnall
media
storytelling
toys
play
2011
from delicious
<br />
Inventing media is a big job. We could start by making toys."
september 2011 by robertogreco
Mammoth School | Knee High Media Japan
september 2011 by robertogreco
From Google Translate:<br />
<br />
"School and Mammoth, Mammoth's proposed concept for children continue to lead the future. Magazine, WEB, be linked to events, and explores a new STANDARD for education. These are the basic principles of a mammoth school. Learn from both parents and children, to disseminate the ideas that we will foster a rich opportunity.<br />
(1) PLAY to LEARN what there is to learn to play inside.<br />
(2) HANDS on LEARNING lead to a deeper understanding of experience to stimulate the mind and body.<br />
(3) GREEN LEARNING connection with the earth, learn how to live eco-friendly.<br />
(4) BILINGUAL CONVERSATION create an environment to learn from each other adult and children."<br />
<br />
[See also Knee High Media: http://www.khmj.com/contact ]<br />
<br />
[via: http://a-small-lab.com/projects/look-a-round ]
design
children
education
japan
tokyo
magazines
glvo
bilingual
green
learning
environment
handsonlearning
play
from delicious
<br />
"School and Mammoth, Mammoth's proposed concept for children continue to lead the future. Magazine, WEB, be linked to events, and explores a new STANDARD for education. These are the basic principles of a mammoth school. Learn from both parents and children, to disseminate the ideas that we will foster a rich opportunity.<br />
(1) PLAY to LEARN what there is to learn to play inside.<br />
(2) HANDS on LEARNING lead to a deeper understanding of experience to stimulate the mind and body.<br />
(3) GREEN LEARNING connection with the earth, learn how to live eco-friendly.<br />
(4) BILINGUAL CONVERSATION create an environment to learn from each other adult and children."<br />
<br />
[See also Knee High Media: http://www.khmj.com/contact ]<br />
<br />
[via: http://a-small-lab.com/projects/look-a-round ]
september 2011 by robertogreco
Has Technology Changed the Way Children Play? | MindShift
september 2011 by robertogreco
"Playground culture and children’s games are not overwhelmed, marginalized or threatened by media."<br />
<br />
"despite the fears about an untoward influence of media and technology, the researchers found that children’s folklore and children’s imaginations still thrive"
learning
play
ipad
technology
children
audreywatters
2011
games
playgrounds
folklore
from delicious
<br />
"despite the fears about an untoward influence of media and technology, the researchers found that children’s folklore and children’s imaginations still thrive"
september 2011 by robertogreco
Mitch Resnick: The Role of Making, Tinkering, Remixing in Next-Generation Learning | DMLcentral
september 2011 by robertogreco
"…best learning experiences come when people are actively engaged in designing things, creating things, & inventing things—expressing themselves.
…if we want people to really be fluent w/ new technologies & learn through their activities, it requires people to get involved as makers—to create things.
…best experiences come when…making use of the materials in the world around you, tinkering w/ things…coming up w/ a prototype, getting feedback…iteratively changing it…making new ideas, over & over…adapting to the current situation & the new situations that arise.
In our after school programs, we see many kids who have been unsuccessful in traditional educational settings become incredibly successful when they are given the opportunity to make, tinker, & remix.
…there are lessons for schools from the ways that kids learn outside of schools…
Over time, I do think we need to rethink educational institutions as a place that embraces playful experimentation."
tcsnmy
mitchresnick
mit
mitmedialab
medialab
scratch
mindstorms
lego
informallearning
learning
unschooling
deschooling
schools
play
prototyping
making
doing
remix
remixing
remixculture
self-expression
technology
lcproject
howardrheingold
makers
creators
iteration
iterative
wedo
lifelongkindergarten
education
experimentation
invention
feedback
2011
toshare
from delicious
…if we want people to really be fluent w/ new technologies & learn through their activities, it requires people to get involved as makers—to create things.
…best experiences come when…making use of the materials in the world around you, tinkering w/ things…coming up w/ a prototype, getting feedback…iteratively changing it…making new ideas, over & over…adapting to the current situation & the new situations that arise.
In our after school programs, we see many kids who have been unsuccessful in traditional educational settings become incredibly successful when they are given the opportunity to make, tinker, & remix.
…there are lessons for schools from the ways that kids learn outside of schools…
Over time, I do think we need to rethink educational institutions as a place that embraces playful experimentation."
september 2011 by robertogreco
My Father’s Final Gift « Aza on Design
september 2011 by robertogreco
"“Is it bigger than a bread box?”, I stare at the package in my hands. In it is my father. The man who invented the Macintosh and misnamed what should be the “typefaces” menu the “fonts” menu. He never forgave himself for his incorrect usage of English. He groomed with exacting use of language and considered that mistake a failure of being young and reckless with semantics. The man who invented click-and-drag was now the man who could hardly keep his gaze focused on his son. The box is, of course, smaller than a bread box. It’s a question we always ask. My family smiles out of habit.<br />
“No”, my father says. A long pause. “No”, he says again, “it is smaller than a bread box. Smaller and sharper.” He speeds the guessing game along. Time."<br />
<br />
[Also at: http://www.fastcodesign.com/1663156/the-mac-inventors-gift-before-dying-an-immortal-design-lesson-for-his-son ]
azaraskin
jefraskin
language
gifts
writing
design
history
questions
tradition
2011
via:jeeves
shaving
knives
razors
questioning
inquiry
play
has:via
from delicious
“No”, my father says. A long pause. “No”, he says again, “it is smaller than a bread box. Smaller and sharper.” He speeds the guessing game along. Time."<br />
<br />
[Also at: http://www.fastcodesign.com/1663156/the-mac-inventors-gift-before-dying-an-immortal-design-lesson-for-his-son ]
september 2011 by robertogreco
ARIS - Mobile Learning Experiences - Creating educational games on the iPhone
august 2011 by robertogreco
"ARIS is a tool for you to make mobile games, tours and interactive stories. Using the GPS and QR Codes, ARIS players will experience a virtual world of interactive characters, items and media placed in physical space."
[via: http://twitter.com/KornerstoneGuy/status/105744006423646208 ]
education
learning
design
technology
games
mobilegames
play
classideas
qrcodes
gps
interactive
storytelling
location-based
location
location-aware
from delicious
[via: http://twitter.com/KornerstoneGuy/status/105744006423646208 ]
august 2011 by robertogreco
Future Perfect » Caco
august 2011 by robertogreco
"Day 1 in Lagos – setting up our pop-up design studio. 2 weeks on the ground with a strong local crew, so much to learn, to much to do. Highlight? Taking an okada across town to pick up supplies and outrunning the union guys trying to collect their daily levy – somehow managing it despite their optimal vantage point at the edge of a gridlocked round-about. These are the days."<br />
<br />
[See also: http://en.wikipedia.org/wiki/Okada_(commercial_motorcycle) ]
janchipchase
lagos
nigeria
okada
transportation
motorcycles
2011
play
work
howwework
popup
popupstudio
lcproject
learning
pop-updesignstudio
studios
design
pop-ups
from delicious
<br />
[See also: http://en.wikipedia.org/wiki/Okada_(commercial_motorcycle) ]
august 2011 by robertogreco
How are revolutions born? « Re-educate Seattle
august 2011 by robertogreco
"The best we can do, I think, is to simply embrace a new way of thinking about school and live our lives according to a new paradigm. If enough people do that, the revolution will happen. That’s how the agricultural revolution and the industrial revolution were born. That’s the only way that revolutions happen."
stuartbrown
kenrobinson
change
education
revolution
educationrevolution
unschooling
deschooling
gamechanging
paradigmshifts
stevemiranda
2011
keepon
tinkeringaroundthedges
substantivechange
tcsnmy
lcproject
schedules
schoolday
play
from delicious
august 2011 by robertogreco
Amazon.com: The Chairs Are Where the People Go: How to Live, Work, and Play in the City (9780865479456): Misha Glouberman, Sheila Heti: Books
august 2011 by robertogreco
"Should neighborhoods change? Is wearing a suit a good way to quit smoking? Why do people think that if you do one thing, you’re against something else? Is monogamy a trick? Why isn’t making the city more fun for you and your friends a super-noble political goal?…Misha Glouberman’s friend & collaborator, Sheila Heti, wanted her next book to be a compilation of everything Misha knew. Together, they made a list of subjects. As Misha talked, Sheila typed. He talked about games, relationships, cities, negotiation, improvisation, Casablanca, conferences, & making friends. His subjects ranged from the sublime to the ridiculous. But sometimes what had seemed trivial began to seem important—& what had seemed important began to seem less so…refreshing, appealing, & kind of profound. It’s a self-help book for people who don’t feel they need help, & a how-to book that urges you to do things you don’t really need to do."
books
toread
mishaglouberman
sheilaheti
cities
life
howto
humor
play
work
2011
from delicious
august 2011 by robertogreco
Ian Bogost - Procedural Literacy
august 2011 by robertogreco
"Learning to become computationally expressive is more important than ever. But I want to suggest that there is a utility for procedural literacy that extends far beyond the ability to program computers. Computer processing comprises only one register of procedurality. More generally, I want to suggest that procedural literacy entails the ability to reconfigure basic concepts and rules to understand and solve problems, not just on the computer, but in general."
education
technology
teaching
media
play
learning
computationalexpression
proceduralliteracy
computers
computing
tcsnmy
programming
coding
seymourpapert
logo
alankay
adelegoldberg
xeroxparc
ianbogost
from delicious
august 2011 by robertogreco
Is a Well-Lived Life Worth Anything? - Umair Haque - Harvard Business Review
july 2011 by robertogreco
"Though it harks back to antiquity, eudaimonia's a smarter, sharper, wiser, wholer, well, richer conception of prosperity. And deep down, while it might be hard to admit, I'd bet we all know that our current habits are leaving us — have left us — not merely financially and fiscally broken, but, if not intellectually, physically, emotionally, relationally, and spiritually empty, then, well, probably at least just a little bit unhealthy. Eudaimonic prosperity, in contrast, is about mastering a new set of habits: igniting the art of living meaningfully well. An active conception of prosperity, it's concerned not with what one has, but what one is capable of. Here's how I'd contrast Eudaimonia with its belching, wheezing industrial age predecessor:
Living, (working, and playing) not just having…
Better, not just more…
Becoming, not just being…
Creating and building, not just trading and raiding…
Depth, not just immediacy…"
umairhaque
culture
society
future
economics
2011
well-being
gamechanging
eudaemonia
immediacy
plannedlongevity
work
play
value
values
creation
making
doing
living
life
Living, (working, and playing) not just having…
Better, not just more…
Becoming, not just being…
Creating and building, not just trading and raiding…
Depth, not just immediacy…"
july 2011 by robertogreco
Can a Playground Be Too Safe? - NYTimes.com [See also: http://www.laphamsquarterly.org/deja_vu/2011/07/what-doesnt-kill-you.php ]
july 2011 by robertogreco
"“Children need to encounter risks and overcome fears on the playground…monkey bars and tall slides are great. As playgrounds become more and more boring, these are some of the few features that still can give children thrilling experiences with heights and high speed.”<br />
<br />
After observing children on playgrounds in Norway, England and Australia, Dr. Sandseter identified six categories of risky play: exploring heights, experiencing high speed, handling dangerous tools, being near dangerous elements (like water or fire), rough-and-tumble play (like wrestling), and wandering alone away from adult supervision. The most common is climbing heights.<br />
<br />
“Climbing equipment needs to be high enough, or else it will be too boring in the long run,” Dr. Sandseter said. “Children approach thrills and risks in a progressive manner, and very few children would try to climb to the highest point for the first time they climb…"
children
psychology
play
parenting
design
safety
law
playgrounds
2011
risk
danger
from delicious
<br />
After observing children on playgrounds in Norway, England and Australia, Dr. Sandseter identified six categories of risky play: exploring heights, experiencing high speed, handling dangerous tools, being near dangerous elements (like water or fire), rough-and-tumble play (like wrestling), and wandering alone away from adult supervision. The most common is climbing heights.<br />
<br />
“Climbing equipment needs to be high enough, or else it will be too boring in the long run,” Dr. Sandseter said. “Children approach thrills and risks in a progressive manner, and very few children would try to climb to the highest point for the first time they climb…"
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
SpeEdChange: A physical place for virtual education
july 2011 by robertogreco
"…physical place is importan…beautiful…flexible…interactive. Kids should be free to come & go, but I'd like them to want to stay. Kids should have the tools they need there, & access to food & drink & other "comforts." & the faculty needs to be there too - not for supervision - but for interaction as students need & want.<br />
<br />
…start w/ effective wireless capabilities in your "Physical Space for Virtual Learning," …4G comes in well…a Tool Crib of devices…lots of different kinds of seating. Tables and floor space for collaboration, and spaces - like music practice rooms - for solitude or quiet…furniture should all be movable, and probably whimsical in some ways…place for play…variety to the space, variety to the time, and variety in staff interaction…lighting varies…noise levels…vary…Don't pick "50 year" furniture.<br />
<br />
Think of MeetUps linked to any possible subject of mutual interests. Hold Hack Days geared to music or games or teaching or anything. And invite the community in…"
schooldesign
tcsnmy
lcproject
learning
irasocol
2011
space
place
unschooling
deschooling
education
community
furniture
schools
teaching
meetups
meetingplace
play
hackdays
hackerspaces
variety
diversity
from delicious
<br />
…start w/ effective wireless capabilities in your "Physical Space for Virtual Learning," …4G comes in well…a Tool Crib of devices…lots of different kinds of seating. Tables and floor space for collaboration, and spaces - like music practice rooms - for solitude or quiet…furniture should all be movable, and probably whimsical in some ways…place for play…variety to the space, variety to the time, and variety in staff interaction…lighting varies…noise levels…vary…Don't pick "50 year" furniture.<br />
<br />
Think of MeetUps linked to any possible subject of mutual interests. Hold Hack Days geared to music or games or teaching or anything. And invite the community in…"
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
Community Media - Interactive World: Pathways to Participation - Elite Pedagogy and Revolution
july 2011 by robertogreco
"It is a sad fact that much of what we do in our younger years at school acts as barrier to our future confidence and enjoyment. The main reason is that most people are made to feel that they are failures, or fall short of the required standards.<br />
<br />
The component of play, spontaneity, & expression, are beaten out of us with the rigour of rules & traditions; a culture of compulsion prevails together with a morbid attraction to examination & assessment regimes. Our children suffer anxiety and stress; they become miserable & unresponsive. Retreating to private worlds, they seldom gain the confidence or the creativity to comprehend their suffering; the system's ultimate victory is that the children are unable to construct meaningful forms of rebellion.<br />
<br />
Our obsession with competition, elitism, skills' acquisition, specialisation, and a functional / instrumental approach to learning plays a major role in inhibiting the majority of individuals from participation and creative growth…"
unschooling
deschooling
education
tcsnmy
lcproject
learning
spontaneity
play
standards
standardization
testing
competition
competitiveness
failure
expression
compulsion
rules
tradition
anxiety
stress
racetonowhere
creativity
confidence
elitism
specialization
via:grahamje
from delicious
<br />
The component of play, spontaneity, & expression, are beaten out of us with the rigour of rules & traditions; a culture of compulsion prevails together with a morbid attraction to examination & assessment regimes. Our children suffer anxiety and stress; they become miserable & unresponsive. Retreating to private worlds, they seldom gain the confidence or the creativity to comprehend their suffering; the system's ultimate victory is that the children are unable to construct meaningful forms of rebellion.<br />
<br />
Our obsession with competition, elitism, skills' acquisition, specialisation, and a functional / instrumental approach to learning plays a major role in inhibiting the majority of individuals from participation and creative growth…"
july 2011 by robertogreco
Amazon.com: The Lily: Evolution, Play and the Power of a Free Society eBook: Daniel Cloud: Kindle Store
july 2011 by robertogreco
"Why does a free society work so well? Are civil and political rights really indispensible for full modernity? Must we be free because we're prescient or because we're blind? The book is intended as a contribution to the genre that includes Mill's "On Liberty," Locke's "Second Treatise of Government" and Popper's "Open Society and its Enemies.""
books
toread
play
freedom
freesociety
society
evolution
johnlocke
karlpopper
johnstuartmill
opensociety
government
modernity
rights
from delicious
july 2011 by robertogreco
Paul Bloom | Professor of Psychology, Yale University | Big Think
july 2011 by robertogreco
"Paul Bloom is a professor of psychology at Yale University. His research explores how children and adults understand the physical and social world, with special focus on morality, religion, fiction, and art. He is a past president of the Society for Philosophy and Psychology and a co-editor of Behavioral and Brain Sciences, one of the major journals in the field. Dr. Bloom has written for scientific journals such as Nature and Science as well as for popular outlets such as The New York Times, the Guardian, and the Atlantic. He is the author or editor of four books, including "Descartes' Baby: How the Science of Child Development Explains What Makes Us Human." His newest book, "How Pleasure Works," will be published by Norton in June 2010."<br />
<br />
[This link points to the segment of the interview title: "How Are Kids Smarter Than Adults?"]
children
language
socialinteraction
brain
plasticity
psychology
imagination
pretending
interviews
paulbloom
play
pretend
development
fiction
evolution
perception
childdevelopment
morality
art
religion
pleasure
reality
purposefuldeception
self-deception
from delicious
<br />
[This link points to the segment of the interview title: "How Are Kids Smarter Than Adults?"]
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
Don’t show, don’t tell? - MIT News Office
july 2011 by robertogreco
"Cognitive scientists find that when teaching young children, there is a trade-off between direct instruction and independent exploration."
education
learning
teaching
psychology
pedagogy
instruction
inquiry
inquiry-basedlearning
play
cognition
cognitivesciences
children
humility
patience
howwelearn
howweteach
tcsnmy
toshare
lcproject
unschooling
deschooling
schools
schooliness
2011
mit
from delicious
july 2011 by robertogreco
The University Project
june 2011 by robertogreco
"…an experiment…to create a new kind of university…large space in…London; community of itinerant thinkers & precarious scholars; & desire to create the conditions for learning & inquiry which we have found too rarely in our current institutions.
…we will experiment w/ new ways of organising & supporting cultivation of knowledge…
…spaces of learning which are open to whoever values them, not only those who can pay.
…conditions under which deep thinking, careful scholarship & new ideas can flourish.
…space of reflection & exploration, not a production line for units of knowledge.
…to bring our whole selves…
…to treat material & economic conditions of university as a ground for research, experimentation, learning & play — rather than necessary evil we have to deal w/ every now & then.
…university in which we learn how to make a life for ourselves, not just how to market our skills to employers.
…share what we learn freely…
…learning in atmosphere of collaboration & friendship."
education
collaboration
universities
diy
participatory
dougaldhine
inquiry
learning
ekstitutions
freeschools
reallyfreeschool
london
uk
anarchism
open
sharing
knowledge
unschooling
deschooling
the2837university
reflection
exploration
play
…we will experiment w/ new ways of organising & supporting cultivation of knowledge…
…spaces of learning which are open to whoever values them, not only those who can pay.
…conditions under which deep thinking, careful scholarship & new ideas can flourish.
…space of reflection & exploration, not a production line for units of knowledge.
…to bring our whole selves…
…to treat material & economic conditions of university as a ground for research, experimentation, learning & play — rather than necessary evil we have to deal w/ every now & then.
…university in which we learn how to make a life for ourselves, not just how to market our skills to employers.
…share what we learn freely…
…learning in atmosphere of collaboration & friendship."
june 2011 by robertogreco
The Future Of College: Forget Lectures And Let The Students Lead | Co.Design
june 2011 by robertogreco
"The technological power of the "cloud" as an aggregator of global knowledge & social network capital combines w/ natural tendency to learn through sharing & playing to create a multidimensional, interconnected network that solves complex problems. Simply put: Purpose & play drive learning.<br />
<br />
These students help us discern what is valuable about higher-ed learning & what needs to be shed to save it from complete ossification. The insular nature of academia could lead to its demise, but these students also see tremendous value in its ability to incubate. Unis become testing grounds where students can find mentors, receive funding, & iterate initiatives with real-world consequences. The design community can debate where innovation comes from, but we can no longer look to authoritarian, top-down dictation to drive societal change. If the blossoming of this pattern doesn’t point to a new trend in education, then it at least represents what these higher-ed institutions must become."
unschooling
deschooling
hierarchy
trungle
highereducation
highered
colleges
universities
organizations
education
learning
mentoring
mentorship
apprenticeships
problemsolving
criticalthinking
realworld
entrepreneurship
lcproject
johndewey
life
sugatamitra
peterthiel
via:lukeneff
play
purpose
academia
networkedlearning
networks
cloud
socialnetworks
authority
authoritarianism
from delicious
<br />
These students help us discern what is valuable about higher-ed learning & what needs to be shed to save it from complete ossification. The insular nature of academia could lead to its demise, but these students also see tremendous value in its ability to incubate. Unis become testing grounds where students can find mentors, receive funding, & iterate initiatives with real-world consequences. The design community can debate where innovation comes from, but we can no longer look to authoritarian, top-down dictation to drive societal change. If the blossoming of this pattern doesn’t point to a new trend in education, then it at least represents what these higher-ed institutions must become."
june 2011 by robertogreco
YouTube - Sudbury Valley School - Focus and Intensity
june 2011 by robertogreco
"This video is a glimpse into the life of our school. Enter a world of young people who are exuberant about their lives, and are fully in control of their education. We hope you will enjoy their spirit, their focus, and above all their intensity in pursuing their passions."
sudburyschools
sudburyvalleyschool
education
unschooling
deschooling
learning
democratic
democraticschools
democracy
tcsnmy
schools
lcproject
2011
play
videogames
games
from delicious
june 2011 by robertogreco
Nomic - Wikipedia
june 2011 by robertogreco
"Nomic is a game created in 1982 by philosopher Peter Suber in which the rules of the game include mechanisms for the players to change those rules, usually beginning through a system of democratic voting.[1]
"Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed."
—Peter Suber, the creator of Nomic, The Paradox of Self-Amendment, Appendix 3, p. 362.
Nomic actually refers to a large number of games based on the initial ruleset laid out by Peter Suber in his book The Paradox of Self-Amendment."
education
politics
games
change
community
petersuber
play
democracy
self-amendment
logic
philosophy
lawyering
variability
nomic
from delicious
"Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed."
—Peter Suber, the creator of Nomic, The Paradox of Self-Amendment, Appendix 3, p. 362.
Nomic actually refers to a large number of games based on the initial ruleset laid out by Peter Suber in his book The Paradox of Self-Amendment."
june 2011 by robertogreco
Study raises questions about full-day kindergarten
june 2011 by robertogreco
"Full-day kindergarten may be having a negative effect on the learning and personal development of some children, according to new research.<br />
<br />
Early results from a pilot study focusing on two classrooms in southwestern Ontario revealed that teachers in a regular school setting were often caught in the tension that exists between meeting curriculum expectations and teaching to student interests.<br />
<br />
The researchers argue that academic goals, centered on results and preparation for standardized tests in later years, are taking away from play-based learning that builds upon what the child already knows."
play
curriculum
emergentcurriculum
kindergarten
pedagogy
teaching
learning
longterm
unschooling
deschooling
tcsnmy
lcproject
schools
schooliness
standardizedtesting
testing
conflict
results
2011
from delicious
<br />
Early results from a pilot study focusing on two classrooms in southwestern Ontario revealed that teachers in a regular school setting were often caught in the tension that exists between meeting curriculum expectations and teaching to student interests.<br />
<br />
The researchers argue that academic goals, centered on results and preparation for standardized tests in later years, are taking away from play-based learning that builds upon what the child already knows."
june 2011 by robertogreco
DON'T GO OUTSIDE [In response to “The internet is not our playground anymore.” — Ben Brown]
june 2011 by robertogreco
"All due respect to Ben Brown, but fuck this.<br />
<br />
When I was a little kid and would hang out at the playground and the older kids would show up and tell me to leave, I always left. I ran home scared. I hid in my room hoping those kids didn’t see which direction I ran because they might follow me and then they could be waiting for me next time I left. I’d stay in my room for hours freaking out about it.<br />
<br />
And then I grew up and realized that those kids didn’t have any more right to the playground than I did and the only reason they had any power over me was because I gave it to them. I told them it was OK for them to boss me around. I gave them my playground.<br />
<br />
I’m not making that mistake again. This is my playground and I’m not giving it away to anyone."
seanbonner
benbrown
internet
bullies
play
playgrounds
open
web
online
activism
hierarchy
freedom
equality
self-defense
2011
from delicious
<br />
When I was a little kid and would hang out at the playground and the older kids would show up and tell me to leave, I always left. I ran home scared. I hid in my room hoping those kids didn’t see which direction I ran because they might follow me and then they could be waiting for me next time I left. I’d stay in my room for hours freaking out about it.<br />
<br />
And then I grew up and realized that those kids didn’t have any more right to the playground than I did and the only reason they had any power over me was because I gave it to them. I told them it was OK for them to boss me around. I gave them my playground.<br />
<br />
I’m not making that mistake again. This is my playground and I’m not giving it away to anyone."
june 2011 by robertogreco
(hm) Electric Literacy Playground
june 2011 by robertogreco
"In the 20th century, youth culture gave birth to a new sensory training ground that helped us explore and adapt to the emerging electronic environment."<br />
<br />
""To think of such a culture as 'preliterate' is already to distort it. It is like thinking of a horse as an automobile without wheels." - Walter Ong"<br />
<br />
"Since we are, like the ancient Athenians, living through the beginning of a major technological revolution that is putting pressures on every aspect of our cultural fabric, de Kerckhove's study of the Greek theater should make us pause and ask ... <br />
<br />
"What would a playground for electric literacy look like?" and "Have we already created such an environment?""<br />
<br />
"What would a sensory training ground for electric literacy feel like?"<br />
<br />
"The distinctions between art and utility are already beginning to blur in our digital world."
education
technology
culture
history
media
art
headmine
utility
glvo
cv
literacy
senses
sensory
training
unschooling
deschooling
digital
marshallmcluhan
ancientgreece
play
digitalliteracy
society
sensemaking
bighere
longnow
walterong
tcsnmy
lcproject
shiftctrlesc
from delicious
<br />
""To think of such a culture as 'preliterate' is already to distort it. It is like thinking of a horse as an automobile without wheels." - Walter Ong"<br />
<br />
"Since we are, like the ancient Athenians, living through the beginning of a major technological revolution that is putting pressures on every aspect of our cultural fabric, de Kerckhove's study of the Greek theater should make us pause and ask ... <br />
<br />
"What would a playground for electric literacy look like?" and "Have we already created such an environment?""<br />
<br />
"What would a sensory training ground for electric literacy feel like?"<br />
<br />
"The distinctions between art and utility are already beginning to blur in our digital world."
june 2011 by robertogreco
Play is Art in the Age of Networked Reproduction
june 2011 by robertogreco
"Play is Art... is an exploration into the evolving meaning of art in the 21st century. There are six parts, the first two are here as a draft. More to come .... peaceandlove from @shiftctrlesc // #playisart"<br />
<br />
"The artist is no longer a fringe member of society but a role that all of us must play in order to sustain our electronic culture. In the 21st century, the distinctions between art and life will disappear, and play will once again become the ground for our cultural sense making."
art
play
culture
work
sensemaking
meaningmaking
life
leisurearts
connectivity
ubicomp
society
glvo
lcproject
unschooling
deschooling
cv
headmine
networks
networkedreproduction
shiftctrlesc
from delicious
<br />
"The artist is no longer a fringe member of society but a role that all of us must play in order to sustain our electronic culture. In the 21st century, the distinctions between art and life will disappear, and play will once again become the ground for our cultural sense making."
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
Whist - Wikipedia
may 2011 by robertogreco
"Whist is a classic English trick-taking card game which was played widely in the 18th and 19th centuries. It derives from the 16th century game of Trump or Ruff, via Ruff and Honours. Although the rules are extremely simple, there is enormous scope for scientific play."
games
cardgames
play
srg
edg
classideas
whist
trump
ruff
from delicious
may 2011 by robertogreco
Are pink toys turning girls into passive princesses? | Kat Arney | Science | guardian.co.uk
may 2011 by robertogreco
"The colour-coding of toys – pink for girls and blue for boys – reinforces pernicious gender stereotypes, says Kat Arney"
katarney
color
stereotypes
gender
boys
girls
toys
play
pink
2011
from delicious
may 2011 by robertogreco
Freedom Is Free - Mark A. DeWeaver - Mises Daily
may 2011 by robertogreco
"Many people imagine authoritarian regimes have an advantage over free societies because they can force people to conform to a rational plan. Freedom, it would seem, isn't free…comes at cost of irrationality. Free enterprise results in Hilferding's "anarchic production," democracy in Marx's "parliamentary cretinism." Surely better outcomes could be achieved by an all-wise, incorruptible philosopher king, if only a suitable person could be found for the job…<br />
<br />
…free society is a playful society…constantly innovating…coming up w/ new ideas…trying new things…thrives on irony & humor rather than on certainty…typically cannot even account for its own success…simply accepts anything that works.<br />
<br />
The moral…free societies…"accomplish everything by doing nothing."…are…"like the flower, who has no rational plan to provide for herself, but still ends up dressed more richly than Solomon…"<br />
<br />
[via: https://twitter.com/bopuc/status/71130524705492992 ]
freedom
marxism
anarchism
authoritarianism
power
society
life
innovation
play
democracy
irony
humor
experimentation
books
toread
danielcloud
from delicious
<br />
…free society is a playful society…constantly innovating…coming up w/ new ideas…trying new things…thrives on irony & humor rather than on certainty…typically cannot even account for its own success…simply accepts anything that works.<br />
<br />
The moral…free societies…"accomplish everything by doing nothing."…are…"like the flower, who has no rational plan to provide for herself, but still ends up dressed more richly than Solomon…"<br />
<br />
[via: https://twitter.com/bopuc/status/71130524705492992 ]
may 2011 by robertogreco
Amazon.com: Finite and Infinite Games: A Vision of Life as Play and Possibility (9780345341846): James P. Carse: Books
may 2011 by robertogreco
"An extraordinary book that will dramatically change the way you experience life.
Finite games are the familiar contests of everyday life, the games we play in business and politics, in the bedroom and on the battlefied -- games with winners and losers, a beginning and an end. Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.
In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility.
"An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real.""
[via: https://twitter.com/bopuc/status/71130524705492992 ]
books
play
life
experience
independence
freedom
jamescarse
motivation
power
property
culture
community
self-discovery
toread
open-ended
unscripted
predictablity
unpredictability
competition
work
everyday
finitegames
infinitegames
from delicious
Finite games are the familiar contests of everyday life, the games we play in business and politics, in the bedroom and on the battlefied -- games with winners and losers, a beginning and an end. Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.
In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility.
"An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real.""
[via: https://twitter.com/bopuc/status/71130524705492992 ]
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
Miyashita Park by Atelier Bow-Wow | Spoon & Tamago
may 2011 by robertogreco
"Up until very recently, depending on where you were on the spectrum of social politics, Miyashita Park was either a safehaven for those rejected from society, or a neighborhood blight that is breeding ground for trouble.<br />
<br />
But on April 30th a brand new Miyashita Park opened to the public and, despite the same name, it is unrecognizable to anyone who knew it prior to its reincarnation. What used to be home to hundreds of homeless, the blue tarpaulin, cardboard boxes and tents that comprised their dwellings are now nowhere to be seen. What used to feel like a space so far-removed from civilization it felt like a different country, has now, perhaps by force, been integrated into the hip mega-district that is Shibuya. More on that here.<br />
<br />
With funding from Nike and blueprints provided by renowned architects Atelier Bow-Wow, a brand new space for the local community, equipped with everything from skating ramps to rock-climbing walls, has been put in place.…"
atelierbowwow
architecture
urban
parks
playgrounds
play
miyashitapark
design
landscape
japan
tokyo
shibuya
from delicious
<br />
But on April 30th a brand new Miyashita Park opened to the public and, despite the same name, it is unrecognizable to anyone who knew it prior to its reincarnation. What used to be home to hundreds of homeless, the blue tarpaulin, cardboard boxes and tents that comprised their dwellings are now nowhere to be seen. What used to feel like a space so far-removed from civilization it felt like a different country, has now, perhaps by force, been integrated into the hip mega-district that is Shibuya. More on that here.<br />
<br />
With funding from Nike and blueprints provided by renowned architects Atelier Bow-Wow, a brand new space for the local community, equipped with everything from skating ramps to rock-climbing walls, has been put in place.…"
may 2011 by robertogreco
State of Play by Mike Deri Smith - The Morning News
april 2011 by robertogreco
"Does your minor want to be a miner? How about a McNugget cook? MIKE DERI SMITH considers KidZania, a revolutionary theme park coming soon to the U.S. that lets kids play at corporate-sponsored employment." [Scary.]
capitalism
play
business
children
themeparks
workslavery
work
consumerism
materialism
consumption
corporations
corporatism
education
indoctrination
from delicious
april 2011 by robertogreco
Breaking Free From the Iron Cage: Business in the Connected Age : peterme.com
april 2011 by robertogreco
"So, if strategy & planning are manageable, it again begs the question, why are so many experiences so bad? & as you dig further, you realize the problem is with the organization itself. Strategies, plans, & execution are all outputs of organizational behavior. & if your organization is broken, if its values are ill-defined, vision unclear, & goals too restrictive, this will inevitably lead to mindless strategies, ill-considered plans, and sub-par execution.<br />
So you need to address the extremely challenging aspects of organizational dynamics, interpersonal relationships, and all manner of, well, people stuff. And when you do that, you realize most corporations still operate under the mechanistic and bureaucratic practices of the 19th and 20th centuries, born of railroad functions and mass manufacturing. These bureaucratic approaches are inherently dehumanizing, and so these organizations struggle with the key characteristic of delivering great experiences–human engagement."
business
connectivism
learning
values
organizations
petermerholz
tcsnmy
lcproject
bureaucracy
hierarchy
relationships
flow
isolation
play
work
workplace
deschooling
unschooling
autonomy
control
industrialage
generative
services
social
society
change
human
humans
management
administration
leadership
experience
2011
from delicious
So you need to address the extremely challenging aspects of organizational dynamics, interpersonal relationships, and all manner of, well, people stuff. And when you do that, you realize most corporations still operate under the mechanistic and bureaucratic practices of the 19th and 20th centuries, born of railroad functions and mass manufacturing. These bureaucratic approaches are inherently dehumanizing, and so these organizations struggle with the key characteristic of delivering great experiences–human engagement."
april 2011 by robertogreco
As things get trickier, we need to get more human : peterme.com
april 2011 by robertogreco
"It turns out that humans, given a chance to engage with their complete selves, are pretty good at dealing with complexity and connectedness. As I wrote in “Innovate Like a Kindergartner,” I’m convinced that the interest in “design thinking” is less about exploiting the power of design, and more about getting in touch with those things that make us human. As businesses realize this, we’re seeing a re-humanizing of the workplace."
design
business
designthinking
petermerholz
adaptivepath
work
tcsnmy
hierarchy
management
administration
leadership
risk
risktaking
play
playfulness
humans
human
complexity
adaptability
problemsolving
bureaucracy
commandandcontrol
change
gamechanging
lcproject
deschooling
unschooling
from delicious
april 2011 by robertogreco
HORT | better taste than sorry.
april 2011 by robertogreco
"Even the word “HORT” is great. It’s a German word for an after school care center. Why did they choose it?
“HORT – a direct translation of the studio’s mission. A creative playground. A place where ‘work and play’ can be said in the same sentence. An unconventional working environment. Once a household name in the music industry. Now, a multi-disciplinary creative hub. Not just a studio space, but an institution devoted to making ideas come to life. A place to learn, a place to grow, and a place that is still growing. Not a client execution tool. HORT has been known to draw inspiration from things other than design.”"
[Another post on Hort from the same blog: http://bettertastethansorry.com/2009/11/eike-konig-everyday-is-like-christmas/ ]
[And look at this, the video that started this whole Hort binge is also on the blog: http://bettertastethansorry.com/2011/03/a-tribute-to-eike-konig/ ]
hort
eikekönig
play
learning
studioclassroom
lcproject
design
education
playgrounds
unschooling
deschooling
graphics
graphicdesign
teaching
tcsnmy
openstudio
multidisciplinary
crossdisciplinary
learningplaces
learningenvironments
from delicious
“HORT – a direct translation of the studio’s mission. A creative playground. A place where ‘work and play’ can be said in the same sentence. An unconventional working environment. Once a household name in the music industry. Now, a multi-disciplinary creative hub. Not just a studio space, but an institution devoted to making ideas come to life. A place to learn, a place to grow, and a place that is still growing. Not a client execution tool. HORT has been known to draw inspiration from things other than design.”"
[Another post on Hort from the same blog: http://bettertastethansorry.com/2009/11/eike-konig-everyday-is-like-christmas/ ]
[And look at this, the video that started this whole Hort binge is also on the blog: http://bettertastethansorry.com/2011/03/a-tribute-to-eike-konig/ ]
april 2011 by robertogreco
Plikums Sarunas / 010 – Eike König on Vimeo
april 2011 by robertogreco
"An interview by plikums.lv with Eike König, the creator of a multi-disciplinary creative hub & playground named HORT." [http://www.hort.org.uk/ ]
hort
eikekönig
sharing
creativity
play
learning
lcproject
dropouts
schools
schooliness
studio
studios
studioclassroom
education
highereducation
designeducation
social
socializing
failure
risk
risktaking
messiness
anarchism
anarchy
design
graphics
graphicdesign
chaos
curiosity
tcsnmy
openstudio
ideas
conversation
process
hierarchy
administration
leadership
safety
schooldesign
from delicious
april 2011 by robertogreco
HORT [See also: http://vimeo.com/20949186 ]
april 2011 by robertogreco
"HORT began its inhabitance back in 1994, under the previous stage name of EIKES GRAFISCHER HORT. Who the hell is Eike? Eike is the creator of HORT. HORT - a direct translation of the studio's mission. A creative playground. A place where 'work and play' can be said in the same sentence. An unconventional working environment. Once a household name in the music industry. Now, a multi-disciplinary creative hub. Not just a studio space, but an institution devoted to making ideas come to life. A place to learn, a place to grow, and a place that is still growing. Not a client execution tool. HORT has been known to draw inspiration from things other than design.
It is encouraged that you don't see the work displayed on this website as a library of ideas and visual styles to pick and choose from, but a showcase of our capabilities and achievements. HORT are willing to give most things a go. I mean how are you supposed to learn if you don't try. Right?"
hort
design
lcproject
learning
tcsnmy
studios
studioclassroom
learningenvironments
illustration
germany
berlin
creativity
curiosity
play
eikekönig
cv
multidisciplinary
crossdisciplinary
interdisciplinary
collaboration
children
safety
work
howwework
sharing
systems
education
unschooling
deschooling
growing
uncertainty
failure
risk
risktaking
schooldesign
freedom
autonomy
revolution
from delicious
It is encouraged that you don't see the work displayed on this website as a library of ideas and visual styles to pick and choose from, but a showcase of our capabilities and achievements. HORT are willing to give most things a go. I mean how are you supposed to learn if you don't try. Right?"
april 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
Drift Deck
april 2011 by robertogreco
"Welcome to Drift Deck, a different sort of city guide. Think of it as a set of playing cards that help you playfully find your own, untouristy way through city streets. It's a set of simple cues, clues, actions, and provocations to see your way about the city, looking at it from a different angle. It will make you an active part of your own romp around.
Drift Deck will help you capture and share your discoveries. You'll be able to share your journey through the maps you make and the photos you take. Share your Drifts with others around the world! Be active, not passive. Enjoy."
situationist
driftdeck
exploration
derive
dérive
julianbleecker
dawnlozzi
jonbell
davidspencer
brucesterling
bencerveny
kevinslavin
katiesalen
janemcgonigal
ianbogost
janepinckard
urban
urbanism
ios
iphone
applications
cities
perspective
noticing
engagement
observation
interaction
serendipity
maps
mapping
photography
psychogeography
context
context-awareness
undesign
design
arttechnology
landscape
landscapeasinterface
play
games
from delicious
Drift Deck will help you capture and share your discoveries. You'll be able to share your journey through the maps you make and the photos you take. Share your Drifts with others around the world! Be active, not passive. Enjoy."
april 2011 by robertogreco
Suwappu: Toys in media – Blog – BERG
april 2011 by robertogreco
"We all remember making up stories with our toys when we were young, or our favourite childhood TV cartoon series where our toys seemed to have impossible, brilliant lives of their own. Now that we have the technology to have toys soak in media, what tales will they tell?"<br />
<br />
[See also: http://www.dentsulondon.com/blog/2011/04/05/introducing-suwappu/ ]
berg
toys
ar
suwappu
cartoons
animals
storytelling
2011
play
media
berglondon
timoarnall
dentsu
augmentedreality
from delicious
<br />
[See also: http://www.dentsulondon.com/blog/2011/04/05/introducing-suwappu/ ]
april 2011 by robertogreco
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