robertogreco + videogames 533
GDC 2012: Designing For Friendship - Chris Bell
22 hours ago 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..."
22 hours ago by robertogreco
Are video game soundtracks the new concept albums? | Technology | guardian.co.uk
3 days ago by robertogreco
"Does the brilliant soundtrack for Max Payne 3 hint at a future in which bands use game scores as a new creative medium?"
"The key challenge for musicians is to understand and exploit the non-linear nature of game music. Unlike a movie score, the audio has to be able to respond in real-time to the movements of the player, so it is usually chopped up into separate instrumental tracks and stems, which are automatically combined during play to match the on-screen action."
"With a film score you can cue music to specific moments, the way a character looks away, a shift in the eyes," says Davidge. "You'd also be scoring to the subtext of what's being said – the hidden intent.
With a game, because there's a lot of chasing around, a lot of action, it's often difficult to tie the different aspects of the plot together; music can play a hugely important role in helping the player understand the journey they're on, too feel that journey, so that the story hangs together and is less disjointed. It isn't just about scoring the movie snippets between each mission, the music is the undercurrent, it illustrates the emotional context of the scene."
music
bands
Guardian
2012
via:Preoccupations
videogames
games
gaming
"The key challenge for musicians is to understand and exploit the non-linear nature of game music. Unlike a movie score, the audio has to be able to respond in real-time to the movements of the player, so it is usually chopped up into separate instrumental tracks and stems, which are automatically combined during play to match the on-screen action."
"With a film score you can cue music to specific moments, the way a character looks away, a shift in the eyes," says Davidge. "You'd also be scoring to the subtext of what's being said – the hidden intent.
With a game, because there's a lot of chasing around, a lot of action, it's often difficult to tie the different aspects of the plot together; music can play a hugely important role in helping the player understand the journey they're on, too feel that journey, so that the story hangs together and is less disjointed. It isn't just about scoring the movie snippets between each mission, the music is the undercurrent, it illustrates the emotional context of the scene."
3 days ago by robertogreco
Gamasutra - News - In-depth: Is it time for a text game revival?
16 days ago by robertogreco
"In a market where books and games are close rivals for the most popular category on app stores, what happens when today's new gamers are hungry for something more than word puzzles?"
"Gamers are hungry for deeper characterization and worlds to which they can truly attach, and text can be a way to illuminate inner worlds, thought processes or other elements that aren't easily demonstrated by imagery."
via:caseygollan
text-basedadventures
text-basedgames
books
srg
if
games
interactivefiction
gaming
videogames
from delicious
"Gamers are hungry for deeper characterization and worlds to which they can truly attach, and text can be a way to illuminate inner worlds, thought processes or other elements that aren't easily demonstrated by imagery."
16 days ago by robertogreco
Valve: Handbook for New Employees: A fearless adventure in knowing what to do when no one’s there telling you what to do [.pdf]
4 weeks ago by robertogreco
"There is no organizational structure keeping you from being in close proximity to the people who you’d help or be helped by most."
"Since Valve is flat, people don’t join projects because they’re told to. Instead, you’ll decide what to work on after asking yourself the right questions."
"What’s interesting? What’s rewarding? What leverages my individual strengths the most?"
"…our lack of a traditional structure comes with an important responsibility. It’s up to all of us to spend effort focusing on what we think the long-term goals of the company should be."
"Nobody expects you to devote time to every opportunity that comes your way. Instead, we want you to learn how to choose the most important work to do."
"We should hire people more capable than ourselves, not less."
"We value “T-shaped” people…who are both generalists (…the top of the T) and also experts (…the vertical leg of the T). This recipe is important for success at Valve."
agency
initiaive
motivation
tcsnmy
administration
management
hiring
t-shapedpeople
responsibility
creativity
videogames
projectbasedlearning
pbl
community
leadership
lcproject
flatness
flat
hierarchy
specialists
generalists
work
culutre
valve
from delicious
"Since Valve is flat, people don’t join projects because they’re told to. Instead, you’ll decide what to work on after asking yourself the right questions."
"What’s interesting? What’s rewarding? What leverages my individual strengths the most?"
"…our lack of a traditional structure comes with an important responsibility. It’s up to all of us to spend effort focusing on what we think the long-term goals of the company should be."
"Nobody expects you to devote time to every opportunity that comes your way. Instead, we want you to learn how to choose the most important work to do."
"We should hire people more capable than ourselves, not less."
"We value “T-shaped” people…who are both generalists (…the top of the T) and also experts (…the vertical leg of the T). This recipe is important for success at Valve."
4 weeks ago by robertogreco
The Most Dangerous Gamer - Magazine - The Atlantic
7 weeks ago by robertogreco
"Thoreau…“With a little more deliberation in the choice of their pursuits,” he proclaimed, “all men would perhaps become essentially students and observers, for certainly their nature and destiny are interesting to all alike.”
Blow clicked off the stereo and turned to me. “I honestly didn’t plan that,” he said.
In so many words, Loud Thoreau had just described Blow’s central idea for The Witness. Whereas so many contemporary games are built on a foundation of shooting or jumping or, let’s say, the creative use of mining equipment to disembowel space zombies, Blow wants the point of The Witness to be the act of noticing, of paying attention to one’s surroundings. Speaking about it, he begins to sound almost like a Zen master. “Things are pared down to the basic acts of movement and observation until those senses become refined,” he told me. “The further you go into the game, the more it’s not even about the thinking mind anymore—it becomes about the intuitive mind."
literature
narrative
taylorclark
miegakure
marctenbosch
interactivefiction
asceticism
storytelling
payingattention
attention
observation
noticing
intuition
myst
littlebigplanet
money
belesshelpful
fiction
jenovachen
flow
tombissell
gamedev
chrishecker
einstein'sdreams
alanlightman
invisiblecities
italocalvino
jonblow
deannavanburen
art
2012
thewitness
thoreau
srg
edg
videogames
gaming
games
braid
jonathanblow
if
from delicious
Blow clicked off the stereo and turned to me. “I honestly didn’t plan that,” he said.
In so many words, Loud Thoreau had just described Blow’s central idea for The Witness. Whereas so many contemporary games are built on a foundation of shooting or jumping or, let’s say, the creative use of mining equipment to disembowel space zombies, Blow wants the point of The Witness to be the act of noticing, of paying attention to one’s surroundings. Speaking about it, he begins to sound almost like a Zen master. “Things are pared down to the basic acts of movement and observation until those senses become refined,” he told me. “The further you go into the game, the more it’s not even about the thinking mind anymore—it becomes about the intuitive mind."
7 weeks ago by robertogreco
Jenova Chen: Journeyman • Articles • Eurogamer.net
7 weeks ago by robertogreco
"[Saint] Augustine wrote: 'People will venture out to the height of the mountain to seek for wonder. They will stand and stare at the width of the ocean to be filled with wonder. But they will pass one another in the street and feel nothing. Yet every individual is a miracle. How strange that nobody sees the wonder in one another.'"
"And because we are mostly lonely as human beings the desire to be accepted by others is so strong. When people experience a shared sense of loneliness their immediate reaction is to reach out and make contact. I would imagine anyone who is creating something is searching for connection.""
"…only three ways to create valuable games for adults…intellectually…emotionally…by creating a social environment…"
saintaugustine
wonder
emotion
acceptance
experience
ps3
humanism
2012
social
design
videogames
interviews
gaming
art
gamedesign
emotions
journey
jenovachen
from delicious
"And because we are mostly lonely as human beings the desire to be accepted by others is so strong. When people experience a shared sense of loneliness their immediate reaction is to reach out and make contact. I would imagine anyone who is creating something is searching for connection.""
"…only three ways to create valuable games for adults…intellectually…emotionally…by creating a social environment…"
7 weeks ago by robertogreco
Way - Coco & Co
10 weeks ago by robertogreco
"In way, two strangers learn to speak."
"Way is a two-player online game where anonymous strangers speak and collaborate with puppetry."
puppetry
communication
collaboration
windows
osx
mac
srg
edg
indie
free
videogames
gaming
games
way
waygame
from delicious
"Way is a two-player online game where anonymous strangers speak and collaborate with puppetry."
10 weeks ago by robertogreco
Kill Screen - Infinity Blade Review
february 2012 by robertogreco
[Not really sure how to describe this sort of writing. Don't miss the button at the end, which initiates an animation/alteration of the text, then reappears multiple times for additional iterations.]
"How to read a game that never ends.
Infinity Blade is a game about iteration, about retreading old ground, about the small changes that surface across endless repetitions."
[Referenced here: http://www.designculturelab.org/2012/02/26/hi-my-name-is-anne-i-make-stuff-with-words/ ]
glvo
edg
srg
fantasy
generations
swords
design
philosophy
art
via:meetar
infinityblade
animatedwriting
evolutionarywriting
iterative
iterativewriting
wcydwt
classideas
storytelling
jnicholasgeist
web
writing
games
moreofthisplease
evolvingtext
iteration
futureoftext
evolvingbook
killscreen
experimental
reviews
videogames
gaming
from delicious
"How to read a game that never ends.
Infinity Blade is a game about iteration, about retreading old ground, about the small changes that surface across endless repetitions."
[Referenced here: http://www.designculturelab.org/2012/02/26/hi-my-name-is-anne-i-make-stuff-with-words/ ]
february 2012 by robertogreco
Video game journalism - Wikipedia [URL points to the section on "New Games Journalism"]
february 2012 by robertogreco
"New Games Journalism (NGJ) is a video game journalism term, coined in 2004 by journalist Kieron Gillen, in which personal anecdotes, references to other media, and creative analyses are used to explore game design, play, and culture.[19] It is a model of New Journalism applied to video game journalism. Gillen's NGJ manifesto was first published on the now defunct state forum/website, a community of videogame players often engaged in discussion and analysis of their hobby, from which an anecdotal piece, Bow Nigger,[20] had appeared. Gillen cites the work as a major inspiration for and example of what NGJ should achieve and the piece was later republished in the UK edition of PC gamer, a magazine with which Gillen has close professional ties."
[See also: http://alwaysblack.com/blackbox/ngj.html ]
storytelling
personal
experience
subjectivity
traveljournalism
travel
2004
gaming
culture
play
cross-mediareferences
anecdote
kierongillen
reviews
writing
videogames
games
newgamesjournalism
from delicious
[See also: http://alwaysblack.com/blackbox/ngj.html ]
february 2012 by robertogreco
Folk Lore: How Johann Sebastian Joust is defining a new gaming genre | The Verge
february 2012 by robertogreco
"Across the globe, like-minded individuals are getting caught in these games' gravitational pull, forming organizations and hosting events like Come Out and Play in New York and Hide & Seek's Weekender festivals in the UK. In London, a new series of events by the name of The Wild Rumpus are beginning to pick up steam.
"I don't feel I can speak for everyone, but for me its that I don't see why the style of games we played back in the playground had to be left there," Rumpus co-director Marie Foulston explained. "I don't just want to play against a machine, I want to play with other people.
"For video games especially, the concept of being physical and shifting away from the screen still feels like a contradiction in line with traditional expectations, but it's a fantastic one.""
douglaswilson
diegutefabrik
comeoutandplay
hide&seek
thewildrumpus
mariefoulston
joust
joy
videogames
via:tealtan
play
gaming
games
2012
johannsebastianjoust
hide&seek;
from delicious
"I don't feel I can speak for everyone, but for me its that I don't see why the style of games we played back in the playground had to be left there," Rumpus co-director Marie Foulston explained. "I don't just want to play against a machine, I want to play with other people.
"For video games especially, the concept of being physical and shifting away from the screen still feels like a contradiction in line with traditional expectations, but it's a fantastic one.""
february 2012 by robertogreco
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
Pasta&Vinegar; » Video games with less video
january 2012 by robertogreco
"Discussion with colleagues here at the design school about “screenless interaction design” led me to present some projects that I find interesting in the field. It seems that there’s starting to be a cluster of projects that aim at creating playful and digital interactions with less emphasis on the visual senses. Some examples I find interesting:
[1] SAP (for Situated Audio Platform) a “Barely Game prototype” by Russell Davies…
[2] Oterp by Antonin Fourneau (development by Kevin Lesur)…
[3] Papa Sangre…
It seems that there’s a continuum based on the degree to which the user need to look at his or her own device: from no need to do this to a quick glance once in a while. Interestingly, this connects to another interest of mine: asynchronous interactions between the user and digital realms… which led me to this kind of design space (teku teku angel is a Nintendo DS game in which you have to walk with a pedometer to raise so tamagotchi-like creature)…"
pedometer
tamagotchi
barelygames
kevinlesur
antoninfourneau
mobile
digitalinteractions
audio
senses
videogames
ds
nintendods
tekutekuangel
gaming
games
asynchronousinteractions
asynchronous
papasangre
oterp
nicolasnova
situatedaudioplatform
[1] SAP (for Situated Audio Platform) a “Barely Game prototype” by Russell Davies…
[2] Oterp by Antonin Fourneau (development by Kevin Lesur)…
[3] Papa Sangre…
It seems that there’s a continuum based on the degree to which the user need to look at his or her own device: from no need to do this to a quick glance once in a while. Interestingly, this connects to another interest of mine: asynchronous interactions between the user and digital realms… which led me to this kind of design space (teku teku angel is a Nintendo DS game in which you have to walk with a pedometer to raise so tamagotchi-like creature)…"
january 2012 by robertogreco
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
notgames: YouTube vs videogames
december 2011 by robertogreco
"Claiming that watching a movie on YouTube produces the same effect as actually interacting with a videogame that is not action-based, is like saying that looking at a person is the same as looking at Bernini’s sculpture or Velasquez’ painting of that person."
interaction
art
2011
youtube
videogames
film
gaming
games
from delicious
december 2011 by robertogreco
The Complete Rules For Games | Rock, Paper, Shotgun
december 2011 by robertogreco
"DO let me flush the toilets and turn on the taps. Scenery, in any game of any genre, shouldn’t be painted on the walls. And so many games before have put in a nice toilet flushing noise. Since all games do insist in including a toilet, as well they should, then all games should include the splishy sploshy noise of flushing it.
DON’T tell me that you’re a game any more. You want to capture something of Brechtian estrangement, break down that fourth wall with mallets and wrecking balls, because you think it’s a fresh and original approach. It’s not. It’s been done a lot, and it’s probably a sign that you’re not confident enough in your own creation. If you feel the urge to winkingly acknowledge to the player that they’re playing a game, then you need to go back to work to create a more convincing world."
gamedesign
fun
rules
games
play
videogames
2011
gaming
from delicious
DON’T tell me that you’re a game any more. You want to capture something of Brechtian estrangement, break down that fourth wall with mallets and wrecking balls, because you think it’s a fresh and original approach. It’s not. It’s been done a lot, and it’s probably a sign that you’re not confident enough in your own creation. If you feel the urge to winkingly acknowledge to the player that they’re playing a game, then you need to go back to work to create a more convincing world."
december 2011 by robertogreco
Neven Mrgan at re:build 2011 on Vimeo
december 2011 by robertogreco
"Bit Depth, by Neven Mrgan: At my dayjob, I design Mac software UI/UX, websites, T-shirts, and office signage. In my spare time, I’ve designed 8-bit games. I think every creative professional would benefit from fully executing projects of different complexity, history, and purpose."
[All great stuff. Totally agree with him about the gamification bit.]
[See also: http://mrgan.tumblr.com/post/14868098046/focused-dabbling ]
sideprojects
videogames
specialists
generalists
interdisciplinary
interdisciplinarity
dabbling
software
applications
transmit
panic
8-bit
bitdepth
depth
gaming
games
purpose
focus
darwin
work
design
polish
re:build
2011
appification
gamification
nevenmrgan
from delicious
[All great stuff. Totally agree with him about the gamification bit.]
[See also: http://mrgan.tumblr.com/post/14868098046/focused-dabbling ]
december 2011 by robertogreco
Nintendo's Miyamoto Stepping Down, Working on Smaller Games | Game|Life | Wired.com
december 2011 by robertogreco
"What I really want to do is be in the forefront of game development once again myself," Miyamoto said. "Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small."
[via: http://kottke.org/11/12/shigeru-miyamoto-to-step-down-at-nintendo ]
nintendo
shigerumiyamoto
small
scale
humanscale
organizations
2011
cv
howwework
howwelearn
meaningmaking
gaming
videogames
edg
srg
glvo
tcsnmy
unschooling
deschooling
audiencesofone
teams
groupsize
slow
simplicity
simple
from delicious
[via: http://kottke.org/11/12/shigeru-miyamoto-to-step-down-at-nintendo ]
december 2011 by robertogreco
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
The seedy underside of Vimeo « Icrontic Tech
november 2011 by robertogreco
"But wait… That wasn’t all they did. They disabled embedding of all content on our site, even the things we had made ourselves. Sure, the videos were still available by going directly to Vimeo.com and going into our account, but embedding was gone, so every occurrence of a video on our site was replaced with a block that said “embedding has been disabled for this site.”"
vimeo
videogames
gaming
games
2009
video
brianambrozy
viddler
videohosting
videosharing
indiegames
nintendo
e3
from delicious
november 2011 by robertogreco
Vimeo vs. Indie Game Developers
november 2011 by robertogreco
"However, one thing that has become increasingly difficult to find has been anything related to video games. Specifically, indie video games. Vimeo's long been the go-to space for heralded indie titles like Sword and Sworcery to tease viewers with glimpses of in-development games. Yet, indie devlopers are finding themselves running afoul of an edict that forbids video of gameplays for users at the Basic and Plus levels of membership. To have gameplay videos hosted, users must purchase the Pro level at a cost of $199/year. That may not seem like a lot, but considering how many indie games get made by one- or two-person teams with no other source of income, it can be a big difference.
After seeing a flurry of tweets about the Vimeo policy earlier today, Kotaku reached out to Independent Games Festival chairman Brandon Boyer for his take on the situation. His editorial follows:"
videogames
vimeo
independentgamesfestival
indievideogames
video
2011
kotaku
games
videosharing
videohosting
brandonboyer
indiegames
from delicious
After seeing a flurry of tweets about the Vimeo policy earlier today, Kotaku reached out to Independent Games Festival chairman Brandon Boyer for his take on the situation. His editorial follows:"
november 2011 by robertogreco
New upload rules on Vimeo Staff Blog
november 2011 by robertogreco
"The Vimeo staff has decided that we are no longer going to allow gaming videos on Vimeo. Specifically, we are no longer going to allow game walk-throughs, game strategy videos, depictions of player vs player battles, raids, fraps, or any other video gaming videos that simply depict individuals playing a video game. Videos falling into this category will be subject to deletion as of September 1st; new videos of this type will be removed."
vimeo
customerservice
videogames
walkthroughs
videos
games
gaming
2008
videosharing
videohosting
indievideogames
indiegames
from delicious
november 2011 by robertogreco
How Vimeo Lost Me
november 2011 by robertogreco
"I used to prefer Vimeo over YouTube. Vimeo was always a bit better in quality, had a nicer looking player and website. Most importantly, it had a more mature and tasteful community. So when I released my game TRAUMA, it was a no-brainer to publish the trailer for it on Vimeo. It was an arty project that was made exactly for the kind of audience I would meet on Vimeo.
Today, I’m regretting that decision…"
vimeo
gamedev
gamedesign
videogames
2011
video
trauma
indievideogames
krystianmajewski
hostng
videohosting
videosharing
from delicious
Today, I’m regretting that decision…"
november 2011 by robertogreco
The Life-Changing $20 Rightward-Facing Cow
october 2011 by robertogreco
"And it was a quiet discipline; his work was appreciated in academia, media and even in philanthropy, but often considered "ivory tower"-–not necessarily a complimentary term-–by the mainstream design community and the big profiteers. Then came the Gamification movement, the shiny new idea that if people were assigned goals and extrinsic "rewards," they'd be more motivated to engage with tasks-–and brands-–than they would have otherwise been.
Bogost's years of research and writing on how games could affect perspective and behavior prized design wisdom and a deep understanding of context and of other media. Yet suddenly there was an explosion of investment in gamification startups eager to tack game mechanics onto things like check-in apps. The intersection of games and real life was suddenly a very trendy thing, and a new legion of spokespeople emerged to simplify, systematize and mass-market it."
cowclicker
ianbogost
leighalexander
2011
videogames
zynga
games
kotaku
culture
tragic
facebook
gamification
from delicious
Bogost's years of research and writing on how games could affect perspective and behavior prized design wisdom and a deep understanding of context and of other media. Yet suddenly there was an explosion of investment in gamification startups eager to tack game mechanics onto things like check-in apps. The intersection of games and real life was suddenly a very trendy thing, and a new legion of spokespeople emerged to simplify, systematize and mass-market it."
october 2011 by robertogreco
Warco: An FPS Where You Hold a Camera Instead of a Gun | GameLife | Wired.com
september 2011 by robertogreco
"Warco is a first-person game where players shoot footage instead of a gun. A work in progress at Brisbane, Australia-based studio Defiant Development, the game is a collaboration of sorts; Defiant is working with both a journalist and a filmmaker to create a game that puts you in the role of a journalist embedded in a warzone. Ars spoke with Defiant’s Morgan Jaffit to learn more about this political game disguised as an FPS…<br />
<br />
“It’s also about navigating through a morally gray world and making decisions that have human impact,” he explained. “It’s about finding the story you want to tell, as each of our environments is filled with different story elements you can film and combine in your own ways. It’s both a storytelling engine and an action adventure with a new perspective.”"
warco
videogames
photojournalism
journalism
fps
defiantdevelopment
war
storytelling
2011
grayarea
from delicious
<br />
“It’s also about navigating through a morally gray world and making decisions that have human impact,” he explained. “It’s about finding the story you want to tell, as each of our environments is filled with different story elements you can film and combine in your own ways. It’s both a storytelling engine and an action adventure with a new perspective.”"
september 2011 by robertogreco
DROP OUT. HANG OUT. SPACE OUT. : DiGRA 2011: Ludotopians and Ludocapitalists: Gamification, Sandbox Games and the Myths of Cultural Industries
september 2011 by robertogreco
"…three things: ludocapitalists, ludotopians, & what I have roughly come to call the ludic sublime: the power of technological myth making & what this means to the future of videogames…how recent discourses around videogames reflect past trends about how we frame & understand the role of technology in society, & look critically at how these narratives are used by various forces…
Videogames will change the world, but most likely when they fade into the background. When they are prosaic, common & cheap is when we will be more intertwined with their development than we are now. When marketers stop selling gamification like snake oil of a perfect solution to ones business problems, but just as another tool of communication in the toolbox is when we need to worry about them the most."
videogames
gamification
ludotopians
ludocapitalists
culture
gaming
2011
danieljoseph
ludicsublime
myth
minecraft
janemcgonigal
clayshirky
alexleavitt
foursquare
advergames
advertising
capitalism
business
exploitationware
gabezicherman
ianbogost
from delicious
Videogames will change the world, but most likely when they fade into the background. When they are prosaic, common & cheap is when we will be more intertwined with their development than we are now. When marketers stop selling gamification like snake oil of a perfect solution to ones business problems, but just as another tool of communication in the toolbox is when we need to worry about them the most."
september 2011 by robertogreco
http://www.literateprogramming.com/adventure.pdf
july 2011 by robertogreco
"The ur-game for computers — Adventure — was originally written by Will Crowther in 1975 and greatly extended by Don Woods in 1976. I have taken Woods’s original FORTRAN program for Adventure Version 1.0 and recast it in the CWEB idiom.
I remember being fascinated by this game when John McCarthy showed it to me in 1977. I started with no clues about the purpose of the game or what I should do; just the computer’s comment that I was at the end of a forest road facing a small brick building. Little by little, the game revealed its secrets, just as its designers had cleverly plotted. What a thrill it was when I first got past the green snake! Clearly the game was potentially addictive, so I forced myself to stop playing — reasoning that it was great fun, sure, but traditional computer science research is great fun too, possibly even more so.
Now here I am, 21 years later, returning to the great Adventure after having indeed had many exciting adventures in Computer Science"
adventure
history
1977
programming
fiction
interactive
via:robinsloan
willcrowther
cweb
coding
games
gaming
videogames
cyoa
filetype:pdf
media:document
if
interactivefiction
from delicious
I remember being fascinated by this game when John McCarthy showed it to me in 1977. I started with no clues about the purpose of the game or what I should do; just the computer’s comment that I was at the end of a forest road facing a small brick building. Little by little, the game revealed its secrets, just as its designers had cleverly plotted. What a thrill it was when I first got past the green snake! Clearly the game was potentially addictive, so I forced myself to stop playing — reasoning that it was great fun, sure, but traditional computer science research is great fun too, possibly even more so.
Now here I am, 21 years later, returning to the great Adventure after having indeed had many exciting adventures in Computer Science"
july 2011 by robertogreco
Visual novel - Wikipedia
july 2011 by robertogreco
"A visual novel (ビジュアルノベル bijuaru noberu?) is an interactive fiction game featuring mostly static graphics, usually with anime-style art, or occasionally live-action stills or video footage.[1] As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays.
In Japanese terminology, a distinction is often made between visual novels proper (abbreviated NVL), which are predominantly narrative and have very little interactive elements, and adventure games (abbreviated AVG or ADV), which typically incorporate problem-solving and other gameplay elements. This distinction is normally lost in the West, where both NVLs and ADVs are commonly referred to as "visual novels" by Western fans. Visual novels and ADVs are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006."
games
writing
japan
classideas
multimedia
media
nvl
avg
adv
visualnovels
interactive
interactivefiction
fiction
gaming
videogames
if
from delicious
In Japanese terminology, a distinction is often made between visual novels proper (abbreviated NVL), which are predominantly narrative and have very little interactive elements, and adventure games (abbreviated AVG or ADV), which typically incorporate problem-solving and other gameplay elements. This distinction is normally lost in the West, where both NVLs and ADVs are commonly referred to as "visual novels" by Western fans. Visual novels and ADVs are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006."
july 2011 by robertogreco
Steins;Gate - Wikipedia
july 2011 by robertogreco
"The story of Steins;Gate takes place in Akihabara and is about a group of friends who have customized their microwave into a device that can send text messages to the past. As they perform different experiments, an organization named SERN who has been doing their own research on time travel tracks them down and now the characters have to find a way to avoid being captured by them. Steins;Gate has been praised for its intertwining storyline and the voice actors have been commended for their portrayal of the characters."
games
japan
interactivefiction
storytelling
timetravel
manga
xbox360
videogames
classideas
writingprompts
visualnovels
edg
srg
scifi
sciencefiction
akihabara
tokyo
anime
if
from delicious
july 2011 by robertogreco
Amazon.com: A New Literacies Sampler (New Literacies and Digital Epistemologies) (9780820495231): Knobel Michele, Lankshear Colin: Books
july 2011 by robertogreco
"The study of new literacies is quickly emerging as a major research field. This book "samples" work in the broad area of new literacies research along two dimensions. First, it samples some typical examples of new literacies—video gaming, fan fiction writing, weblogging, role play gaming, using websites to participate in affinity practices, memes, and other social activities involving mobile technologies. Second, the studies collectively sample from a wide range of approaches potentially available for researching and studying new literacies from a sociocultural perspective. Readers will come away with a rich sense of what new literacies are, and a generous appreciation of how they are being researched."<br />
<br />
[Via a comment by Adam Mackie here: http://www.dmlcentral.net/blog/antero-garcia/multiliteracies-and-designing-learning-futures ]
multiliteracies
literacy
newliteracies
videogames
gaming
games
education
blogging
memes
fanfiction
books
toread
2007
socialmedia
roleplaying
rpg
mmog
mmorpg
culture
expression
research
colinlankshear
micheleknobel
from delicious
<br />
[Via a comment by Adam Mackie here: http://www.dmlcentral.net/blog/antero-garcia/multiliteracies-and-designing-learning-futures ]
july 2011 by robertogreco
Weaponized Transhumans: Halo, Deus Ex, Crysis...
july 2011 by robertogreco
"We love games where we put on armor that gives us superhuman abilities. We become transhuman.<br />
<br />
What future is there for humanity when this kind of technology arrives? At what point we do we stop calling the shots? When the armor no longer needs us - what happens?…<br />
<br />
…thesis: games about future, transhuman warriors like the Master Chief make an argument about the role of humans in future society. Are we going to be the drivers we are today, or will we ride in the backseat, chaffeured and guided by AI?…<br />
<br />
In each of these universes, technologically augmented humans fight to determine the fate of our species. In some, these humans are deciders and actors. In others, they're equipment, slaves to their machines. Let's look at each in turn, and see what they have to say about what will happen to humans once we start altering ourselves with technology."
gaming
via:adamgreenfield
halo
deusex
bioshock
warhammer
crysis
videogames
2011
transhumanism
society
humans
psychology
future
games
from delicious
<br />
What future is there for humanity when this kind of technology arrives? At what point we do we stop calling the shots? When the armor no longer needs us - what happens?…<br />
<br />
…thesis: games about future, transhuman warriors like the Master Chief make an argument about the role of humans in future society. Are we going to be the drivers we are today, or will we ride in the backseat, chaffeured and guided by AI?…<br />
<br />
In each of these universes, technologically augmented humans fight to determine the fate of our species. In some, these humans are deciders and actors. In others, they're equipment, slaves to their machines. Let's look at each in turn, and see what they have to say about what will happen to humans once we start altering ourselves with technology."
july 2011 by robertogreco
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
Maybe Al Gore Should Play a Video Game
july 2011 by robertogreco
"a couple of weeks ago, former Vice President Al Gore keynoted the Games For Change conference—a conference about the potential for video games to improve society—and confessed in that keynote that he hadn't played a video game in earnest since Pong."<br />
<br />
"I'm struck, however, by the emergence of this new group: the non-gamer gaming defenders. Where will they lead and mis-lead games? Where will the vice presidents who don't play games bring the medium? How will the Supreme Court justices who see games as marginally different than Choose Your Own Adventures books speak to gaming's greatness?<br />
<br />
What will we do when the people who pay close attention notice there are things unsavory about video games, while the people who don't play, keep on telling us how wonderful games are?"
videogames
algore
antoninscalia
advocacy
experience
gaming
games
supremecourt
2011
via:melaniemcbride
from delicious
<br />
"I'm struck, however, by the emergence of this new group: the non-gamer gaming defenders. Where will they lead and mis-lead games? Where will the vice presidents who don't play games bring the medium? How will the Supreme Court justices who see games as marginally different than Choose Your Own Adventures books speak to gaming's greatness?<br />
<br />
What will we do when the people who pay close attention notice there are things unsavory about video games, while the people who don't play, keep on telling us how wonderful games are?"
july 2011 by robertogreco
Video games for Xbox and Playstation : The New Yorker
july 2011 by robertogreco
"The second thing I learned about video games is that they are long…not like watching one ninety-minute movie…like watching one whole season of a TV show…in a state of staring, jaw-clenched concentration…<br />
<br />
On the other hand, the games can be beautiful."<br />
<br />
"The good thing about Halo 3: ODST is…I don’t know. If I was fonder of 1970s cast-concrete architecture, I’m sure I would have enjoyed the experience more…game seemed to me to be both desolate & repetitive, w/ incomprehensible Biblical & race-war undermeanings."<br />
<br />
"…best time I had w/ Uncharted 2 was while eating a submarine sandwich & watching the making-of videos that came w/ the game disk, fantasizing about what it would be like to work for Naughty Dog as a late-afternoon-lighting designer or a stony-ledge-placement specialist. These people know how to have fun."<br />
<br />
"This list…made w/ my son’s help. He reads video-game Web sites & listens every week…Giant Bombcast…like “Car Talk” but with 4 vastly knowledgeable gamers."
videogames
gaming
games
nicholsonbaker
reviews
gamedesign
2010
from delicious
<br />
On the other hand, the games can be beautiful."<br />
<br />
"The good thing about Halo 3: ODST is…I don’t know. If I was fonder of 1970s cast-concrete architecture, I’m sure I would have enjoyed the experience more…game seemed to me to be both desolate & repetitive, w/ incomprehensible Biblical & race-war undermeanings."<br />
<br />
"…best time I had w/ Uncharted 2 was while eating a submarine sandwich & watching the making-of videos that came w/ the game disk, fantasizing about what it would be like to work for Naughty Dog as a late-afternoon-lighting designer or a stony-ledge-placement specialist. These people know how to have fun."<br />
<br />
"This list…made w/ my son’s help. He reads video-game Web sites & listens every week…Giant Bombcast…like “Car Talk” but with 4 vastly knowledgeable gamers."
july 2011 by robertogreco
Paris Review - The Art of Fiction No. 211, William Gibson
june 2011 by robertogreco
"“I was walking around Vancouver, aware of that need, and I remember walking past a video arcade, which was a new sort of business at that time, and seeing kids playing those old-fashioned console-style plywood video games. The games had a very primitive graphic representation of space and perspective. Some of them didn’t even have perspective but were yearning toward perspective and dimensionality. Even in this very primitive form, the kids who were playing them were so physically involved, it seemed to me that what they wanted was to be inside the games, within the notional space of the machine. The real world had disappeared for them—it had completely lost its importance. They were in that notional space, and the machine in front of them was the brave new world…"
"When I’m writing a book I get up at seven. I check my e-mail and do Internet ablutions, as we do these days. I have a cup of coffee. Three days a week, I go to Pilates and am back by ten or eleven. Then I sit down and try to write. If absolutely nothing is happening, I’ll give myself permission to mow the lawn. But, generally, just sitting down and really trying is enough to get it started. I break for lunch, come back, and do it some more. And then, usually, a nap. Naps are essential to my process. Not dreams, but that state adjacent to sleep, the mind on waking."
writing
literature
fiction
williamgibson
cyberspace
parisreview
interviews
neologisms
videogames
arcades
gaming
exquisitecorpse
from delicious
"When I’m writing a book I get up at seven. I check my e-mail and do Internet ablutions, as we do these days. I have a cup of coffee. Three days a week, I go to Pilates and am back by ten or eleven. Then I sit down and try to write. If absolutely nothing is happening, I’ll give myself permission to mow the lawn. But, generally, just sitting down and really trying is enough to get it started. I break for lunch, come back, and do it some more. And then, usually, a nap. Naps are essential to my process. Not dreams, but that state adjacent to sleep, the mind on waking."
june 2011 by robertogreco
undef | receipt-racer
june 2011 by robertogreco
"RECEIPT RACER: a microproject by undef and Joshua Noble<br />
<br />
The receipt racer combines different in and output devices into a complete game. It was made during the "Let's feed the future workshop", organized by creativeapplications.net as a part of the OFFF Festival in Barcelona on June 8th 2011. <br />
<br />
The game is played on a receipt printer, a common device you can see at every convenient store. It prints those papers you usually find crumbled up in your pockets, just to throw them away. It is a thermal printer using heat to darken the paper. This eliminates any slowdowns in printing lots of black. A roll can be ordered online and costs around 80 cents."
design
art
games
humor
videogames
papernet
make
receiptracer
gaming
from delicious
<br />
The receipt racer combines different in and output devices into a complete game. It was made during the "Let's feed the future workshop", organized by creativeapplications.net as a part of the OFFF Festival in Barcelona on June 8th 2011. <br />
<br />
The game is played on a receipt printer, a common device you can see at every convenient store. It prints those papers you usually find crumbled up in your pockets, just to throw them away. It is a thermal printer using heat to darken the paper. This eliminates any slowdowns in printing lots of black. A roll can be ordered online and costs around 80 cents."
june 2011 by robertogreco
William Gibson says cyberspace was inspired by 8-bit videogames
june 2011 by robertogreco
"I was walking around Vancouver, aware of that need, and I remember walking past a video arcade, which was a new sort of business at that time, and seeing kids playing those old-fashioned console-style plywood video games. The games had a very primitive graphic representation of space and perspective. Some of them didn’t even have perspective but were yearning toward perspective and dimensionality. Even in this very primitive form, the kids who were playing them were so physically involved, it seemed to me that what they wanted was to be inside the games, within the notional space of the machine. The real world had disappeared for them-it had completely lost its importance. They were in that notional space, and the machine in front of them was the brave new world."
williamgibson
cyberspace
definitions
neologisms
vancouver
britishcolumbia
games
videogames
sciencefiction
scifi
from delicious
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
Random Markers: Fictional Worlds in Street View
june 2011 by robertogreco
"Recently, I discovered a map on a fan site for Grand Theft Auto IV. It's actually not the first one, the first one I've seen was on IGN. Both these sites use Custom Projections and map tiles to define a map that shows only Liberty City with no reference to Google Map tiles.<br />
The new site though has a significant new feature, it uses Custom Street View Panoramas to display the Street View of Liberty City. Go ahead, try it, drop pegman onto the city and check out the panoramas. I'll wait…<br />
I'm hoping we'll see more of these kind of fictional places in Street View Maps API implementations. The code for it is reasonably simple, creating the actual panoramas is more difficult. I hope this sort of thing inspires people to use the Maps API to show planning projects too, showing interiors of buildings yet to be built, etc."
gta
libertycity
maps
googlemaps
videogames
fiction
fictionalmaps
mapping
streetview
from delicious
The new site though has a significant new feature, it uses Custom Street View Panoramas to display the Street View of Liberty City. Go ahead, try it, drop pegman onto the city and check out the panoramas. I'll wait…<br />
I'm hoping we'll see more of these kind of fictional places in Street View Maps API implementations. The code for it is reasonably simple, creating the actual panoramas is more difficult. I hope this sort of thing inspires people to use the Maps API to show planning projects too, showing interiors of buildings yet to be built, etc."
june 2011 by robertogreco
The Non-Expert: IKEA by Matthew Baldwin - The Morning News
may 2011 by robertogreco
"Question: Hey Nonexpert, my girlfriend drags me to IKEA almost every weekend and it’s driving me crazy. What should I tell her? –Brent Flagg<br />
Answer: There is no known treatment for IKEA addiction. The best you can do is learn to survive…
IKEA WALKTHROUGH v2.3.1…
IKEA is a fully immersive, 3D environmental adventure that allows you to role-play the character of someone who gives a shit about home furnishings. In traversing IKEA, you will experience a meticulously detailed alternate reality filled with garish colors, clear-lacquered birch veneer, and a host of NON-PLAYER CHARACTERS (NPCs) with the glazed looks of the recently anesthetized."
ikea
walkthrough
videogames
gaming
humor
games
survival
2004
themorningnews
from delicious
Answer: There is no known treatment for IKEA addiction. The best you can do is learn to survive…
IKEA WALKTHROUGH v2.3.1…
IKEA is a fully immersive, 3D environmental adventure that allows you to role-play the character of someone who gives a shit about home furnishings. In traversing IKEA, you will experience a meticulously detailed alternate reality filled with garish colors, clear-lacquered birch veneer, and a host of NON-PLAYER CHARACTERS (NPCs) with the glazed looks of the recently anesthetized."
may 2011 by robertogreco
The seduction secrets of video game designers | Technology | The Observer
may 2011 by robertogreco
"So games aren't just about wasting time. They fulfil intrinsic human needs, whether we are conscious of it or not. "That loop of agency, learning and disproportionate feedback is at the heart of something very important," says Margaret Robertson. She thinks for a second before pointedly adding: "And very, very seductive.""
education
learning
design
technology
gaming
videogames
play
games
human
psychology
from delicious
may 2011 by robertogreco
Why video games are indeed Art - Our far-flung correspondents
april 2011 by robertogreco
"A beautifully designed videogame invokes wonder as the fine arts do, only in a uniquely kinetic way. Because the videogame must move, it cannot offer the lapidary balance of composition that we value in painting; on the other hand, because it can move, it is a way to experience architecture, and more than that to create it, in a way which photographs or drawings can never compete. If architecture is frozen music, then a videogame is liquid architecture."
videogames
art
rogerebert
architecture
music
movement
photography
drawings
kinetic
wonder
composition
from delicious
april 2011 by robertogreco
Metagames: Games About Games - Waxy.org
february 2011 by robertogreco
"Over the last few years, I've been collecting examples of metagames — not the strategy of metagaming, but playable games about videogames. Most of these, like Desert Bus or Quest for the Crown, are one-joke games for a quick laugh. Others, like Cow Clicker and Upgrade Complete, are playable critiques of game mechanics. Some are even (gasp!) fun.<br />
<br />
Since I couldn't find an exhaustive list (this TV Tropes guide to "Deconstruction Games" is the closest), I thought I'd try to pull one together along with some gameplay videos.<br />
<br />
This is just a starting point, please post your additions in the comments or email me and I'll add them in. Note: I've tried to stay away from specific game parodies (like Pong Kombat or Pyst), and stick to games that comment on game design, mechanics, or culture."
gaming
games
videogames
art
meta
metagames
from delicious
<br />
Since I couldn't find an exhaustive list (this TV Tropes guide to "Deconstruction Games" is the closest), I thought I'd try to pull one together along with some gameplay videos.<br />
<br />
This is just a starting point, please post your additions in the comments or email me and I'll add them in. Note: I've tried to stay away from specific game parodies (like Pong Kombat or Pyst), and stick to games that comment on game design, mechanics, or culture."
february 2011 by robertogreco
Why Marketing is Bullshit
january 2011 by robertogreco
"What does it have to do with Marketing? Well the thing is that this kind of success is completely unattainable by any market research techniques. There is NOTHING any Maketing person could have done to create or even predict this. Even if they had a hunch, they would have send out questionnaires and made focus group test to see how much Call of Duty players enjoy philosophy. How much do the target groups for Call of Duty and philosophy overlap?<br />
<br />
Clue train: they don’t! Because target groups are idiotic constructs that utterly fail at describing people. The reason why the Seananners channel works is because it is honest and genuine. Because it doesn’t treat the audience like vending machines. It doesn’t look for the right buttons to press. It treats them like real people. And real people are almost infinitely flexible. Real people can appreciate sick Call of Duty skills and casual philosophy at the same time."
marketing
targetgroups
flexibility
people
society
games
gaming
videogames
honesty
authenticity
from delicious
<br />
Clue train: they don’t! Because target groups are idiotic constructs that utterly fail at describing people. The reason why the Seananners channel works is because it is honest and genuine. Because it doesn’t treat the audience like vending machines. It doesn’t look for the right buttons to press. It treats them like real people. And real people are almost infinitely flexible. Real people can appreciate sick Call of Duty skills and casual philosophy at the same time."
january 2011 by robertogreco
notgames — Darkgame
january 2011 by robertogreco
"Darkgame is a sensory deprivation computer game by Eddo Stern currently in development. The game plays on physical manipulation of the player’s senses as the central focus of game strategy. The immersive gameplay is based upon the experience of communication and conflict under stress of sensory deprivation and sense isolation. During the game you are equipped with custom made head gear, applying different sensations to your head as you are navigating the virtual world interacting with other players over the internet."
darkgame
senses
sensorydeprivation
videogames
games
gaming
isolation
from delicious
january 2011 by robertogreco
When cute graphics mask evil games - Den of Geek
january 2011 by robertogreco
"Animal Crossing’s society of doe-eyed, sweet-talking creatures masks the game’s horrifying agenda. It’s actually a simulation of capitalist oppression, first saddling the player with a crippling mortgage that grows as fast as they can pay it off, before luring them into a materialistic treadmill of drudgery and spending.<br />
Before you know it, you’re in thrall to Tom Nook, the apparently benign shop owner who rules the state of Animal Crossing with an iron fist. As the game goes on, Nook’s megalomania grows, his initially tiny shop gradually increasing in size until it’s become a sprawling department store. At the same time, your home gradually swells from a tiny hovel to a palace, allowing you to fill your life with an ever greater accumulation of furniture, trinkets and other pointless tat." [Also takes on Viva Piñata, Pimkin, Pokémon, and others.]
videogames
gaming
kawai
play
capitalism
animalcrossing
vivapiñata
pokemon
from delicious
Before you know it, you’re in thrall to Tom Nook, the apparently benign shop owner who rules the state of Animal Crossing with an iron fist. As the game goes on, Nook’s megalomania grows, his initially tiny shop gradually increasing in size until it’s become a sprawling department store. At the same time, your home gradually swells from a tiny hovel to a palace, allowing you to fill your life with an ever greater accumulation of furniture, trinkets and other pointless tat." [Also takes on Viva Piñata, Pimkin, Pokémon, and others.]
january 2011 by robertogreco
Back into the Digital Breach: Help Me Out! | Beyond School [see also: http://hoc10s2.wikispaces.com/Tech+Page]
january 2011 by robertogreco
"10. I’m a talker. Listen to me for ten minutes & I’ll show you I understand more than the test scores show — & I’ll be way more interesting when doing it.9. I’m an artist…8. I’m a clown. Jon Stewart & Stephen Colbert do history the way I’d like to.…7. I’m a musician…6. I’m interested in film-making…5. I’m a poet / rapper / songwriter…4. I’m a gamer. Let me imagine video games about this stuff & write business pitches explaining how they would help students learn Chinese history through gaming.3. I’m into business. Let me create business plans selling historical tours to China (or other ideas)…2. I’m a creative writer, not an academic essay writer…1. I’m a journalist. Let me write feature articles about stuff that interests me in a magazine or newspaper forma…<br />
<br />
If you’re none of the above? Talk to me."
clayburell
teaching
projectbasedlearning
expression
writing
alternative
learning
history
video
videogames
film
filmmaking
fiction
classideas
learningstyles
entrepreneurship
music
art
drawing
conversation
discussion
from delicious
<br />
If you’re none of the above? Talk to me."
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
january 2011 by robertogreco
"Playing is behaving. From childhood experimentation & role-play to the competitive simulations of adults, it's impossible to separate even the most abstract forms of play from human expression. Yet video game design is dominated by the perceived need for win conditions.
If an interaction can't be parsed into passing or failing it can't be counted as fun. Without the threat of failure there is no fun. Yet, it's not victory that drives the invented play of kids on a playground, nor friends laughing over an inside joke.
Video games built around behavior aren't often given the same attention more competitively oriented games are, but they're no less important a part of the industry.
Games like The Sims 3, Heavy Rain, Nintendogs, Façade, Animal Crossing, & Harvest Moon are all made for the pleasures of expression. These are games played for their creative experiences more than their victory conditions."
[See also the Comment from Bart Stewart.]
videogames
gaming
play
gamedesign
roleplaying
simulations
invention
inventiveplay
animalcrossing
thesims
harvestmoon
nintendogs
creativity
games
from delicious
If an interaction can't be parsed into passing or failing it can't be counted as fun. Without the threat of failure there is no fun. Yet, it's not victory that drives the invented play of kids on a playground, nor friends laughing over an inside joke.
Video games built around behavior aren't often given the same attention more competitively oriented games are, but they're no less important a part of the industry.
Games like The Sims 3, Heavy Rain, Nintendogs, Façade, Animal Crossing, & Harvest Moon are all made for the pleasures of expression. These are games played for their creative experiences more than their victory conditions."
[See also the Comment from Bart Stewart.]
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
january 2011 by robertogreco
"In the same way that Call of Duty games only work when you're moving forward and trying to complete the objectives, Façade worked surprisingly well when you acclimated to its limitations and learned to play within them."
storytelling
videogames
narrative
play
gamedesign
gaming
from delicious
january 2011 by robertogreco
The Play Ethic: Playing well: ten years of The Play Ethic
january 2011 by robertogreco
"wanted a new generation of "soulitarians" to exult in flexibility of new kinds of employment, be excited about transformative power of digitality & networks, recover child-like sense of optimism & creativity…very energies of play - not exclusively our own as a species, but something we uniquely retain right to end of our lives - shows we are a radical animal. Play gives us capacity to flexibly respond to almost any situation our environment throws at us. My aim now is still to explore what an "ethic" for play might be - but one which picks through its wide range of potentiating options, & tries to develop best ones for sustainable society.
…rise of "maker" culture…moved from coding to concrete reality - is an example of a dimension of play that could really help us get beyond a wastefully consumerist society. Makers promote a sociable tinkering, where we use hi-tech to skill ourselves and provide for ourselves more and more, rather than a lazy, brand-directed consumption."
[via: http://magicalnihilism.com/2010/12/31/leg-godt/ ]
play
work
patkane
playethic
makers
doers
hackers
hackerculture
well-being
flexibility
education
unschooling
deschooling
ethics
tcsnmy
learning
sustainability
society
consumerism
consumption
tinkering
glvo
lcproject
teaching
experimentation
joy
janemcgonigal
gamification
hideandseek
happiness
policy
briansutton-smith
competition
gamers
videogames
gaming
games
environment
innovation
invention
narcissism
freedom
openness
from delicious
…rise of "maker" culture…moved from coding to concrete reality - is an example of a dimension of play that could really help us get beyond a wastefully consumerist society. Makers promote a sociable tinkering, where we use hi-tech to skill ourselves and provide for ourselves more and more, rather than a lazy, brand-directed consumption."
[via: http://magicalnihilism.com/2010/12/31/leg-godt/ ]
january 2011 by robertogreco
Shigeru Miyamoto, Nintendo’s man behind Mario : The New Yorker
december 2010 by robertogreco
"Miyamoto has told variations on the cave story a few times over the years, in order to emphasize the extent to which he was surrounded by nature, as a child, and also to claim his youthful explorations as a source of his aptitude and enthusiasm for inventing and designing video games."
"The Dutch cultural historian Johan Huizinga, in his classic 1938 study “Homo Ludens” (“Man the Player”), argued that play was one of the essential components of culture—that it in fact predates culture, because even animals play. His definition of play is instructive. One, play is free—it must be voluntary. Prisoners of war forced to play Russian roulette are not at play. Two, it is separate; it takes place outside the realm of ordinary life and is unserious, in terms of its consequences. A game of chess has no bearing on your survival (unless the opponent is Death). Three, it is unproductive; nothing comes of it—nothing of material value, anyway. Plastic trophies, plush stuffed animals, and bragging rights cannot be monetized. Four, it follows an established set of parameters and rules, and requires some artificial boundary of time and space. Tennis requires lines and a net and the agreement of its participants to abide by the conceit that those boundaries matter. Five, it is uncertain; the outcome is unknown, and uncertainty can create opportunities for discretion and improvisation. In Hyrule, you may or may not get past the Deku Babas, and you can slay them with your own particular panache.
The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play.
Caillois also introduces the idea that games range along a continuum between two modes: ludus, “the taste for gratuitous difficulty,” and paidia, “the power of improvisation and joy.” A crossword puzzle is ludus. Kill the Carrier is paidia (unless you’re the carrier). Super Mario and Zelda seem to be perched right between the two."
games
nintendo
miyamoto
shigerumiyamoto
design
art
inspiration
videogames
childhood
exploration
nature
naturedeficitdisorder
wonder
children
play
unstructuredtime
gaming
mario
japan
history
edg
srg
glvo
unschooling
deschooling
topost
toshare
classideas
narratology
ludology
adventure
rogercaillois
johanhuizinga
work
gamification
asobi
funware
music
guitar
self-improvement
kyokan
empathy
collaboration
japanese
jesperjuul
janemcgonigal
animals
focusgroups
gamedesign
experience
from delicious
"The Dutch cultural historian Johan Huizinga, in his classic 1938 study “Homo Ludens” (“Man the Player”), argued that play was one of the essential components of culture—that it in fact predates culture, because even animals play. His definition of play is instructive. One, play is free—it must be voluntary. Prisoners of war forced to play Russian roulette are not at play. Two, it is separate; it takes place outside the realm of ordinary life and is unserious, in terms of its consequences. A game of chess has no bearing on your survival (unless the opponent is Death). Three, it is unproductive; nothing comes of it—nothing of material value, anyway. Plastic trophies, plush stuffed animals, and bragging rights cannot be monetized. Four, it follows an established set of parameters and rules, and requires some artificial boundary of time and space. Tennis requires lines and a net and the agreement of its participants to abide by the conceit that those boundaries matter. Five, it is uncertain; the outcome is unknown, and uncertainty can create opportunities for discretion and improvisation. In Hyrule, you may or may not get past the Deku Babas, and you can slay them with your own particular panache.
The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play.
Caillois also introduces the idea that games range along a continuum between two modes: ludus, “the taste for gratuitous difficulty,” and paidia, “the power of improvisation and joy.” A crossword puzzle is ludus. Kill the Carrier is paidia (unless you’re the carrier). Super Mario and Zelda seem to be perched right between the two."
december 2010 by robertogreco
Journey's Jenova Chen on God, Authorship, and Creativity - PlayStation 3 Feature at IGN
december 2010 by robertogreco
"video games will not become a mature medium if Uncharted 2 & Gears of War do not exist. Even in film, books, & music there's always action—there's always rock & roll. Young people appreciate that kind of experience. When I was a teenager I felt my life was constrained by rules, school, my parents. I wanted to feel like I was empowered & different, that's why super heroes, comics, manga, & video games filled my needs. When I got older I realized power is not free, it comes with responsibility. I wanted to have a better understanding of life & the world around us. A lot of the greatest artists, their work is always about life & the world. I think there needs to be that for video games…
…Then no one will say, "Are you a gamer or not?" They will just say, "What kind of games do you like?" That's the day I want to see. That's the day video games will be treated as a high art and something that will be loved by everybody."
[via: http://notgames.tumblr.com/post/2184778164/then-no-one-will-say-are-you-a-gamer-or-not ]
jenovachen
games
gaming
play
art
highart
josephcampbell
videogames
culture
youth
adolescence
power
freedom
responsibility
experience
action
from delicious
…Then no one will say, "Are you a gamer or not?" They will just say, "What kind of games do you like?" That's the day I want to see. That's the day video games will be treated as a high art and something that will be loved by everybody."
[via: http://notgames.tumblr.com/post/2184778164/then-no-one-will-say-are-you-a-gamer-or-not ]
december 2010 by robertogreco
GameSalad Creator for Mac - Feed your inner game designer ™ - GameSalad
december 2010 by robertogreco
"Designed for designers.
There's no faster or easier way to get started building a game than with GameSalad Creator. Its visual, drag & drop based style requires absolutely no coding whatsoever. Avoid spending hours poring over code, and spend more time finding the fun.
"Rapid" is an understatement. GameSalad's wide variety of complex behaviors provide almost limitless freedom for varied game genres, styles, and mechanics. On top of its incredible versatility, GameSalad brings a whole new meaning to the phrase "rapid prototyping". Explore the possibilities in hours and days instead of weeks. It's fast. It's versatile. It's GameSalad."
applications
design
gamedesign
gamedev
games
gaming
edg
srg
coding
videogames
ipad
osx
iphone
ios
todo
from delicious
There's no faster or easier way to get started building a game than with GameSalad Creator. Its visual, drag & drop based style requires absolutely no coding whatsoever. Avoid spending hours poring over code, and spend more time finding the fun.
"Rapid" is an understatement. GameSalad's wide variety of complex behaviors provide almost limitless freedom for varied game genres, styles, and mechanics. On top of its incredible versatility, GameSalad brings a whole new meaning to the phrase "rapid prototyping". Explore the possibilities in hours and days instead of weeks. It's fast. It's versatile. It's GameSalad."
december 2010 by robertogreco
As Video Games Lose Buttons, They Add Realism and Fun - NYTimes.com
november 2010 by robertogreco
"I was struggling to articulate a sense that playing a game could be similar to consuming a painting, the symphony or the ballet.<br />
<br />
And then a friend gave me a copy of “Art as Experience,” John Dewey’s seminal 1934 work on the philosophy of art, and it became clear: art exists not as artifact but as we engage with it. As Dewey puts it: “The product of art — temple, painting, statue, poem — is not the work of art. The work takes place when a human being cooperates with the product so that the outcome is an experience that is enjoyed because of its liberating and ordered properties.”<br />
<br />
With no media do humans cooperate so intimately as video games. This is precisely why games have been the most popular new mass entertainment of recent decades. And this is also why the emergence of more physically natural and socially meaningful ways of enjoying games is so rich with creative possibility."
johndewey
art
videogames
gaming
kinect
games
from delicious
<br />
And then a friend gave me a copy of “Art as Experience,” John Dewey’s seminal 1934 work on the philosophy of art, and it became clear: art exists not as artifact but as we engage with it. As Dewey puts it: “The product of art — temple, painting, statue, poem — is not the work of art. The work takes place when a human being cooperates with the product so that the outcome is an experience that is enjoyed because of its liberating and ordered properties.”<br />
<br />
With no media do humans cooperate so intimately as video games. This is precisely why games have been the most popular new mass entertainment of recent decades. And this is also why the emergence of more physically natural and socially meaningful ways of enjoying games is so rich with creative possibility."
november 2010 by robertogreco
in the Japanese Embassy of London - uvula
november 2010 by robertogreco
"public place, part of all of our lives, where children & adults can gather & discover something exciting…playground…
I don’t intend to create something game-like, electronic or high tech…what I want most from the park is for it to be a space for children & adults (dogs or squirrels too) to be able to play, although it might be a little bit dangerous…
this might seem harsh, but I think it would be great if we could take ‘video’ part out of ‘video game’. Now the term ‘game’ thought about simply is too restrictive so we could change it further to mean ‘play’. To put it another way, ‘play’ is another word for ‘fun’…
So what is the meaning of the existence of games? Is it merely something for passing the time? an instrument for eliminating stress? a business? Because it is a thing that can make people happy, by playing them, by making them, & even more so, by broadening our perspectives, they can make the world a more enjoyable & at the same time more peaceful place to live."
keitatakahashi
play
games
videogames
learning
experience
nobinobiboy
nobynobyboy
perspective
happiness
well-being
playgrounds
gamedesign
discovery
gaming
from delicious
I don’t intend to create something game-like, electronic or high tech…what I want most from the park is for it to be a space for children & adults (dogs or squirrels too) to be able to play, although it might be a little bit dangerous…
this might seem harsh, but I think it would be great if we could take ‘video’ part out of ‘video game’. Now the term ‘game’ thought about simply is too restrictive so we could change it further to mean ‘play’. To put it another way, ‘play’ is another word for ‘fun’…
So what is the meaning of the existence of games? Is it merely something for passing the time? an instrument for eliminating stress? a business? Because it is a thing that can make people happy, by playing them, by making them, & even more so, by broadening our perspectives, they can make the world a more enjoyable & at the same time more peaceful place to live."
november 2010 by robertogreco
s:s&s ep - hello, world: [Sword & Sworcery]
november 2010 by robertogreco
"S:S&S EP is a 21st century interpretation of the archetypical old school videogame adventure, designed exclusively for Apple's iPad, iPhone & iPod Touch.
It's a mix of laid-back exploration, careful investigation & mysterious musical problem-solving occasionally punctuated by hard-hitting combat encounters. S:S&S EP is an unusual genre-bending effort with an emphasis on sound, music & audiovisual style that has been positioned as 'a brave experiment in Input Output Cinema'."
games
gaming
iphone
ipad
ios
applications
gamedesign
videogames
8-bit
superbrothers
retro
indiegames
pixelart
from delicious
It's a mix of laid-back exploration, careful investigation & mysterious musical problem-solving occasionally punctuated by hard-hitting combat encounters. S:S&S EP is an unusual genre-bending effort with an emphasis on sound, music & audiovisual style that has been positioned as 'a brave experiment in Input Output Cinema'."
november 2010 by robertogreco
The New Yorker - publicradiointernational: In which we learn that...
november 2010 by robertogreco
"publicradiointernational: In which we learn that Salman Rushdie is a fan of video games. “I think video games exist to allow children to feel superior to their parents.”<br />
<br />
Salman Rushdie and Nicholson Baker should be friends. They could bond over video games and their feelings about Michiko Kakutani."
salmanrushdie
nicholsonbaker
michikokakutani
writing
writers
videogames
games
gaming
from delicious
<br />
Salman Rushdie and Nicholson Baker should be friends. They could bond over video games and their feelings about Michiko Kakutani."
november 2010 by robertogreco
Children, Wired: For Better and for Worse — Daphne Bavelier, C. Shawn Green, and Matthew W.G. Dye [.pdf]
november 2010 by robertogreco
"Children encounter technology constantly at home and in school. Television, DVDs, video games, the Internet, and smart phones all play a formative role in children’s development. The term ‘‘technology’ subsumes a large variety of somewhat independent items, and it is no surprise that current research indicates causes for both optimism and concern depending upon the content of the technology, the context in which the technology immerses the user, and the user’s developmental stage. Furthermore, because the field is still in its infancy, results can be surprising: video games designed to be reasonably mindless result in widespread enhancements of various abilities, acting, we will argue, as exemplary learning tools. Counterintuitive outcomes like these, besides being practically relevant, challenge and eventually lead to refinement of theories concerning fundamental principles of brain plasticity and learning."
cognitive
brain
neuroscience
videogames
internet
technology
mobile
phones
smartphones
children
learning
counterintuitive
plasticity
development
from delicious
november 2010 by robertogreco
Shaping The Future of Play | design mind
november 2010 by robertogreco
"Play is our greatest natural resource, so how do we make sure that our kids are playing in the right way?"
"Like De Matteo, all adults ultimately need to re-imagine how we can enable and support these future “change agents.” The answer may lie in four foundational pillars of play: open environments, flexible tools, modifiable rules, and superpowers."
via:cervus
play
gaming
scratch
toys
videogames
superpowers
openenvironments
exploration
creativity
problemsolving
flexibility
flexibletools
modifiablerules
rules
imagination
programming
future
learning
unschooling
deschooling
from delicious
"Like De Matteo, all adults ultimately need to re-imagine how we can enable and support these future “change agents.” The answer may lie in four foundational pillars of play: open environments, flexible tools, modifiable rules, and superpowers."
november 2010 by robertogreco
He’s A Bit Spineless: Octodad | Rock, Paper, Shotgun
november 2010 by robertogreco
"Oh, Indie Games Blog, the gifts you give! Ahem: IGF 2011 entrant Octodad is a game where you play an octopus who is pretending to be a dad. A human dad. The tagline alone leaves me lost for words – “Loving father. Caring husband. Secret octopus.” That might just be the single best piece of games writing ever.<br />
<br />
As you’ll see from the trailer below, the game’s quite forgiving as to what constitutes normal behaviour and lets you concentrate on the little things, like staying relatively upright and not smashing every single object in your house. Now, I won’t ask you to download this game. I’m just going to suggest you watch the following trailer, and then do what comes naturally."
games
gaming
octodad
humor
videogames
parenting
octopus
from delicious
<br />
As you’ll see from the trailer below, the game’s quite forgiving as to what constitutes normal behaviour and lets you concentrate on the little things, like staying relatively upright and not smashing every single object in your house. Now, I won’t ask you to download this game. I’m just going to suggest you watch the following trailer, and then do what comes naturally."
november 2010 by robertogreco
What Wikipedia Is Best at Explaining - NYTimes.com
november 2010 by robertogreco
"Wikipedia has become the world’s master catalogue raisonnée for new clumps of data. Its legion nameless authors are the Audubons, the Magellans, the Berensons of our time. This was made clear to me recently when I unknowingly quoted the work of Randy Dewberry, an anonymous contributor to Wikipedia, in a column on the video game Angry Birds. Dewberry’s prose hit a note rare in exposition anywhere: both efficient and impassioned. (“Players take control of a flock of birds that are attempting to retrieve their eggs from a group of evil pigs that have stolen them.”)"
virginiaheffernan
wikipedia
internet
online
taxonomy
videogames
cataloging
writing
from delicious
november 2010 by robertogreco
Koopa, It’s What’s For Supper « Jude Buffum
november 2010 by robertogreco
"For the upcoming show Pixel Pushers, sponsored by SCION and curated by Giant Robot, I decided to explore the carnivorous side of the world of video games. Though I myself eat meat, enough of my friends and loved ones are now vegetarians or vegans, so it’s something I’ve been experimenting with. I suppose these pieces are a by-product of that exploration. That, and my long-time obsession with meat diagrams."
edg
nintendo
supermario
judebuffum
giantrobot
meat
humaor
illustration
glvo
videogames
from delicious
november 2010 by robertogreco
Spirits for iPad, iPhone and iPod touch | Spaces of Play
october 2010 by robertogreco
"Spirits is an action-puzzle game for the iPad, iPhone and iPod touch, in which the players manipulate wind and ground elements to guide the Spirits towards the goal. This is done with four different actions: Blow or block wind, dig tunnels and grow bridges of leaves. Sound and music are done completely with orchestral musical instruments. In combination with the beautifully hand-drawn graphics this gives the game a unique poetic feel."
games
ipad
iphone
ios
application
indiegames
indie
gaming
videogames
from delicious
october 2010 by robertogreco
uvula [Keita Takahashi's new blog]
october 2010 by robertogreco
"We mainly work with music and video games. However we have recently started designing a playground. We want to widen our horizons. So we would be glad to make something new with you. Thanks."
katamaridamacy
keitatakahashi
glvo
partnerships
music
videogames
design
japan
blogs
play
playgrounds
making
creativity
from delicious
october 2010 by robertogreco
Video Games Win a Beachhead in the Classroom - NYTimes.com
september 2010 by robertogreco
"Doyle was, at 54, a veteran teacher and had logged 32 years in schools all over Manhattan, where he primarily taught art and computer graphics. In the school, which was called Quest to Learn, he was teaching a class, Sports for the Mind, which every student attended three times a week. It was described in a jargony flourish on the school’s Web site as “a primary space of practice attuned to new media literacies, which are multimodal and multicultural, operating as they do within specific contexts for specific purposes.” What it was, really, was a class in technology and game design."
games
gaming
videogames
quest2learn
schools
education
tcsnmy
assessment
gamedesign
play
learning
lcproject
from delicious
september 2010 by robertogreco
welcome to optimism: A short rant about games, play and storytelling
august 2010 by robertogreco
"We're here to create strong, provocative relationships between great companies and their customers. Games and new ways of storytelling are a fantastic and incredibly exciting way of doing that."
via:migurski
games
gaming
facebook
storytelling
advertising
play
videogames
from delicious
august 2010 by robertogreco
Pixel Poppers: Awesome By Proxy: Addicted to Fake Achievement
august 2010 by robertogreco
"When I learned about performance and mastery orientations, I realized with growing horror just what I'd been doing for most of my life. Going through school as a "gifted" kid, most of the praise I'd received had been of the "Wow, you must be smart!" variety. I had very little ability to follow through or persevere, and my grades tended to be either A's or F's, as I either understood things right away (such as, say, calculus) or gave up on them completely (trigonometry). I had a serious performance orientation. And I was reinforcing it every time I played an RPG…<br />
<br />
Be aware of why you play the games you do the way you do. Be aware of how you use them. We humans are remarkably adept at finding ways to lie to ourselves, and ways to be self-destructive."
2009
via:preoccupations
achievement
rpg
videogames
praise
productivity
psychology
mindset
motivation
goals
education
design
children
games
gaming
gamedesign
entertainment
parenting
performance
learning
brain
habits
deschooling
unschooling
from delicious
<br />
Be aware of why you play the games you do the way you do. Be aware of how you use them. We humans are remarkably adept at finding ways to lie to ourselves, and ways to be self-destructive."
august 2010 by robertogreco
glitches | Shot by Robert
august 2010 by robertogreco
"I try not to follow the roads I am supposed to take, but try to seek out my own path within and outside the given boundaries of the game. I find joy in making use of a glitch1 which gives me the possibility to have a different look at the virtual world. Flying around and running through walls which I am not supposed to do gives me a sense of freedom and the ability to move in ways I can’t in the physical world. I want to look behind the curtain of the virtual facade and show it to the world.<br />
<br />
I hope that my view of the virtual world will in the long run make us think about actually using the new possibilities that the virtual world offer us and try to create a more innovative and challenging virtual world."
videogames
glitches
art
photography
gaming
geography
virtuality
documentation
via:robinsloan
from delicious
<br />
I hope that my view of the virtual world will in the long run make us think about actually using the new possibilities that the virtual world offer us and try to create a more innovative and challenging virtual world."
august 2010 by robertogreco
Jonathan Harris . Clouds and coins [Read the whole thing.]
august 2010 by robertogreco
"[I]t was the best class I ever had anywhere at any age. It was basically a grab bag of things that people should know, but things that people often never end up learning… The class was a crash course in things that are usually picked up slowly and by accident, like lost coins, over the course of your life. This class was so memorable because it was so little like school, and so much like life. School is basically a way of keeping people occupied — a theatrical set piece designed to take up time and spit out consenting consumers.<br />
<br />
Any adult knows that what he really knows he did not learn in school. The gradual accumulation of experience is really how we learn. But unlike school, life is unpredictable, so it would be dangerous to leave the teaching of life to life. Just think how much would get left out of the curriculum, and how hard it would be to standardize tests!"
jonathanharris
education
learning
life
wisdom
unschooling
topost
toshare
tcsnmy
videogames
metaphor
standardizedtesting
schools
schooling
teaching
parenting
east
west
westernworld
easternworld
passivity
accepance
lcproject
understanding
experience
experientiallearning
emptiness
heroes
identity
knowledge
mortality
replacability
children
making
seeing
building
unpredictability
curriculum
from delicious
<br />
Any adult knows that what he really knows he did not learn in school. The gradual accumulation of experience is really how we learn. But unlike school, life is unpredictable, so it would be dangerous to leave the teaching of life to life. Just think how much would get left out of the curriculum, and how hard it would be to standardize tests!"
august 2010 by robertogreco
Write For Us « Kill Screen Magazine
august 2010 by robertogreco
"We publish big-name bigshots and first-time writers. Naturally, if you’re new to the biz we’d like to see your samples, to help us get to know you. But we’re always on the lookout for new talent.<br />
<br />
You should know about games, but you don’t have to be a games journalist per se. We won’t ask you for your list of desert island games—but the more you know about games and games writing, the more likely you are to pitch an idea we haven’t read before.<br />
<br />
Think hard about why you’re uniquely positioned to tell this story. Are you an oceanographer who can talk about how games connect to deep sea exploration? An inmate with a story to share? Shoot us a line."
classideas
killscreen
journalism
magazines
games
writing
videogames
gaming
edg
srg
glvo
from delicious
<br />
You should know about games, but you don’t have to be a games journalist per se. We won’t ask you for your list of desert island games—but the more you know about games and games writing, the more likely you are to pitch an idea we haven’t read before.<br />
<br />
Think hard about why you’re uniquely positioned to tell this story. Are you an oceanographer who can talk about how games connect to deep sea exploration? An inmate with a story to share? Shoot us a line."
august 2010 by robertogreco
A Podcast with Nicholson Baker : The New Yorker
august 2010 by robertogreco
via John Naughton via David Smith, http://memex.naughtons.org/archives/2010/08/13/11597 : "“Painkiller Deathstreak” by Nicolson Baker. An extraordinary piece (alas, available only to subscribers to print or digital editions of the New Yorker, so maybe it’s unfair to include it here) about what happens when a gifted and observant writer spends a month of his life playing computer games. I’ve often blanched at the arrogance of adults denouncing ‘mindless’ computer games which (a) they’ve never tried to play, and (b) are actually far too complex for them to master. The result is a chasm between the shared cultural experience of entire generations — and total ignorance on the part of adults. The kids who understand and play games have better things to do than to delineate the contours of this exotic subculture for the benefit of their elders. So it was an extraordinarily good idea to get a sophisticated, observant, articulate writer to have a go."
2010
gaming
games
nicholsonbaker
newyorker
generations
subcultures
videogames
lostintranslation
arrogance
culture
sharedexperience
experience
anthropology
children
youth
gamedesign
from delicious
august 2010 by robertogreco
Hemisphere Games — Osmos
august 2010 by robertogreco
"Enter the ambient world of Osmos: elegant, physics-based gameplay, dreamlike visuals, and a minimalist, electronic soundtrack.
Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax… good things come to those who wait.
Progress from serenely ambient levels into varied and challenging worlds. Confront attractors, repulsors and intelligent motes with similar abilities and goals as you."
osmos
osx
ipad
iphone
mac
macosx
flow
videogames
games
gaming
toplay
physics
ambient
windows
applications
from delicious
Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax… good things come to those who wait.
Progress from serenely ambient levels into varied and challenging worlds. Confront attractors, repulsors and intelligent motes with similar abilities and goals as you."
august 2010 by robertogreco
Why aren’t games about winning anymore?
august 2010 by robertogreco
"But if videogame achievements can make us ignore the end goal in favour of a little gold star, is there any doubt that real-life "achievements" can distract us from what’s actually important in life?<br />
<br />
Certainly, incentives can be used to drive good behaviour, but there’s no guarantee that companies or organisations able to provide the most effective incentives will be the ones with the most altruistic motives. (And, of course, if I’m the one unconsciously making up my own achievements, I know they’re not always going to be what’s best for me.)<br />
<br />
I’m not saying that achievements in videogames are inherently a bad thing. I’m just saying that perhaps we should take a step back and consider how they make us relate to the world."
games
gaming
videogames
jesseschell
motivation
achievements
competitions
productivity
gamedesign
infinitegames
process
goals
incentives
behavior
life
distraction
theory
via:blackbeltjones
from delicious
<br />
Certainly, incentives can be used to drive good behaviour, but there’s no guarantee that companies or organisations able to provide the most effective incentives will be the ones with the most altruistic motives. (And, of course, if I’m the one unconsciously making up my own achievements, I know they’re not always going to be what’s best for me.)<br />
<br />
I’m not saying that achievements in videogames are inherently a bad thing. I’m just saying that perhaps we should take a step back and consider how they make us relate to the world."
august 2010 by robertogreco
Gamasutra - Features - Persuasive Games: Plumbing the Depths
july 2010 by robertogreco
"Imagine if tennis worked like video games. Every 5 years, latest gizmos dreamed up by engineers would be revealed...To be sure, results might be awesome. But that new awesomeness would likely never produce a result like Isner-Mahut match, which required a century...to reveal itself...
design
games
2010
tennis
play
videogames
gamedesign
ianbogost
art
depth
creativity
innovation
invention
july 2010 by robertogreco
Noby Noby Boy [iPhone] - Perfect absurdity! Please download + save the world from boredom!! | CreativeApplications.Net
july 2010 by robertogreco
"The long awaited Noby Noby Boy from Keita Takahashi is now available in the AppStore. We wrote about it few times in the past, most recently only few days ago with the release of wonderful videos but now we can finally immerse ourselves in the wonderful world Keita has created. What first started as a PS3 downloadable, described as a virtual playground than a game (fingergaming), Noby Noby Boy puts players in control of a stretchable, snake-like creature that can devour objects in the world around him."
nobynobyboy
nobinobiboy
keitatakahashi
iphone
applications
games
gaming
videogames
july 2010 by robertogreco
Design Fancy: Kurt Manchild - Core77
july 2010 by robertogreco
"If the toys were a failure, then the video game was a disaster. It was never sanctioned by NES, was played during sleep, and nine times out of ten got stuck on a horrifying screen that featured a portrait of Manchild saying "Good Morning Tobias". The game came with a unique pillow controller. The idea was that someone would put the game in the system, lay down on the pillow, sleep, then wake up in the morning to see what happened in the game. The pillow was supposed to monitor alpha waves as well as movement although most people that have tried it would disagree. Both the video game cartridge and pillow controller are extremely rare."
design
invention
fiction
mattbrown
humor
videogames
games
gaming
kurtmanchild
core77
storytelling
designfancy
july 2010 by robertogreco
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