rybesh + games   78

Purely Functional Retrogames, Part 1
Pac-Man is dead simple in any language that fits the same general model as C. There are a bunch of globals representing the position of Pac-Man, the score, the level, and so on. Ghost information is stored in a short array of structures. Then there's an array representing the maze, where each element is either a piece of the maze or a dot. If Pac-Man eats a dot, the maze array is updated. If Pac-Man hits a blue ghost, that ghost's structure is updated to reflect a new state. There were dozens and dozens of Pac-Man clones in the early 1980s, including tiny versions that you could type in from a magazine.

In a purely functional language, none of this works. If Pac-Man eats a dot, the maze can't be directly updated. If Pac-Man hits a blue ghost, there's no way to directly change the state of the ghost. How could this possibly work?
functional  programming  games 
23 days ago by rybesh
Attention Economy: The Game
In my course Friend Request Denied: Social Networks and the Web I have my students play a game I developed to let them explore the dynamics of building a reputation online by giving and capturing attention. It’s also a fun way for students to get to know each other. I’m posting the game instructions and materials here (under a Creative Commons license) for anyone who wants to try it. If you make any improvements, please share!

Attention Economy: The Game
Ulises A. Mejias
 

How do new bloggers gain recognition? Why are some people in MySpace or Facebook more popular than others? Why does one YouTube video get seen by thousands of people, and another by just a few? What does it mean that “on the internet, everyone is famous to 15 people”? Can the subject matter of the content we post to an online network make us more or less popular?

This game is an accelerated simulation of the process of gaining attention online (acquiring more readers, friends, hits, etc.). The goal of the game is to collect the most attention. The game tries to condense a process that can take weeks or months into about an hour. It is intended for people who are new to the study of online social networks, but anyone can play. The game can also be used to teach some basic characteristics of networks, such as the role of hubs or connectors in scale-free networks. Players are asked at the end to critically reflect on the values that drive this Attention Economy.

Number of players: around 10-25

Time for activity: 45 minutes to 1.5 hours (depending on number of players)

Background
Attention is “the action that turns raw data into something humans can use” (Lanham, in Lankshear and Knobel, 2003, p. 111). Information is not scarce, attention is. Attention Economics establishes that what information consumes is “the attention of its recipients. Hence a wealth of information creates a poverty of attention and a need to allocate attention efficiently among the overabundance of information sources that might consume it” (Simon, in Lankshear and Knobel, 2003, p. 109).

 

Game Set Up
Goal: Collect the most attention.

Players:

Newbies: Individuals who just joined the online community. Few people know they exist.

Oldbies or Hubs: Individuals who have been around the online community for a while. They have established reputations, and people pay attention to what they say.

[Tip: In a group of 20 players, I usually designate 3 oldbies, but this number can be adjusted.]

Materials:

Attention Credit cards: Used by players to directly award or “pay” attention to another player.
Recommendation cards: Used by players to try to influence others to award or “pay” attention to someone.

[Tip: The reason section of the Recommendation card can be left blank, but writing something here can make the recommendation more "sticky".]

Log sheet: Used by players to keep track of how they have allocated their attention and who has awarded them attention, which is translated into points. Note that for every two Recommendations players receive, two points are gained.

 

DOWNLOAD A PDF WITH CARDS AND LOG SHEET READY TO PRINT!

Topic Boards: Used by players to identify themselves and the subject matter of their content. Players can change their topic as many times as they want during the game. It might make it easier to limit the topics to a few areas. For instance, I have students choose topics related to Entertainment, Sports, Politics or Religion.

[Tip: Dry-erase boards work best as Topic Boards, but they can be a bit expensive. I purchased the ones I use from The Markerboard People. Twenty boards (with markers, erasers, and display base) cost around $130.00 USD.]

Playing the Game

Different scenarios can be provided. For instance, players can be told that they are part of the blogosphere, and their topics reflect the subject matter of their posts. Or they can pretend to be YouTube users, and their topics reflect the subject matter of their videos, etc.

Game Setup

Sit in a circle, so everyone can see each other.
Have players write their names (in big letters) in the top section of their Topic Board.
Newbies get 15 Attention Credits and 5 Recommendations
Oldbies get 15 Recommendations and 5 Attention Credits. Make sure oldbies are clearly identified (attach something to the Topic Board, have them wear a party hat, etc.)

[Tip: The number of cards each player receives can be adjusted to control the duration of the game. The fewer cards, the shorter the game. I usually prepare individual player packs with the corresponding number of cards before the game.]

Playing the Game

Choose a starting topic and write it on your Topic Board (remember that you can change your topic as many times as you want).
Pay the Oldbie Tax: All newbie players must write their first Attention Credit card to one of the oldbies [Tip: if the game goes on for a long time, you may want to have players pay the Oldbie Tax more than once during the game.]
Decide who you are sending your first Attention Credits to, fill out your card, and log your decision.
Decide who you are sending your first Recommendation to, and fill out your card.
Send Attention Credits and Recommendations by passing them from left to right only along the circle. If something is addressed to you, keep it. If not, pass it along quickly. If it’s a Recommendation, read it before passing it along. Players can send cards to the same person more than once (or even send all their cards to the same person!).
Log any received Attention Credits or Recommendations.
Continue to send the rest of your Attention Credits and Recommendations until you run out of cards.

Ending the Game

The game ends when all cards have been used and received by their intended parties (or you can end the game early by stopping all traffic).
Have players calculate their scores and post in on their Topic Board.
Discuss the post-game questions.

Post-Game Questions

Why did oldbies have less Attention cards but more Recommendation cards than newbies?
What strategies did newbies employ to gain attention?
How did you decide to allocate recommendations?
Was it possible to gain more attention than oldbies?
What was your strategy for selecting or changing topics?
What was more important in guiding your actions: reciprocity or self-interest?

Reference
Lankshear, C., & Knobel, M. (2003). New literacies: Changing knowledge and classroom learning. Buckingham [England]; Philadelphia, Pa.: Society for Research into Higher Education & Open University Press.

See also:

The Attention Economy: The Natural Economy of the Net - Michael H. Goldhaber
Attention economy - Wikipedia
teaching  games  networks  from google
february 2008 by rybesh
if:book: why is 'world without oil' such a bore?
"humour around topics like this would index the PMs squarely to an activist agenda.. it's a risky strategy for anyone who's reluctant to nail their political colours firmly to the anti-capitalist mast, which rules out most of Silicon Valley."
environment  activism  games  humor  siliconvalley  opinion 
may 2007 by rybesh
Welcome to King Features Syndicate
King Features Syndicate, part of the Hearst Entertainment & Syndication Group, is the world's premier distributor of comics, columns, editorial cartoons, puzzles and games to newspapers.
newspaper  comics  cartoons  syndication  business  games 
march 2007 by rybesh
WiiToMidi - Wii Controller to MIDI interface for Mac OS X
WiiToMidi allows you to convert signals from a Nintendo Wii controller to MIDI signals.
music  interface  osx  games 
february 2007 by rybesh
Epistemic Games: ByLine
ByLine is designed to help players learn to think like journalists about science and society.
games  research  learning  education  journalism 
january 2007 by rybesh
Yahoo! Talent Show
The Yahoo! Talent Show is a nationwide search to find the next great Internet celebrity.
web  video  yahoo  tv  games  social  media 
october 2006 by rybesh
Fantasy Congress - Where People Play Politics!
In this game, we give you the power to draft and manage a team of members from the U.S. Congress.
politics  games  markets 
october 2006 by rybesh
Geelix
Geelix Desktop GX enables you to record in-game action and upload it to share with your friends and other gamers.
games  video  mpeg-21  research  social  media  machinima 
june 2006 by rybesh
Clickable Culture - Airport Screening Is A Badly-Designed Game
In an increasingly digitally-networked society, could airport screening tasks be integrated into a game available to the public?
security  surveillance  opensource  games 
june 2006 by rybesh
Digital Blue
We offer the freedom to create, play, and learn from technology without always being "tethered" to a PC or videogame console.
teenagers  media  tools  digitalyouth  camera  toys  games  technology 
may 2006 by rybesh
SL Exchange
SL Exchange is the premier Second Life®-integrated commerce website featuring real-time shopping, real estate listings, and full-fledged currency exchange.
virtualreality  games  capitalism  market  consumer 
may 2006 by rybesh
Machinima.com: Second Life - Making the Movie
In what we’ll call a SLeadicam™ shot, the cameraman sits on an object (a simple wooden block will suffice), while a dolly grip uses the object editing tools to move the block (and the cameraman) in the desired direction.
machinima  virtualreality  games  film  cinema  howto  camera  techniques 
may 2006 by rybesh
OGLE: The OpenGLExtractor
OGLE (i.e. OpenGLExtractor) is a software package by Eyebeam R&D that allows for the capture and re-use of 3D geometry data from 3D graphics applications running on Microsoft Windows.
3d  architecture  art  code  graphics  games  virtualreality 
may 2006 by rybesh
PIECORP - Public Interest Entertainment Corporation
We create online collaborative creativity tools and fun virtual worlds that promote civic participation, non-violent conflict resolution, and critical thinking.
games  virtualreality  collaboration  creative  tools  social  public 
may 2006 by rybesh
Quicktime in Second Life: llParcelMediaCommandList
You are allowed one movie per land parcel. The movie will be played by replacing a texture on an object with the movie. Users will only see the movie when they are standing on your land parcel.
3d  games  video  tools  delivery  virtualreality 
april 2006 by rybesh
American Bishoujo: Ren'Py - Visual Novel Interpreter
Ren'Py is a programming language and runtime, intended to ease the creation of visual-novel type games.
opensource  python  code  games  japan  interactive  fiction  anime  authoring  tools 
april 2006 by rybesh
Visual Novel Fan Translations
This site tries to provide a complete and convenient overview of links to all unlicensed English visual novel fansubs.
interactive  fiction  anime  fans  video  games  subtitle  community 
april 2006 by rybesh
nscripter.insani.org
Support site for the Japanese visual novel scripting engine NScripter and its open-source (GPL) counterpart, ONScripter.
interactive  fiction  video  games  authoring  tools  opensource 
april 2006 by rybesh
Visual novel
A visual novel is an interactive fiction game featuring mostly static graphics, usually with anime-style art. As the name might suggest, they resemble mixed-media novels or stage plays more than anything else.
comics  video  games  authoring  interactive  fiction  anime  participatory  media 
april 2006 by rybesh
bunchball.com - Play with your friends!
For developers wanting to create multi-player games, we provide a multi-player ActionScript API and hosted infrastructure at no cost.
api  collaboration  community  flash  games  social  play  web 
march 2006 by rybesh
How to Kill Your Industry
Don't innovate; extract value instead of creating it, by building iron curtains around the valeu chain; focus on synergies (read: marketing economies of scale and scope).
business  strategy  ideas  innovation  games  media  creative 
february 2006 by rybesh
WSJ.com - Yahoo Hopes to Make Network Flop a Net Hit
The company is working on a cross between a narrative video production and an online game: Consumers will be able to view regularly updated video clips and try to solve online puzzles about the fugitive's real-world location.
tv  games  yahoo  narrative  video  locative  maps  YRB 
january 2006 by rybesh
Experimental Travel
Experimental Travel is travel with constraints, that at the same time liberates you from the limitations and expectations of classic tourism.
experimental  travel  games 
january 2006 by rybesh
Oslo PhD grants in participation, games
Dialogic mass media refers to a number of digital media technologies established over the past ten years, in which the receiver is also a sender and therefore able to engange in a dialogue.
unmediated  media  participatory  incentives  politics  games  norway  academia  grants 
december 2005 by rybesh
Nintendo Beats Google To Free Nationwide Wi-Fi
Nintendo is deploying a free, nationwide Wi-Fi network, well before Google.
wireless  mobile  games  business  communication 
november 2005 by rybesh
The Movies: Premier Edition
Create your own movies within the game and share them with the entire world.
machinima  games  cinema  tools 
november 2005 by rybesh
IF Audiogaming
Ruminations on how to create aural interfaces to interactive fiction.
audio  games  interface  ideas  multimodal 
november 2005 by rybesh
Storytelling Games
Games and Resources on Storytelling Games and Improvisational Storytelling; Card Games, Board Games, and Role-Playing.
drama  games  narrative  ideas 
november 2005 by rybesh
Mediamatic.net - Playing FLICKR v2.0
The diners in Restaurant 11 can use their mobile phones to submit a keyword of their choice, which will later appear on the surrounding screens with corresponding photographs from Flickr.
amsterdam  art  community  food  games  image  interactive  interface  media  mobile  newmedia  photography  play  sms  social  vj  wireless 
november 2005 by rybesh
Peekaboom: Not just wasting your time...
Peekaboom allows us to gather useful information about random images from the Web, which is used to train computer vision algorithms.
computervision  games  research  social  metadata  YRB 
august 2005 by rybesh
www.theory.org.uk -- the media theory site
Social theory for fans of popular culture. Popular culture for fans of social theory.
social  theory  fans  culture  culturalstudies  sociology  research  postmodernism  media  games  literature  art  cinema 
august 2005 by rybesh
Interactive Fiction Metadata Element Set
This document defines a set of metadata elements for describing Interactive Fiction games.
games  literature  metadata  standards  semweb 
august 2005 by rybesh
The Lessons of Lucasfilm's Habitat
Our experiences developing the Habitat system, and managing the virtual world that resulted, offer a number of interesting and important lessons for prospective cyberspace architects.
community  culture  design  games  social  networking 
july 2005 by rybesh
Reality TV and Video Games = Media Games
The cinema of 21st Century is going to be produced and consumed a lot like online multiplayer video games.
media  games  tv  future  ideas  msmdx 
july 2005 by rybesh
Hypermedia Laboratory - University of Tampere
The research projects conducted in the Hypermedia Laboratory concentrate in planning and developing new digital user-friendly services that help people in their everyday life.
design  mobile  games  research  hypermedia  labs 
july 2005 by rybesh
Kevin Slavin
Kevin Slavin is the Managing Director and co-Founder of area/code.
people  games  advertising  nyc 
july 2005 by rybesh
spring_alpha
The project combines the development of an open software system along with workshop events that seek to broaden Free Open Source Software development principles into areas outside of programming.
art  code  culture  games  social  collaboration  opensource 
june 2005 by rybesh
phpMMORPG
phpMMORPG is a Web interface that can be used to create an MMORPG with a back-end which permits users of the interface to create their own games.
social  games  code  php 
june 2005 by rybesh
character_rpg LJ Community
This community is for the promotion of Character Role Play games, games based on literary works, movies, TV shows, historical events, or original creations In which the members play as the characters of that particular genre.
fans  collaboration  narrative  games  blog 
june 2005 by rybesh
A Different Kind of Game: The Phenomena of Milliways Bar
By making initial "entrance" posts and allowing any and all other characters to respond as the inclination strikes them, Milliways Bar is enabling a kind of collaborative storytelling.
narrative  collaboration  games  blog  fans 
june 2005 by rybesh
Games + Learning + Society Conference
The GLS Conference will foster substantive discussion and collaboration among academics, designers, and educators interested in how videogames – commercial games and others – can enhance learning, culture, and education.
conference  education  games 
june 2005 by rybesh
Menko
For the uninitiated, the word "menko" generally refers to a thick piece of cardboard with a picture printed on its face. They are used as toys by Japanese children in much the same way as American children might flip baseball cards.
image  culture  games  collecting  japan  comics 
june 2005 by rybesh
Delta3D - Open source gaming & simulation engine backed by the U.S. Military
A well-supported and fully-funded open source project, Delta3D is a full-function game engine appropriate for a wide variety of modeling & simulation applications.
3d  games  graphics  python  opensource 
june 2005 by rybesh
OverClocked ReMix - Unofficial Game Music Arrangement Community
OverClocked ReMix is a website dedicated to reviving the video and computer game music of yesterday, and reinterpreting that of today, with new technology & capabilities.
games  music  remix  collaboration 
may 2005 by rybesh
VGMix.com
VGMix is a place where people submit, work on, collaborate on, and review arrangements of video game music.
music  remix  collaboration  games 
may 2005 by rybesh
Rip, rig & panic. Enabling creativity: the user experience
"Firms in publishing, music, film, television, gaming, software, and hardware are increasingly understanding that much of the most exciting media work in the world today is being... facilitated by the creative wisdom of information or library science."
media  cinema  music  tv  games  hardware  code  library  commons  msmdx  quote  commercial  creative 
april 2005 by rybesh
AMV Duel
A small duel between 2 people to display their AMV skillz and put them to a test.
anime  fans  remix  games  ideas  music  video 
april 2005 by rybesh
A New Way to Think About Games
The important thing to take away from this is the way that he is making the game. He's sidestepped the whole idea of massive teams of content creators in favor of a system of building games based on player-content and emergence.
games  design  unmediated  social  authoring 
april 2005 by rybesh
Code Zebra
A chat visualization and dialogue tool that enables serious conversations, performances and game play between individuals and groups on the Internet.
art  flash  java  messaging  games 
april 2005 by rybesh
Organum Playtest
An interactive week of programs exploring the human voice through sound, image and technology. A week-long installation premieres Organum: The Game, a video game in which gamers navigate through the human voice box using their own voices as game controls.
art  music  newmedia  games 
april 2005 by rybesh
Ariadne - Understanding MMORPG Addiction
Using survey data and anecdotes collected from MMORPG players, this essay first shows that MMORPG addiction is a very real phenomenon, and then attempts to provide a holistic explanation of MMORPG addiction.
social  research  games 
april 2005 by rybesh
vidbites community
Every two weeks, one challenge will close as the next challenge opens, and members will be asked to make fifteen to twenty seconds of a video based on that challenge: a vidbite.
social  video  authoring  editing  remix  games 
april 2005 by rybesh
Xbox Marketplace
Browse-able by game, genre, and a number of other ways, the Marketplace will provide a one-stop shop for consumers to acquire episodic content, new game levels, maps, weapons, vehicles, skins, and community-created content.
games  commercial  social  fans 
march 2005 by rybesh
Interplay: Computer Games Meet TV and Film
Topics to be covered include Computer Games, Digital media production, use of Computer Game Engines in film/TV production, linear and non-linear narratives and formats, realistic computer Graphics.
games  tv  cinema  commercial  research 
march 2005 by rybesh
Starsiege 2845
"Authorized" fanmod, meaning they can use commercial IP.
fans  games  social  authoring  remix 
february 2005 by rybesh
:: TOTAL IMMERSION
Total Immersion is a leading software and services company specialized in real time video and 3D images integration.
ubicomp  3d  graphics  interface  games  commercial 
february 2005 by rybesh
LUDIFIED: On Work and Play at the Dawn of the Game Age
We stand on the verge of a curious sort of industrial revolution, driven by play as the first was driven by steam.
games  ideas 
january 2005 by rybesh
Instinct Corporation
Instinct Corporation, based in the Silicon Valley, is the leading educational software company focusing exclusively on developing communication skills through story telling and movie making.
commercial  authoring  narrative  education  tools  games  video 
january 2005 by rybesh
pygame - python game development
Pygame is a set of Python modules designed for writing games.
games  python  graphics  opensource  code 
january 2005 by rybesh
NetGames Proceedings
ACM papers on network and system support for games.
games  networking  architecture 
january 2005 by rybesh
Caterpillar Mobile
Anita and Erick are building multimedia games for pocket devices.
mobile  social  games  berkeley 
january 2005 by rybesh
MTV2: Video Mods
MTV 2’s Video Mods program features music videos which are produced using look-alike skins of the performers inserted in the worlds of 3D games.
3d  authoring  graphics  music  tv  video  games 
november 2004 by rybesh
JTGL - Java Tiny Gfx Library Project
JTGL is a java library for graphical development (e.g. games), specially suited for mobile appliances such as mobile phones, pdas, etc.
code  games  graphics  java  mobile  opensource 
november 2004 by rybesh
GapiDraw
Supports the creation of high-performance cross-platform graphical applications across a variety of handheld hardware configurations, including Windows Mobile, Palm and Symbian mobile phones.
games  graphics  mobile  symbian  tools 
october 2004 by rybesh
The 36 Plots
This article is descended from an article I wrote several years ago about plotted games, based on my interpretation of a book by Georges Polti called The Thirty-Six Dramatic Situations.
games  ideas  narrative  reference 
october 2004 by rybesh
Katamari Damacy
As the tiny Prince of the Cosmos, you must roll a sticky ball around on the Earth, progressively picking up larger and larger things until your huge ball of garbage is transformed into a star.
games  japan  wishlist 
october 2004 by rybesh
Penny Arcade
The adventures of Gabe and Tycho.
games  comics 
october 2004 by rybesh
NeL
A toolkit for the development of massively online universes. It provides the base technologies and a set of development methodologies for the development of both client and server code.
3d  code  games  opensource  tools  web 
september 2004 by rybesh
An Economy of Rules
Musings on design rules for games.
games 
may 2004 by rybesh
Java Games Programming Techniques
Java programming techniques for 2D, 2.5D, 3D, and networked games.
code  games  java 
april 2004 by rybesh
Mogi
A virtual scavenger hunt for keitai.
games  locative 
april 2004 by rybesh
Demor
Demor is a location based 3D audio shooter.
games  locative 
april 2004 by rybesh
Experimental Game Lab at Georgia Tech
In this interdisciplinary lab, computer scientists, designers and artists work together to push the boundaries of existing genres and create new genres of electronic games.
academia  games 
march 2004 by rybesh
Façade
Façade is an artificial intelligence-based art/research experiment in electronic narrative.
games 
february 2004 by rybesh

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