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Memes tagged “gaming”

41–60 of 61

Agency in Reading VS Gaming

Comparing computer play with reading fiction reveals much about thes^se shortcomings. Reading stimulates the mental recreation of settingg, characterers, a and acactiojons in viLxal, auditory, tactile, kinesthetic, and other sensory images. One "sees" the pirate h the scar slashing across his cheek. One "hears" the…

How Literacy Impacts Reading and Gaming

For Ellie, that charade contributed to her waning interest in computer games and simulations fi-om its highpoint in middle childhood. Reasonably versed in computer technologies and a fan of emerging online forums such as Tumblr, she agreed to talk about her play in virtual worlds not as an enthusiast, but as something…

Constructable Strategy Game Patent

A game, toy or article of manufacture includes a set of rules and at least one model. The model has multiple movable parts, where under the rules of play, the model begins in an assembled configuration. As the model loses points under the rules of play, at least some of the parts are removed from the model, or…

Cooperative Game of Competitive Questioning

Great Cooperative games make the play experience deliberately difficult; the game shouldn't be a cake walk. Mr. Glass's decision, therefore, is for him to assume the role of the game and present himself in opposition to his students—the players. He does this by instructing his students (working in groups designed to…

Old CRPGs are Unplayable for Modern Gamers

They had five days to play (Ultima IV), and I asked them to make as much progress as they could in that time. When we gathered to debrief in class, a few students explained how they’d overcome some of their difficulties, but the vast majority was utterly flummoxed by the game. As one of them put it, “I’d say for…

Workspace is Gamespace

It's not surprising that gamespace has become a workplace for hundreds of thousands of "gold famers" who undertake dreary, repetitive labor to produce virtual wealth that's sold to players with more money and less patience than them. The structural differences between in-game play and in-game work are mostly…

Game-Based VS Gamified

Broadly speaking, those who advocate for game-based education seek to find ways to integrate specific, preexisting games directly into the curriculum. They want to use games to illustrate specific points or develop specific skills that they believe are uniquely developed by the game in question (Prensky, 2001). There…

The Magic Circle

Game rules, therefore, create a kind of artificial reality in which those rules exclude other equally valid or defensible rules. In other words, there is no place for a chess piece in backgammon, baseball isn’t played with a hockey puck, a player can’t die in Candy Land, and there are no sugarplum fairies (to date) in…

Four Game Mechanics

Agon: This ancient Greek word—meaning “struggle” or “contest”— defines those games in which some aspect of a player’s or team’s skill is measured against another player or team. Any game that is based on skill and eliminates luck is a game of agon. The best examples of this type of game are athletic games such as…

Six Fundamental Properties of Games

All games are in some way a combination of the four “mother” mechanics: agon, alea, mimicry, and ilinx. Games have strict rules that all players must follow. Game-winning conditions are clearly defined. There are many different ways a game can end—not just one. In other words, there’s a way to win and (usually) lots…

What We Learn from Games

What also went unremarked was how much I was learning by playing these games: basic ideas such as taking turns and developing patience while others completed their turns, the strengthening of simple memory, improved physical coordination, an ability to recognize and act on patterns, the capacity to see what might…

War Gaming is Better Than War

I COULD go on now and tell of battles, copiously. In the memory of the one skirmish I have given I do but taste blood. I would like to go on, to a large, thick book. It would be an agreeable task. Since I am the chief inventor and practiser (so far) of Little Wars, there has fallen to me a disproportionate share of…

Evolving Rules of a Wargame

We then began to humanise that wild and fearful fowl, the gun. We decided that a gun could not be fired if there were not six—afterwards we reduced the number to four—men within six inches of it. And we ruled that a gun could not both fire and move in the same general move: it could either be fired or moved (or left…

Little Wars

"LITTLE WARS" is the game of kings—for players in an inferior social position. It can be played by boys of every age from twelve to one hundred and fifty—and even later if the limbs remain sufficiently supple—by girls of the better sort, and by a few rare and gifted women. This is to be a full History of Little Wars…

The Game of Wonderful Islands

In this game the floor is the sea. Half—rather the larger half because of some instinctive right of primogeniture—is assigned to the elder of my two sons (he is, as it were, its Olympian), and the other half goes to his brother. We distribute our boards about the sea in an archipelagic manner. We then dress our…

Gaming for Globalization

In today’s global society, we need games that introduce young people to their international peers and their peers’ lives all around the world. We should have games that fully represent the current scope of humanity around the globe. Let inter-ed games help liven up the history or sociology lesson and motivate players…

Exodus to the Virtual World

Anyone who sees a hurricane coming should warn others. I see a hurricane coming. Over the next generation or two, ever larger numbers of people, hundreds of millions, will become immersed in virtual worlds and online games. While we are playing, things we used to do on the outside, in “reality,” won’t be happening…

The Hypersociality of Collectible Card Games

Yu-Gi-Oh! demonstrates how pervasive media technologies in everyday settings integrate the imagination into a wider range of sites of social activity. Far from the shut-in behavior that gave rise to the most familiar forms of antimedia rhetoric, this media mix of children’s popular culture is wired, extroverted, and…

Yu-Gi-Oh! Mixes the Real with Fantasy.

Trading cards, Game Boys, and character merchandise create what Anne Allison (2004) has called “pocket fantasies,” “digitized icons . . . that children carry with them wherever they go,” and “that straddle the border between phantasm and everyday life” (p. 42). The imagination of Yu-Gi-Oh! pervades the everyday…

Characteristics of Good Computer RPG Games

RPG players are challenged to build many physical, mental, magical, and alliance- oriented traits and leanings for their characters, and to then build relationships with other characters as well. There is a natural design emphasis on how characters are built, and what building a character then means in the context of…