27 JAN 2021 by ideonexus

 Sirlin's Traits That Make a Gold Medalist Gamer

• Familiarity with tournaments • Deep knowledge of the game at hand • Love of the game • Mental Toughness • Mental attitude toward winning, losing, improving • Technical skill (usually dexterity) • Adaptability • Knowledge/ability in other games of that genre • Yomi • Appraisal
Folksonomies: gaming
Folksonomies: gaming
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04 NOV 2018 by ideonexus

 Types of Information in Games

In The Interactive Book, designer and scholar Celia Pearce presents a different typology for understanding the ways games manifest information. She proposes four scenarios: · Information known to all players: In Chess, this would consist of the rules of the game, board layout, and piece movement parameters. · Information known to only one player: In Gin, this would be the cards in your hand. · Information known to the game only: In Gin, this would be unused cards in deck. In Space Invad...
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27 JUL 2018 by ideonexus

 Rules are the Persistent Identity of a Game Across Cultur...

There are at least two senses in which the RULES schemas offer a "formal" way of looking at games. First, the term formal is used in the sense of "form": rules constitute the inner form or organization of games. In other words, rules are the inner, essential structures that constitute the real-world objects known as games. For example, consider two games of Go that differ in a variety of ways. They might differ in terms of: Material: one version is played with stones on a wooden board; the o...
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29 JUN 2013 by ideonexus

 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 hypersocial, reflecting forms of sociality augmented by dense sets of technologies, signifiers, and systems of exchange. David Buckingham and Julian Sefton-Green (2004) have arg...
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CCGs are a very social game, involving not just game play but trading, bargaining, getting out to find cards, etc.

29 JUN 2013 by ideonexus

 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 settings of childhood as it is channeled through these portable and intimate media forms. These forms of play are one part of a broader set of shifts toward intimate and po...
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Similar to Magic the Gathering, with the player being the real and the cards the fantasy.

01 JAN 2012 by ideonexus

 We Only Notice Certain Statistical Events

Sometimes we can literally count the number of ways you can reshuffle a series of bits - as with a pack of cards, for instance, where the 'bits' are the individual cards. Suppose the dealer shuffles the pack and deals them out to four players, so that they each have 13 cards. I pick up my hand and gasp in astonishment. I have a complete hand of 13 spades! All the spades. I am too startled to go on with the game, and I show my hand to the other three players, mowing they will be as amazed ...
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Using the example of a remarkable card-dealing hand, Dawkins explains how every hand of cards is statistically improbable, but we only notice and awe at combinations that are significant to us in some way.