06 JUL 2024 by ideonexus

 Games Turn Play into Work

‘Play’ was once a great slogan of liberation. Richard Neville: “The new beautiful freaks will teach us all how to play again (and they’ll suffer society’s penalty).” Play was once the battering ram to break down the Chinese walls of alienated work, of divided labor. Only look at what has become of play. Play is no longer a counter to work. Play becomes work; work becomes play. Play outside of work found itself captured by the rise of the digital game, which responds to the boredom...
Folksonomies: play critical theory game
Folksonomies: play critical theory game
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25 MAR 2022 by ideonexus

 How Games Influence Strategic Culture

Rules define many of the ways a player or team can achieve the primary goal in a given game. For example, because American football requires teams to advance the ball a certain distance over a series of downs or give up the initiative, the game evolves as a series of set-piece plays. Soccer, in contrast, is far more fluid, with virtually continuous activity throughout the game. Soccer and American football do share one common rule in that both last a standardized period (albeit with opportuni...
Folksonomies: games strategy
Folksonomies: games strategy
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08 DEC 2021 by ideonexus

 Pinball Algorithms

In 1986, Williams High Speed changed the economics of pinball forever. Pinball developers began to see how they could take advantage of programmable software to monitor, incentivize, and ultimately exploit the players. They had two instruments at their disposal: the score required for a free game, and the match probability. All pinball machines offer a replay to a player who beats some specified score. Pre-1986, the replay score was hard wired into the game unless the operator manually r...
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03 MAR 2021 by ideonexus

 Roots of Toxic Online Game Culture

Streamers behave badly as a way to increase their views and likes, which in turn maximizes their profits and those of their company sponsors. Game companies cannot fully control who plays their games, despite Entertainment Software Rating Board (ESRB) ratings. Younger players play mature games and learn through their interactions with older and often toxic audiences. Cultural stigmatization of gaming leads to a lack of educator involvement in supporting prosocial and educational gaming sp...
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09 NOV 2019 by ideonexus

 Variable Ratio Schedule for Getting Kids Addicted to Boar...

In light of the above, here’s a solid Variable Ratio Schedule for playing board games with your kid: the first time you play a particular game, let the kid win. thereafter, let the kid win some of the time. 60% of the time is good to start (you can dial it down slowly as the kid improves if you want). make the sequence of wins and losses as random as possible. critically, make the outcome as close as you can every time, especially when the kid loses. She should always feel like she bare...
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20 NOV 2018 by ideonexus

 Mental States in Gamer Mastery

Learning State While in the learning state of mind your objective should be to concentrate on learning and experimentation. You should play to win, and take matches seriously, but not be afraid to try different strategies for the purpose of learning. In this state you aim to maximize your learning, not your win-percentage. Feel free to think about your moves, what would have happened if you took another route, what you are going to try in the next matchup and so on. It is only beneficial to...
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04 NOV 2018 by ideonexus

 Brian-Sutton Smith's Seven Rhetorics of Play

Play as Progress: Play is a way of turning children into adults. Play is valuable because it educates and develops the cognitive capacities of human or animal youth. Examples: All forms of children's play and animal play Play as Fate: Human lives and play are controlled by fate in the form of destiny, gods, atoms, neurons, or luck, but not by free will. Examples: Gambling and games of chance Play as Power: Play is a form of conflict and a way to fortify the status of those who control the p...
Folksonomies: games culture play
Folksonomies: games culture play
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04 NOV 2018 by ideonexus

 Metagame

Metagaming refers to the relationship between the game and outside elements, including everything from player attitudes and play styles to social reputations and social contexts in which the game is played. Post-game locker room conversations about the match are metagame interactions. Memorizing words in the Scrabble dictionary is a metagame activity, the honing of in-game skills. The typical playing strategies of a particular Go master are metagame information, useful if you are playing agai...
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04 NOV 2018 by ideonexus

 Developing Child's Understanding of Games

During the first stage, beginning around age 5, the child does not yet understand there are fixed rules to the game. Children of this age will play Marbles in an improvisational way, possessing a vague notion of rules but not yet understanding the idea of fixed rules. In the second stage, around ages 8 to 10, the child comes to know that there are rules, and will regard these rules with a near religious reverence. The rules are felt to have their own implicit authority, which cannot be quest...
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04 NOV 2018 by ideonexus

 The Pleasure of Entrainment

If entrainment is a form of pleasure, it is a pleasure at once structural and experiential, both mathematically regular and playfully flexible. Entrainment is not a phenomenon completely unique to games, but it does come very close to identifying the curious structural pleasure that all game experiences seem to contain: the meditative patterns of Tetris; the turn-taking, clacking cadence of Billiards; the rhythmic shooting pattern of Space Invaders; the pulsing flow of cards, hits, and chips ...
Folksonomies: entrainment
Folksonomies: entrainment
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