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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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

 The Immersive Fallacy

According to the immersive fallacy, this reality is so complete that ideally the frame falls away so that the player truly believes that he or she is part of an imaginary world. [...] In the case of play, we know that metacommunication is always in operation. A teen kissing another teen in Spin the Bottle or a Gran Turismo player driving a virtual race car each understands that their play references other realities. But the very thing that makes their activity play is that they also know th...
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The false idea that a "suspension of disbelief" is needed to enjoy a work of art or game.

04 NOV 2018 by ideonexus

 Defining Play and Transformative Play

Transformative play is a special case of play that occurs when the free movement of play alters the more rigid structure in which it takes shape. The play doesn't just occupy and oppose the interstices of the system, but actually transforms the space as a whole. A cyberfeminist game patch that creates transsexual versions of Lara Croft is an example of transformative play, as is the use of the Quake game engine as a movie-making tool. Although every instance of play involves free movement wi...
Folksonomies: play transformative play
Folksonomies: play transformative play
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04 NOV 2018 by ideonexus

 Degenerate Strategies and Cheating

Why isn't using a degenerate strategy considered cheating? Degenerate strategies take advantage of weaknesses in the rules of a game, but do not actually violate the rules. What kind of player would play in this way? The answer is both a dedicated player, who is overzealously seeking the perfect strategy, and an unsportsmanlike player, who has found a hole in the rules to exploit, even though he understands that he is not playing the game the way it was intended. These two kinds of players ca...
Folksonomies: games play gaming
Folksonomies: games play gaming
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Is the same true of memorizing algorithms to solve the rubiks cube?

04 NOV 2018 by ideonexus

 Player Types and Rule-Breaking

The Standard Player: This player type is a "standard" and honest game player that plays the game as it was designed to be played, following the rules and respecting their authority. The Dedicated Player: This close cousin of the standard player studies the formal systems of a game in order to master and perfect his or her play of the game, often finding and exploiting unusual strategies in order to win. Examples: professional athletes, hardcore gamers. The Unsportsmanlike Player: This third...
Folksonomies: games gaming players
Folksonomies: games gaming players
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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

 The Boundaries of a Game Versus Boundaries of Other Kinds...

What does it mean to say that games take place within set boundaries established by the act of play? Is this really true? Is there really such a distinct boundary? In fact there is. Compare, for example, the informal play of a toy with the more formal play of a game. A child approaching a doll, for example, can slowly and gradually enter into a play relationship with the doll. The child might look at the doll from across the room and shoot it a playful glance. Later, the child might pick it u...
Folksonomies: gameplay
Folksonomies: gameplay
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10 MAR 2017 by ideonexus

 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 arbitrary, and "real" work is half a game, anyway. Most of the people you see going to work today are LARPing an incredibly boring RPG called "professionalism" that requires them to alter...
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