06 JUL 2024 by ideonexus
Games Do Not Model/Simulate, but are a Business
This is how the world appears to game design: There are dependent and independent variables. Designers, through trial and error, will work out which are which. They will choose cultural, business and technical options that maximize long term advantages. If it doesn’t work out, they will do it over. Time is essentially of a piece. It is homogenous, but it can be divided into equivalent units, just like space. Civilization III models not so much ‘civilization’, as the game design business...Folksonomies: gamespace
Folksonomies: gamespace
23 SEP 2023 by ideonexus
The Right to "Want What We Want to Want"
In a post about ad blockers on the University of Oxford’s “Practical Ethics†blog, the technology ethicist James Williams (of Time Well Spent) lays out the stakes:
We experience the externalities of the attention economy in little drips, so we tend to describe them with words of mild bemusement like “annoying†or “distracting.†But this is a grave misreading of their nature. In the short term, distractions can keep us from doing the things we want ...Folksonomies: attention economy
Folksonomies: attention economy