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

 How Rules Make Games Pleasurable and Encourage Self-Regul...

Picture a child poised excitedly at the starting line of a footrace, ready to run down the track, breathlessly awaiting the starting signal. Rather than giving in to her intense desire to leap from the starting line, she waits for the signal that the race has begun. What's going on here? Why does our player anxiously hold back when she really desires to run? Developmental psychologist L. S. Vygotsky notes that "Play continually creates demands on the child to act against immediate impulse, i...
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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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04 NOV 2018 by ideonexus

 A Computer Algorithm for Randomization

Back in the early days of computers, one of the more popular methods of generating a sequence of random numbers was to employ the following scheme: 1. Choose a starting number between 0 and 1. 2. Multiply the starting number by 4 ("stretch" it). Subtract 4 times the square of the starting number from the quantity obtained in step 2 ("fold" the interval back on itself in order to keep the final result in the same range). 3.Given a starting number between 0 and 1, we can use the proce-dure...
Folksonomies: algorithms randomization
Folksonomies: algorithms randomization
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From John Casti.

31 OCT 2018 by ideonexus

 Homo Laborans and Homo Faber

Homo Laborans sails in the sea of “making things” where work is an end in itself, and is dictated by the needs imposed by technology. Subjected to technology or pleasantly attracted by it, we are ‘Animal laborans’, as Arendt would say, being enslaved to the tasks we are immersed in by the will of technology. Our doing is comparable to the manual work of past industrial revolutions. Think, for example, of the smartest machines, which can alert their human handlers when they will need m...
Folksonomies: two cultures
Folksonomies: two cultures
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27 JUL 2018 by ideonexus

 Arguing with People Online Allows Them to Burn Your Time

But while some amount of bullshit is inevitably forced on you, the bullshit that sneaks into your life by tricking you is no one's fault but your own. And yet the bullshit you choose may be harder to eliminate than the bullshit that's forced on you. Things that lure you into wasting your time on them have to be really good at tricking you. An example that will be familiar to a lot of people is arguing online. When someone contradicts you, they're in a sense attacking you. Sometimes pretty ove...
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27 JUL 2018 by ideonexus

 Constituative Rules of Chutes and Ladders

Players all begin with a value of zero. Players alternate turns adding a random number of 1–6 to their current value. The first player to reach a value of exactly 100 wins (if adding the random number to a player's total would make the total exceed 100, do not add the random number this turn). When a player's total exactly reaches certain numbers, the total changes. For example, if a player reaches exactly 9, her total becomes 31. If a player reaches exactly 49, her total becomes 11.(This r...
Folksonomies: gameplay isomorph
Folksonomies: gameplay isomorph
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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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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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