27 JUL 2018 by ideonexus

 Universality of Games

Just as the ancient and primitive religions of the world show profound similarities in their fertility rites and their sun and moon worship, many games appear to be common property to human beings everywhere. Indeed, the comparison is not at all farfetched: many games now thought to be mere children's pastimes are, in fact, relics of religious rituals, often dating back to the dawn of mankind. Tug of war, for example, is a dramatized struggle between natural forces; knucklebones were once par...
Folksonomies: history gaming
Folksonomies: history gaming
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27 JUL 2018 by ideonexus

 Shannon and Thorp Hack the Roulette Wheel

It was in this tinkerer’s laboratory that they set out to understand how roulette could be gamed, ordering “a regulation roulette wheel from Reno for $1,500,” a strobe light, and a clock whose hand revolved once per second. Thorp was given inside access to Shannon in all his tinkering glory: Gadgets . . . were everywhere. He had a mechanical coin tosser which could be set to flip the coin through a set number of revolutions, producing a head or tail according to the setting. As a joke...
Folksonomies: play hacking gambling
Folksonomies: play hacking gambling
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27 JUL 2018 by ideonexus

 The Universality of Play

Gutsmuths.—Many of the ideas in PHome are better expressed, though independently arrived at, in the remarkable volume on play, published by Gutsmuths, ‘the father of play in Germany,’ towards the end of the eighteenth century. Gutsmuths recognised the universality of play among all ages and all peoples, the infinite number of games and the skill exhibited by the race in their invention and manipulation, the health-giving quality of play and its ultimate origin (though fatigue and ennui ...
Folksonomies: education play
Folksonomies: education play
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16 APR 2018 by ideonexus

 There is No "Pokemon Gap"

While educators debated whether children learn to read best through drill-and-practice phonics or "whole language" instruction, Nintendo was, quite informally, teaching a generation of children how to read. Pokemon also taught children how to analyze and classify more than 700 different types of creatures through trading cards that were dense with specialized, technical, cross-referenced text. Gee would later call Pokemon "perhaps the best literacy curriculum ever conceived." He offered the o...
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20 MAR 2018 by ideonexus

 The Bible of Civilization

But to begin with perhaps I may meet an objection that is likely to arise. I have called this hypothetical book of ours the Bible of Civilization, and it may be that someone will say: Yes, but you have a sufficient book of that sort already; you have the Bible itself and that is all you need. Well, I am taking the Bible as my model. I am taking it because twice in history—first as the Old Testament and then again as the Old and New Testament together—it has formed a culture, and unified a...
Folksonomies: civilization idealism
Folksonomies: civilization idealism
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An example of Wells idealism. He envisions a single, unifying book, but his bible is the sum of human literature, and the true story is constantly under revision, but written authoritatively in nature for us to read. He sees a book describing ethical conduct, but again our laws are such a book and we are constantly debating them in the courts and revising them in our legislatures.

10 FEB 2018 by ideonexus

 Agency in Reading VS Gaming

Comparing computer play with reading fiction reveals much about thes^se shortcomings. Reading stimulates the mental recreation of settingg, characterers, a and acactiojons in viLxal, auditory, tactile, kinesthetic, and other sensory images. One "sees" the pirate h the scar slashing across his cheek. One "hears" the sail flapping in the wind. One "feels" the swell of the waves on ship deck. Perhaps one also "smells" the salt air. nd so on. The reader pulls all these sensory images together i...
Folksonomies: reading gaming agency
Folksonomies: reading gaming agency
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10 FEB 2018 by ideonexus

 How Literacy Impacts Reading and Gaming

For Ellie, that charade contributed to her waning interest in computer games and simulations fi-om its highpoint in middle childhood. Reasonably versed in computer technologies and a fan of emerging online forums such as Tumblr, she agreed to talk about her play in virtual worlds not as an enthusiast, but as something of a philistine. She enjoyed Second Life—but only up to a point. "The imaginative part stopped for me when I stopped designing my avatar," she told me. Further opportunities...
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10 FEB 2018 by ideonexus

 Computer Models as Play

There is, indeed, an "art" to worldplay in the social sciences that fuses narrative with analytical technique. There is also a kinship with the arts in the relationship between imagined world and reality, a point brought home by political scientist and ellow Robert Axelrod. In the early 1960s the teenage Axelrod won the Westinghouse kience Talent Search for a very simple computer simulation of hypothetical lifeforms behaving in an artificial environment. Ever since, he has worked on the appli...
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06 JAN 2018 by ideonexus

 The Case Against Reading Too Broadly

The real problem with telling young writers to fan out across genres and forms is that it doesn’t help them find a voice. If anything, it’s antivoice. Learning the craft of writing isn’t about hopping texts like hyperlinks. It’s about devotion and obsession. It’s about lingering too long in some beloved book’s language, about steeping yourself in someone else’s style until your consciousness changes colour. It’s Tolkien phases and Plath crushes. It’s going embarrassingly, un...
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