print / present / list / cycle(s)
sometimes attaining the deepest familiarity with a question is our best substitute for actually having the answer ...
from Brian Green -- The Elegant Universe (p. 365)
serious / scenario(s) / storytelling in the digital age
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game(s) / guide(s) / place(s) / story / time(s) / sign(s)
innovation(s) / collaboration(s)
chance is tricky stuff, because it intertwines hard math, human psychology, and all of the basic game mechanic(s).
... but this trickiness is what gives games their richness, complexity and depth.
Jesse Schell -- The Art of Game Design -- A Book of Lenses
scenario(s) / storytelling in the digital age
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ألعاب خطيرة シリアスゲーム serious game(s) 严肃游戏/嚴肅遊戲 серьезные игры
guide(s)
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/ story
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/ space(s)
our commitment to the technological civilization has accelerated, but unfortunately we have not as yet fully understood, much less accepted, the psychological and social change(s) associated with the new source(s) of energy, the exploration of space(s), and the computer revolution(s).
1973: Jurgen Ruesch: therapeutic communication
Creative Technology S Game(s), where S may stand for serious, superpower, or (why not) social or smart. The main focus was to investigate playful applications of technology to emulate or support players' superpowers, such as invisibility, telekinesis, etcetera, in (for example) interactive space(s). Our investigations involved workshop(s) in game design as well as application development as part of the creative technology curriculum, using all available resource(s). But now, we are getting more ..., ehm, ... serious ...
logo(s) / @ning / @google / .CREATE / AESG
phenomenology of game design / sign(s) / scenario(s) / itch
scenario(s) / storytelling in the digital age
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resource(s) / guide(s) / place(s) / story / time(s) / sign(s)
chorewars.com / tip(s) / book(s) / mechanic(s) / read / sign(s)
innovation(s) / collaboration(s)
crossfit exercise(s)
/ immovator / izovator
/ sign(s)
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teaching(s)
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... communication is ... the key to ... creativity ... !
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n-gram(s)
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/ mission(s)
/ AR(G)
/ whatsthehubbub.nl / screen(s)
/ story
/ engine(s)
... immature poets imitate; mature poets steal; bad poets deface what they take, and good poets make it into something better, or at least something different.
T.S. Elliot, from: Jesper Juul -- The Casual Revolution (p.85)
com / roll / thought / situationism %%/ direction(s) / exercise(s) / law(s)
one of the most difficult tasks men can perform, however much others may
despise it, is the invention of good games and it cannot be done by men out
of touch with their instinctive selves.
from Penny de Byl (supposedly: Jung 1977)
stories and games can each be thought of as machines that help create experience(s)
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... the idea that the mechanics of traditional storytelling, which are innate to the human capability to communicate, are nullified by interactivity is absurd!
Jesse Schell -- The Art of Game Design -- A Book of Lenses
... if the game can be identified easily as play, then it should be easy enough for bystanders to accept or refuse an invitation to play.
The adoption of ludic markers is the easiest way to sidestep some ethical questions. ... ludic markers need not be explicit but can focus on communicating playful or fictional aspects of the game.
from game creators newsletter Nov 09
education(s) / question(s) / moral(s)
utopia / rule(s) / ethic(s) / answer(s) / failure(s)
chorewars.com / tip(s) for real / dynamic(s) / engine(s)
Michael Nitsche
Video Game Spaces -- Image, Play and Structure in 3D Worlds
serious games / change(s) / behavior(s) / collaboration(s)
education(s) / question(s) / moral(s)
glass bead game / reference(s) / impact(s) / mission(s)
utopia / rule(s) / ethic(s) / answer(s) / failure(s)
question(s) / serious games / change(s) / behavior(s)
... ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play, but cannot win ... welcome to game space ...
game space is where and how we live today ...%%
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art / science(s) / algorithm(s) / dream(s) / story / element(s)
/ context(s)
/ theory
/ control(s)
/ game(s)
/ theme(s)
/ Æ
pirate(s) / skin(s) / science(s) / color(s) / vision(s)
... navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come through life in our imagination ... we encounter these space through a combination of perception & interaction(s) ...
... video game space(s) stage our dreams and nightmares and they seem to get better at it every year.
Michael Nitsche -- Video Game Spaces