creative technology / new media
[_] readme workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

talk show tell print

print / present / list / cycle(s)

game-answer(s)

game(s) -- answer(s) / workshop(s) / ritual(s)


_ .. / instinct(s) / world(s) / quest(s) / science(s) / place(s) / _ / .

twinkle(s) / difference(s)

sometimes attaining the deepest familiarity with a question is our best substitute for actually having the answer ...

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from Brian Green -- The Elegant Universe (p. 365)

math(s) / question(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


game-arg(s)

game(s) -- alternate reality / it's all in the game / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

serious / scenario(s) / storytelling in the digital age

game(s) / guide(s) / place(s) / story / time(s) / sign(s)

play(s) / [?] / math(s) / sensor(s) / map(s) / screen(s) / cycle(s)


game-aware(s)

game(s) -- awareness game(s) / it's all in the game / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

play(s) / sensor(s) / map(s) / screen(s) / cycle(s)


game-chance(s)


_ .. / world(s) / experience(s) / mechanics(s) / pattern(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.

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Jesse Schell -- The Art of Game Design -- A Book of Lenses

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


game-colors(s)

_ .. / eyehook / source / game(s) / color(s) / _ / .



* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

game-common(s)

game(s) -- question(s) / it's all in the game / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

twinkle(s) / difference(s)

scenario(s) / storytelling in the digital age

ألعاب خطيرة                       シリアスゲーム

                serious game(s)

严肃游戏/嚴肅遊戲                серьезные игры 

guide(s) / place(s) / story / time(s) / sign(s) / space(s)

play(s) / space(s) / flower(s) / sensor(s) / map(s) / screen(s) / cycle(s)


game-communication(s)

_ .. / idea(s) / innovation(s) / dream(s) / rule(s) / change(s) / _ / .

twinkle(s) / difference(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

experiment(s) / classic(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)

game-ctsg(s)

CTSG -- creative technology serious/social/super(power) game(s)

_ .. / idea(s) / ... / dynamic(s) / space(s) / collaboration(s)

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

play / persuasive / game(s) / story / workshop(s) / theme(s) / cycle(s)


game-design(s)

game(s) -- design(s) / it's all in the game / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .


  situation                               world
  curiosity/...                 reality/context
  
  user/action                        experience
  involvement/control        feedback/challenge
  

phenomenology of game design / sign(s) / scenario(s) / itch

play / sensor(s) / map(s) screen(s) / place(s) / dream(s) / cycle(s)


game-dilemma(s)

game(s) -- prisoner's dilemma(s) / it's all in the game / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

scenario(s) / storytelling in the digital age

resource(s) / guide(s) / place(s) / story / time(s) / sign(s)

play(s) / dynamic(s) / math / sensor(s) / map(s) / screen(s) / cycle(s)


game-document(s)

game(s) -- document(s)


inspiration(s) / imagination(s) / example(s) / _ / .

  • vision of the game -- summary, game goals, mood/theme
  • features -- environments, mechanics, interactions
  • game mechanics -- traversal, camera control & movements
  • combat -- targeting, charge-ups, defense, combo(s)
  • challenges -- enemies, strength & weakness, attacks, AI & NPC(s)
  • environmental designs -- terrain, interaction, danger, scope
  • characters -- attributes, locations, destination(s)
  • level design -- layout, maps & hotspots, puzzle(s)

GDD: chapter

game-dodge(s)

eyebook / game(s) / source / cycle(s) / _ / .

game-dynamic(s)

game(s) -- dynamic(s) / adding a game layer on top of everything

gogbot(s) / / moore law(s) / inspire(s) / imagination(s) / _ / .

twinkle(s) / difference(s)

chorewars.com / tip(s) / book(s) / mechanic(s) / read / sign(s)

play / / story / addiction(s) / / challenge(s) / ground(s) / skill(s)


game-engine(s)

game(s) -- engine(s) / CTSG / ximpel / design(s) / RAK / technology

_ .. / social(s) / imagination(s) / transform(s) / machine(s) / _ / .

game-example(s)

game(s) -- example(s)


serious / inspiration(s) / engine(s) / resource(s) / _ / .

trendspotting san francisco GDC 09 (VPRO) / floor game(s) / cycle(s)


game-health(s)

game(s) -- serious / CTSG / health initiative(s)

_ .. / / common(s) / display(s) / create / art(s) / _ / .

innovation(s) / collaboration(s)

crossfit exercise(s) / immovator / izovator / sign(s)

play(s) / sensor(s) / map(s) / screen(s) / cycle(s)


game-idea(s)


_ .. game(s) / workshop(s) / challenge(s) / TINAG / go / CTSG

[] teaching(s) / display(s) / ethic(s) / ritual(s) / evolution(s) []


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n-gram(s) / collaboration(s) / context(s) / mission(s) / AR(G)

media / education(s) / method / classic(s) / literacy / cycle(s) ! Æ


game-imagination(s)


innovation(s) / space(s) / communication(s) / idea(s) / _ / .

teaching(s) / difference(s)


... imagination is ... the one weapon against reality ...

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/ whatsthehubbub.nl / screen(s) / story / engine(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


game-imitate(s)


_ .. / quest(s) / innovation(s) / screen(s) / machine(s) / _ / .

twinkle(s) / difference(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.

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T.S. Elliot, from: Jesper Juul -- The Casual Revolution (p.85)

play / project(s) / pirate(s) / product(s) / cycle(s)

game-innovation(s)


idea(s) / engineer(s) / imagination(s) / health / instinct(s) / _ / .

action(s) / difference(s)



... play/game(s) is ... the key to innovation(s) ...

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

com / roll / thought / situationism %%/ direction(s) / exercise(s) / law(s)

play / tribe(s) / network / identity / flow(s) / chart(s) / cycle(s) ! Æ


game-instinct(s)

understanding / innovation(s) / document(s) / quest(s) / _ / .

twinkle(s) / difference(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.


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from Penny de Byl (supposedly: Jung 1977)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


game-machine(s)

game(s) -- machine(s) / code(s) / fun

world(s) / experience(s) / dream(s) / chance(s) / space(s) / _ / .

twinkle(s) / difference(s)

stories and games can each be thought of as machines that help create experience(s)

... 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

play / digital(s) / story / math(s) / screen(s) / sensor(s) / cycle(s)


game-marker(s)

game(s) -- ludic marker(s)

... / design(s) / emergence(s) / exercise(s) / _ / .

... 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.

pervasive games / cycle(s)


game-math-dropsum(s)

Enjoyed by over 7.5 million PC users worldwide, Dropsum will stretch your mental agility and give your brain a good work out. In DropSum you release numbered balls into a grid. The aim is to make a line of these balls add up to 9, either horizontally or vertically. When your column or row totals nine, you score points and all the balls involved change color. They start out grey and advance to blue, yellow and then red. Once a red ball has been used to make a sum of nine it will explode and allow any balls above it to fill the gap. The falling numbers then have the potential to form scoring combinations with their new neighbours, which may burst other balls, and so the chain reaction progresses. Setting up large combos like this is the way to score serious points. The game ends when the whole grid is filled.

Destroy special octagon tiles and you'll release a special star. These stars are gathered up after a short while. The more stars gathered, the higher the bonus you'll receive.

youtube


DropSum becomes very addictive and will improve your basic maths skills the more you play it.

It's great for both kids and adults and will help speed up your mental maths agility.

  • Listen to the relaxing in game music or your own iTunes music
  • Your progress is always saved if you quit at any point
  • Ten trophies to achieve
  • Classic and techno display themes with their own music styles

game-math-quote(s)

How do you use maths in programming, and more specifically just game programming?

Math is an integral part of programming and you cannot write applicable code without understanding basic maths. More-so in games programming which often requires tens of thousands of states to be stored, modified and acted upon during the real-time execution of the game. A good starting point to understand the game maths is to study algebra, and specifically the idea that you can store values in variables represented as letters, and produce complex equations and produce different outcomes based on the data you input. You will find the very first computer programs you write will almost certainly follow these lines. Also, as we move increasingly to a 3D centric approach to games, an understanding of basic trigonometry and three dimensional functions would be invaluable. Leave school with a good grasp of these, and you are half way towards working on the next generation of games.

from game creators newsletter Nov 09


game-math(s)

game -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

education(s) / question(s) / moral(s)







reference(s)

utopia / rule(s) / ethic(s) / answer(s) / failure(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

game-mechanic(s)

game(s) -- casual / mechanic(s) / rethoric(s) /

_ .. / # / moore law(s) / inspire(s) / imagination(s) / _ / .


           matching            sorting 
  
  seeking            managing           hitting 
  
       bouncing, tossing, rolling & stacking 
  
  chaining         constructing     socializing
  

chorewars.com / tip(s) for real / dynamic(s) / engine(s)

play / / addiction(s) / challenge(s) / ground(s) / skill(s) / cycle(s)


game-personal(s)

game(s) -- personal health / it's all in the game / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

topic(s) / sensor(s) / map(s) / play(s) / place(s) / cycle(s)


game-plane(s)

perspective(s) -- structure / presentation / functionality

_ .. / design / world(s) / / space(s) / _ / .

  1. rule-based space(s) -- mathematics, physics, AI
  2. mediated -- image(s), cinematic(s), animation(s)
  3. fictional (imaginary) space -- story & plot
  4. play -- game mechanics, interface(s), hardware
  5. social space(s) -- context, rank(s), multiplayer

Michael Nitsche
Video Game Spaces -- Image, Play and Structure in 3D Worlds

play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


game-quest(s)

game(s) -- quest(s) / mono myth(s)

_ .. / / workshop(s) / _ / .

  • [1] ordinary world
    • [2] call to adventure
    • [3] refusal of the call
    • [4] meeting the mentor
  • [5] crossing the threshold
    • [6] test, allies, enemies
    • [7] approach to inmost cave
  • [8] supreme ordeal
    • [9] reward
  • [10]road back
    • [11] resurrection
    • [12] return with the elixer

from: Michael Nitsche -- Video Game Spaces -- Image, Play and Structure in 3D Worlds

game-question(s)

game(s) -- need(s) / persuasive / serious game(s) / CTSG / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

serious games / change(s) / behavior(s) / collaboration(s)

play(s) / gamification(s) / sensor(s) / map(s) / screen(s) / cycle(s)


game-science(s)

game(s) -- answer(s) / workshop(s) / education(s) / ritual(s) / goal(s)


_ .. / instinct(s) / world(s) / quest(s) / science(s) / place(s) / _ / .


cacm: science of games -- editorial(s) / reference(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


game-scribble(s)

game -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

education(s) / question(s) / moral(s)

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glass bead game / reference(s) / impact(s) / mission(s)

utopia / rule(s) / ethic(s) / answer(s) / failure(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

game-serious(s)

game(s) -- persuasive / serious game(s) / it's all in the ... / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

travel(s) / autonomous (inter)active social fun

question(s) / serious games / change(s) / behavior(s)

play(s) / gamification(s) / sensor(s) / map(s) / screen(s) / cycle(s)


game-skill(s)

game(s) -- learning skill(s) / it's all in the game / C4(X) /

_ .. / / common(s) / display(s) / create / art(s) / _ / .

play(s) / sensor(s) / map(s) / screen(s) / cycle(s)


game-space(s)


_ .. / innovation(s) / rule(s) / world(s) / CTSG / experience(s) / _ / .

twinkle(s) / pattern(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 ... %%

art / science(s) / algorithm(s) / dream(s) / story / element(s)

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/ context(s) / theory / control(s) / game(s) / theme(s) / Æ

play / workshop(s) / mechanic(s) / display(s) / vision(s) / cycle(s)


game-theme(s)


_ .. / game(s) / innovation(s) / assignment(s) / rule(s) / world(s) / _ / .

  1. urban -- (un)safety in urban environment(s)
  2. climate -- climate change and energy consumption
  3. fitness-- (social network) support for sport and fitness
  4. media -- prevention of media and information overload
  5. scenario(s) -- emergency / rescue in public area(s)
  6. communication -- exchange(s) in private/public space(s)
  7. idea(s) ? -- ... / ...

project(s) / experience(s) / CTSG / scenario(s) / vision(s) / cycle(s)


game-topic(s)

game(s) -- theme(s) / vision(s)

_ .. / / common(s) / display(s) / create / art(s) / _ / .

mission(s) / challenge(s)

design is where technology meets culture


  serious
        
                                          games
  

pirate(s) / skin(s) / science(s) / color(s) / vision(s)

play / reading(s) / physic(s) / method(s) / math(s) / cycle(s)


game-world(s)

game(s) -- world(s)

_ .. / dream(s) / plane(s) / quest(s) / CTSG / experience(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.

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Michael Nitsche -- Video Game Spaces

play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)



[_] readme workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

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