copystar + games   122

Laughing Kaiju – Raph makes games
Other games

They Say You Should Talk To Your Plants: a game about dealing with life by talking to your plants, where you also play the plants. Winner of Golden Cobra award for "Best Use of Silence or Non-Verbal Elements in a Game"
Your Ancestors Are Watching: a tragic tale of ancestral mechs for #sadmechjam
The Tiny Book of Storygames for First Dates
Other People: 2018 Golden Cobra entry
Plotypus: a fun & quick hero's journey (with the wonderful Randy Lubin)
games  UofWinds 
4 weeks ago by copystar
Paper Computers
Paper computing (see Kirschenbaum) and paper prototyping are relevant to present-day project design and development because they provide us with a sense of history while bypassing widespread tendencies to focus on whiz-bang technologies, which may demand significant resources that are not exactly accessible.Some ways to prototype historical texts: imitation (labour of the text), forgery (economy of the text), scenario (interaction through the text), story (performance of the text), counterfactual (norms of the text), model (logic of the text), glitch (negotiations with the text), and wish (ideology of the text). I’ll elaborate during seminar. They are conducive to various humanities methods (e.g., remediation and versioning), too, and they stress how people interact with materials. Speculative design (see Dunne and Raby and Lukens and DiSalvo) is useful since it puts design first, rather than treating it as the last step (“polishing” or “finishing”) of a project. It also privileges conjecture over proof while corresponding meaningfully with studies of speculative fiction, science fiction, fantasy, and futurisms, such as Afrofuturisms (see Nelson), Indigenous Futurisms (see Dillon), and near futures (see Bleecker et al.).
cards  games  todo  UofWinds 
5 weeks ago by copystar
No shit, video games are political. They’re conservative. | The Outline
Declaring the products of an enormous capitalist machine somehow free of politics is insidious; trying to strip the influence from topics like these is at best a defense of the status quo, and at worst malignant reactionism. “The process of deciding what is and is not politics is an act of power and an act of politics in its own right,” Wyman, a USC Ph.D. and the creator of the Tides of History podcast, told me. No matter how the themes are handled, these are games about a multinational peacekeeping force (Overwatch), an android uprising in a real city with a real history of racism (Detroit: Become Human), and an actual World War (Battlefield V). Outer Worlds is centered around narrative-controlling megacorporations taking over the galaxy. The Division 2 and Ghost Recon Breakpoint involve speculative warfare in the Tom Clancy extended universe — the conservative version of The West Wing, as Wyman joked — including the sequel to a game that caused the Bolivian government to file a formal complaint with the French embassy. They are, obviously, political.
games 
august 2019 by copystar
Tenured Professor Rogers Talks About: Imposter Syndrome
He reaches into his pocket and pulls out a six-sided die. He turns it over and over in his hands. “It’s also important to remember that even when you do your very best, there are things that are out of your control, like who reviews your paper. There is some degree of randomness involved in all kinds of things when it comes to academic success. Like, where you get a faculty job depends on where there happen to be job openings the year you apply.” He rolls the die, and it lands on a two. “Sometimes the randomness has a bad result.” He rolls it again. A five this time. “But sometimes it works in your favor.”
games  game-of-you 
july 2019 by copystar
Constructive developmental framework - Wikipedia
CDF was developed by Otto Laske based on the work of Robert Kegan and Michael Basseches, Laske's teachers at Harvard University. The CDF methodology involves three separate instruments that respectively measure a person's social–emotional stage, cognitive level of development, and psychological profile. It provides three epistemological perspectives on individual clients as well as teams.[1] These constructs are designed to probe how an individual and/or group constructs the real world conceptually, and how close an individual's present thinking approaches the complexity of the real world.
games 
june 2019 by copystar
Symposium: Learning to Plan on Library Island at U of T Faculty of Information - Symposium: Learning to Plan on Library Island at U of T Faculty of Information - Faculty of Information (iSchool) | University of Toronto
Come play, learn and problem solve on Library Island. Library Island, created by Matt Finch, is an activity which simulates five years in the life of a nation’s library services. Participants become librarians, government officials, academic faculty or students, community members or partners on this island and face the challenges created by conflicting wants, needs, and limited resources. There is an Indigenous community and colonial history to be reckoned with, plus a range of political interests with their own agenda for the library. Once players have played a round of “Library Island” to get used to the game, it can be adapted to any institution which serves a community, including hospitals, museums, and places of learning.

All our communities are living on new islands, dealing with new technology, new social structures and behaviours, as well as legacy ones and lots of future uncertainties. How do you plan or help others plan in such an environment? This two day event, populated by experienced consultants willing to share their processes, provides several frameworks and many tools to help you do just that.

The first 25 registrants get a print copy of Peter Morville’s most recent book, Planning for Everything: The Design of Paths & Goals and everyone will receive an after event Library Island wrap up in PDF form.
games  libraries 
april 2019 by copystar
Gaming the Stage: Playable Media and the Rise of English Commercial Theater
Open access version made available with the support of University of California, Davis, as part of the TOME initiative.

Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology.

Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.
games 
december 2018 by copystar
Games as Research Symposium - Technoculture, Art and Games
This symposium brings together scholars, artists and practitioners from Canada and beyond who have been grappling with how to approach game design research in a design-native manner, i.e. as research-creation, research-through-design, or practice-based. Over the course of the day we will hear from diverse perspectives on what it means to study and think about game design through game design itself.

The symposium will take the form of short presentations by invited speakers on their own take on game design research, followed by general discussion.

WHO?
– Laureline Chiapello, Université de Montréal
– Owen Gottlieb, Rochester Institute of Technology
– Stephanie Mader, Conservatoire national des arts et métiers
– Miguel Sicart, IT University of Copenhagen
– Gillian Smith, Worcester Polytechnic Institute
– Emma Westecott, Ontario College of Art and Design
– Robert Yang, New York University
– Rilla Khaled, Concordia University
– Jonathan Lessard, Concordia University
– Pippin Barr, Concordia University
games 
may 2018 by copystar
The Librarian by Octavi Navarro
My new short game 'The Librarian' is out, yay! :)
Get it for free on:
games 
april 2018 by copystar
Scott Nicholson on Twitter: "Here's a preprint of an article I just had published in the journal Childhood Education about escape games in the classroom (and library) : https://t.co/y22aosibat"
The aspect that all of the examples presented here have in common is participatory storytelling.
The players are involved in the story, and the puzzles, challenges, and locks are elements to help tell the story. Because live -action games engage the player directly with the game, they provide an opportunity to engage the player in the story behind the game.
These games can have elements where the players have to make a choice with implications, and by doing so,
create moments where the player is involved in affecting the storytelling experience. Making the players matter is a key design concept behind creating an engaging escape game.
games  narrative 
january 2018 by copystar
seedship
whoa this is real good y'all
games  from twitter_favs
january 2018 by copystar
past and present – circumstance.
From 2010 – 2016 we made intimate in-ear stories, subtlemobs, pedestrian symphonies, science fiction theatre , music, and books that go beyond the page.
games  narrative  cities 
june 2017 by copystar
Review: CityDash brings live games to the mainstream | Technology | The Guardian
That didn’t happen the next time I brought a friend to a game. Last year, I went to two games run by the young company Fire Hazard: CityDash and Undercover. Run by Gwyn Morfey, Fire Hazard takes live games seriously, and unlike most other groups running them around Britain, does them nearly constantly. This week, Fire Hazard have taken both games to the Adelaide Fringe festival, but in a normal week, they will run several sessions throughout the week, as well as bespoke games for businesses, as team building events, and larger parties looking for a personalised experience.

CityDash takes up the bulk of the group’s time, and it is absolutely brilliant. Like a cross between a high-octane scavenger hunt and a large-scale game of Hide and Seek, it can change the way you look at your city streets for ever. The game sees players, in groups of up to five, given a map of their area, a smartphone app, and an hour to get as many points as possible.
games  cities 
june 2017 by copystar
Of Course! course design board game | MOERG: Play, Games and Context for Learning
Of Course! was designed to solve a problem I have with new course teams designing a new programme (especially for online courses). Normally it would take 3-4 meetings to get all staff to forget their normal teaching/admin processes, and focus on the new market/student base/subject needs. I designed a simple board game which matches materials, pedagogic, assessment and administrative elements to the learner and market context, adding in competition, scoring and a small ‘vindictive’ element. The game, although the rules needed streamlining, worked wonders in that it generated huge levels of discussion within the course team, and helped focus the team together within an hour – rather than those 3-4 meetings.
games  teaching 
june 2017 by copystar
Eric Zimmerman on Twitter: "Question: What are the best examples of public space (ie, permanent) game projects that are something besides sports or kids' playgrounds?"
Question: What are the best examples of public space (ie, permanent) game projects that are something besides sports or kids' playgrounds?
games  cities 
may 2017 by copystar
Video Games Are Better Without Stories - The Atlantic
What are games good for, then? Players and creators have been mistaken in merely hoping that they might someday share the stage with books, films, and television, let alone to unseat them. To use games to tell stories is a fine goal, I suppose, but it’s also an unambitious one. Games are not a new, interactive medium for stories. Instead, games are the aesthetic form of everyday objects. Of ordinary life. Take a ball and a field: you get soccer. Take property-based wealth and the Depression: you get Monopoly. Take patterns of four contiguous squares and gravity: you get Tetris. Take ray tracing and reverse it to track projectiles: you get Doom. Games show players the unseen uses of ordinary materials.
games 
april 2017 by copystar
Why Video Games Have So Many Endings and So Few Conclusions - Waypoint
And then, at a panel I was on at Theorizing the Web 2017, critic Michael Thomsen really solidified this abstract feeling for me. "There's so much rhetoric about tutorials and about gaming people's brains through onboarding rituals," he said, "But there isn't any sort of obvious way in game design where video games kick players out, or begin a sort of deceleration of the brain, or begin a sort of preparatory ritual for returning you to life once you're done playing."
games 
april 2017 by copystar
More Game Quests You’ve Been Waiting For (2017) | The Guy in the Black Hat
Attendance Poll Analysis

Quest: To clean up, analyze, and visualize the dataset of attendance poll data across 2 semesters.
[DIGITAL SCHOLARS]
Procedure: Procure a copy of the Excel file containing the Poll Responses from both semesters and read them with an eye on how the data might best be analyzed and represented. Then schedule an appointment with our Digital Humanities specialist James Lee (lee6jj@ucmail.uc.edu) who will show you how this data can be cleaned up and made ready for analysis, and then visually presented. Analyze the data and see if you can find 1-2 major points of interest. Present these 1-2 points using compelling graphics.
Points: Cleaned Up Datafile in Excel format (10), Research Question (10), Articulation of Findings (10), Data Visualization Quality = 40 points.

Board Game Adaptations

Quest: To play a board-game adaptation of a certain property and concept, and then think about what it means.
[ANALOG GAME ENTHUSIASTS]
Procedure: Pick a board game –– any board game. I have quite a few in the UC Game Lab that might be of interest. Play it as close to the rules written as possible with a group of friends and/or fellow students. Make sure you take notes about your experience, especially given what play options you have at any given moment in time. Then research the topic the game is presumably about (Example: Monopoly is about real estate, Ticket to Ride is about the expansion and development of train travel across the USA), picking at least 1 or 2 high-quality scholarly sources in doing so (and consult a librarian if you have questions about that). Afterwards, write a 3-5 page response essay to your play experience with respect to the actual material on which it is based.
Points: Writing Style (10), Grammar and Citations (10), Quality of Secondary Literature Sources (10), Persuasiveness of Argument (10) = 40 points
games 
april 2017 by copystar
Teaching Gramsci and Arendt at Wizard School | The Guy in the Black Hat
The past weekend (July 21-24, 2016), I had the pleasure of attending the third run (NWM3) of New World Magischola (NWM) at the University of Richmond. ... The design of this game focuses on player imagination, co-creation, 360-degree immersion, and emergent plotlines. Overall themes (as far as I could tell) were inclusivity vs. exclusivity, vulnerability vs. coldness, the consciousness and rights of non-human/non-wizard creatures, freedom vs. security, and rebellion vs. control. larp
games 
april 2017 by copystar
Racing the subway between stops on foot
just like 'racing the sun' in Grasshopper
games 
march 2017 by copystar
The Game Believes in You: How Digital Play Can Make Our Kids Smarter - Greg Toppo - Google Books
"We play to unlock our future selves," said game theorist and designer Nicole Lazzaro
games 
january 2017 by copystar
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