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Virtual online worlds | Living a Second Life | Economist.com. Digital Open Winners: Australian Teen Crafts &quot;Sneaky&quot; <! -- <! [endif]--><center><iframe src=" frameborder="0" scrolling="no" marginheight="0" marginwidth="0" topmargin="0" leftmargin="0" allowtransparency="true" width="100%" onload="console.log('ad_leaderboard iframe loaded');"></iframe></center><!

--[if ! IE]> --> Institute for the Future teamed up with Sun Microsystems and Boing Boing Video to co-host the Digital Open, an online tech expo for teens 17 and under around the world. We're publishing an 8-part series of videos profiling the winners. "I love index cards," says Harry, "And I was thinking -- hmm, how can I incorporate them into a project? " I tracked most of the cards and found, with much satisfaction, that a majority of them had been passed down at least three times. Below, some sample cards in Harry's game. Serious Business looks for life beyond Friends For Sale! | Ventu. Friends For Sale! , the game where people can “buy” other people as if they are pets, has had tremendous staying power as a popular app on Facebook.

Launched in November 2007, the social game has attracted more than 25 million registered users, and more than a million people still use it every day. But the company that created the app, Serious Business, wants to be more than a one-hit wonder. Earlier this month, the San Francisco company launched a spy game on Facebook called The Hierarchy, and so far the results are promising, with more than 600,000 users to date. If it succeeds, Serious Business will indeed enter that elite group of companies that have more than one hit on one of the world’s most successful social networks. But so far, the company’s own struggles show how making blockbuster Facebook games is far from easy.

Friends For Sale! The app was Mafia, a Facebook version of a party game where players pretend to assassinate each other. The offers business model was very successful. Testosterone and Competitive Play. Lately I've been digging into research on testosterone. Over the past decade, scientists have been placing players in competitive situations and then measuring how their testosterone fluctuations predict future behavior. What you find from looking at the studies is that both winners and losers will leave your game if they are placed in a set of predictable situations involving dominance, luck, and friendship.

There are four points that have experimental support: How playing with friends affects the testosterone in winning and losing playersHow playing with strangers affects the testosterone in winning in losing playersHow perception of the role of luck or skill in the outcome affects the testosterone of players. The upside Beating strangers is a guaranteed source of entertainment. Typically designers look for 'fun' in a game and then build the game around what we find. The downside Yet there are clear tradeoffs that occur when we go down this design path. 2. 3. It is easy to be fooled. Space Invaders 101 - An Accelerated Java 2D Tutorial. What? Where? When? Format[edit] The basic rules of the game are:[3] The game is played between a "team of TV viewers" and a team of six experts. Viewers ask questions to the experts, and the experts, during a one-minute discussion, try to find the answer to the given question.If the experts answer the question correctly, they earn a point.

If their answer is wrong, the viewers' team gets a point, and the viewer who sent in this question receives a monetary prize. The experts do not receive monetary prizes, except for the best player in case that they win the final game of the series or the year.The experts sit around the round table divided into 13 sectors, 12 of which contain envelopes with questions mailed in by viewers and pre-checked for validity, while the 13th sector (see below) indicates a question randomly selected from questions submitted by Internet during the show. Special sectors[edit] "Blitz": three easier questions 20 seconds each. Example questions[edit] Ordinary sector[edit] Answer: Wonder. Community Building on the Web:Companion Site. Wired 2.05: This Is Your Brain on Tetris. This Is Your Brain on Tetris Did Alexey Pajitnov invent a pharmatronic? By Jeffrey Goldsmith Ten years ago, a gleam lit Alexey Pajitnov's eyes.

As an AI man in Moscow, Pajitnov had designed games for fun until an ancient Roman puzzle, Pentamino, made him blink. He tweaked its simple geometric formations into real time. And thus, with brackets delineating blocks, Tetris was born. Even spanking new, Tetris was so addictive that Pajitnov himself was instantly hooked. That friend, former clinical psychologist Vladimir Pokhilko, recalls, "When I met Alexey, I had heard about Tetris. Tetris changed Pokhilko's life. No home was sweet without a Gameboy in 1990.

My friend, an economist, threatened a battery deprivation, but he knew my habit ran deep, knew that I could always tilt, blinded by sunlight, to a convenience store. We should all learn from the "emotional dynamics" of Tetris, no? At the idea of a pharmatronic, Pajitnov laughs. In Tetris, Haier sees "a tremendous learning curve. Page 2 >> Playing the YouTube game from Guardian Unlimited: Gamesblog. Life - The Ultimate Game. When designing a game, a good game designer will present the player with a solid collection of compelling choices. As long as the choices remain compelling, the game has a chance of being fun. But if the choices are boring, confusing, pointless, or broken, it’s unlikely a fun game will emerge… although you could still end up with a Zune.

Consider classic games like poker, chess, and go. Compelling choices abound. Now consider tic tac toe. When you’re a child, the choices may seem compelling, and the game can even be fun. But as you mature, the choices become boring and obvious, and the game quickly loses its appeal. Even skill-based games like golf or Quake involve compelling choices. In a game you may also have resources, a currency you can spend. Having been a game designer myself, I found it easy to start seeing life as a game filled with compelling choices. What’s the purpose of a game? What makes for a good game player? If life is a game, how good a player are you? Why? Game Tycoon»Blog Archive » Using Games to Tap Collective Intelli. I’ve been mulling over an idea for several months now. It goes something like this: Nowadays, everyone is talking about the broad potential applications of video games.

Combating obesity. Managing chronic disease. Basis of the Idea: Wisdom of Crowds First, a bit of background. However, despite a lasting surge in media, business, and academic interest, proven mechanisms via which to harness the wisdom of crowds remain in short supply. Idea markets use real or virtual currency to give participants a vested interest in the outcome of their predictions. Games are Wonderful Incentive Systems There is, however, one well-known mechanism that does an amazing job of incentivizing people to think seriously and passionately about a given set of problems. For many years now, developers have been creating games that revolve around real-world problems such as resource development, political maneuvering, etc. Give Me An Example Sound like something that governments would never even consider?

Like this: Venture Beat Contributors » Investing time and money in virtual. [We asked Raph Koster, an expert on virtual worlds, to comment on the recent controversy at Second Life. He writes a popular blog at In the last month something happened that shook the world to its core. It was the sudden appearance of the capability to instantly replicate three-dimensional objects, suddenly in the hands of the common people.

Everyone’s intellectual property was up for grabs, and the very notion of manufacturing under attack. These events, of course, happened within Second Life, not in the real world: a virtual place, not a physical place, suffered these upheavals. SL is, of course, a virtual world on the Internet, which users can connect to. Its users, however, are increasingly mainstream, and they make their living creating content: they make their virtual living off of creating the very content that the hacker ethic assumes will be free. Why does this matter? The Linux Gamers&#039; HOWTO.

Peter Jay Salzman Frédéric Delanoy Copyright © 2001, 2002 Peter Jay Salzman Copyright © 2003, 2004 Peter Jay Salzman, Frédéric Delanoy 2004-11-13 v.1.0.6 Abstract The same questions get asked repeatedly on Linux related mailing lists and news groups. This document is a stepping stone to get the most common problems resolved and to give people the knowledge to begin thinking intelligently about what is going on with their games. I assume a working knowledge of Linux, so I use some topics like runlevels and modules without defining them. 1.1.

If you want to create a derivative work or publish this HOWTO for commercial purposes, I would appreciate it if you contact me first. 1.2. Thanks goes out to these people for extensive comments, corrections, and diffs. I would also like to thank the following people for sending in comments and corrections. Michael McDonnell 2.1. Although arcade games had their heydey in the 80's, they are nonetheless very popular. 2.2. 2.3. 2.4. 2.5. 2.6. 2.7. 2.8. 2.9. Curveball Game. The Performance &amp; Talent Management Blog. Linux Gamers Game List. Report: Japanese Internet User. A new cross-media survey of 1,176 Japanese internet users from the ages of 10 to 65 has been conducted by Japanese marketing research firm service Nikkei Research, and questioned participants regarding their usage of various media formats such as television, newspapers, magazines, free papers, radio, internet, mobile phones (excluding phone calls and e-mail) and gaming platforms.

The survey results, which were translated by consumer website GameSpot, found that of those surveyed, 42.4 percent indicated that they are spending more time using the internet, mostly at the expense of other media use. By comparison, a nearly equal amount – 42.6 percent – noted less time playing games. This is particularly interesting given recent news that found that the Nintendo DS has become the fastest console or handheld ever to sell 10 million units in Japan, taking just 20 months to reach the milestone. NeHe Productions: Main Page. Go (board game) - Wikipedia, the free ency. Go originated in ancient China. Archaeological evidence shows that the early game was played on a board with a 17×17 grid, but by the time the game had spread to Korea and Japan, in about the 5th and 7th centuries AD respectively, boards with a 19×19 grid had become standard.[6] The first 60 moves of a Go game, animated.

This particular game quickly developed into a complicated fight in the lower left and bottom. Go is an adversarial game with the objective of surrounding more territory than one's opponent.[2] As the game progresses, the board gets divided up into areas of territory, as outlined by groups of stones. These areas are then contested in local battles, which are often complicated, and may result in the expansion, reduction, or wholesale capture and loss of the contested area. The four liberties (adjacent empty points) of a single black stone (A), as White reduces those liberties by one (B, C, and D). If White plays at A, the black chain loses its last liberty.

Musings of a social architect: In Japan, entertainment moves bey.