Facebook Twitter
An online role playing game not just about levels, skills and races. We aim beyond your expectations, seeking the essence of a role playing game, constantly evolving since 1999. Your character is more than a sheet: it is a life, where there is everything to choose from, including an intricate political system, warfare, personal combat second to none, professionally written text to inspire, and a host of other original additions. The First Age of Avalon is the longest-lasting role playing game online, which has never stopped aiming for perfection in every aspect. It is a world unto itself, unparalleled in quality and complexity. The Finest Online Role Playing Game: Avalon The Finest Online Role Playing Game: Avalon
A guide for the science-minded © 2010 - 2012 Gwen Dewar, Ph.D., all rights reserved Educational video games are big business. But do they work? Unfortunately, there hasn’t been much rigorous research to answer that question. Particularly when it comes to games aimed at children. Educational video games Educational video games

Remembering the good all days, when me and my friends were playing Doom, Mortal Kombat, Quake or War Craft on a Pentium 133 MHz computer with Sound Blaster and a 4MB video card. A lot has changed since then. Video games actually are a lot older than that we used to play in the 90s. The first video game was created in 1947 called Tennis for two and it was played on an oscilloscope like device. With the release of Apple II, Commodore 64 and the ZX Spectrum in late 70s early 80s people could afford to buy such devices and to play video games from their own home. By the mid 80s the video game industry started to evolve at a fast pace releasing games such as Zork, Battlezone and Bard’s Tale. Video Game Design Between 1990-2008 Video Game Design Between 1990-2008
10 iPhone Games You Must Own | Game|Life 10 iPhone Games You Must Own | Game|Life For many gamers, the iPhone is the first mobile platform with videogames that are actually worth playing. The gadget’s winning combination of touchscreen and motion controls means games can be much more intuitive and fun than if you were trying to play with a regular phone’s tiny keypad. Perhaps more importantly, Apple’s unique approach to game distribution — allowing anyone to produce and sell games through iTunes for a nominal fee — has caused the App Store to virtually explode with software. Apple has sold more than 20 million iPhones, plus countless more iPod Touch music players, giving the devices enormous reach as a gaming platform. We wanted to write a list of our favorite iPhone (and iPod Touch) games, but we knew it couldn’t possibly be comprehensive or definitive. But these 10 games are the highest-quality ones we have played so far, the ones that are definitely worth downloading.
Top 10 iPhone Games, as Voted by Wired.com Readers | Game|Life Your reactions to our recent list of 10 awesome iPhone games said pretty much one thing: We’re crazy for not including your favorite game. But then, how could we please everyone? With more than 4,700 games in the App Store for Apple’s iPhone and iPod Touch music players, completing a thorough review of the library’s offerings would be impossible. Luckily, plenty of you are playing games on the gadgets. Apple has sold more than 20 million iPhones, plus countless more iPod Touches, and market-research firm comScore reports that 32.4 percent of iPhone users say they have downloaded a game in the last month, compared to an average across all mobile devices of 3.8 percent. Hoping to tap the wisdom of the crowd, we asked you to vote for your favorites. Top 10 iPhone Games, as Voted by Wired.com Readers | Game|Life
The Sweet Spot Theory of Actions [Game Design Actions There are essentially two kinds of problem with which a game challenges a player: simple and complex. A simple problem is something like needing to throw a dart to hit a triple-20, or shooting a sniper off a roof. Simple problems require very little mental time to solve, and so games that are based on simple problems tend to be more about physical activity rather than figuring things out. Games based on simple problems are tactical games. The Sweet Spot Theory of Actions [Game Design
How to make Angry Birds – part 1 | Paul's blog@Wildbunny How to make Angry Birds – part 1 | Paul's blog@Wildbunny Hello and welcome back to my blog! This time I’m going to try something new. There are many tutorials for various techniques and tricks on the web, but what you don’t often see is one that takes you through the development of a game, step by step from start to finish. This is what I’m going to attempt here. I hope that it will provide some missing insight into the components that actually make up a working game and how to go about developing them. I’m going to assume the reader is familiar with the basics of game development and I’m going to concentrate on the art and programming.
Game Design, Psychology, Flow, and Mastery - Articles - Slippery Slope and Perpetual Comeback If a game has slippery slope, it means that falling behind causes you to fall even further behind. For example, imagine that every time your team scored in basketball that the opponent’s team lost a player. In that game, falling behind is doubly bad because each basket counts for score AND it makes the opposing team less able to score points of its own. The actual game of basketball does not have this screwy feature though, so real basketball does not have slippery slope. Scoring in real basketball puts you closer to winning but does not at all hamper your opponents’ ability to score. Slippery slope is another name for positive feedback, a loop that amplifies itself as in a nuclear reaction. Game Design, Psychology, Flow, and Mastery - Articles - Slippery Slope and Perpetual Comeback
The Game Bakers – Money and the App Store: a few figures that might help an indie developer Emeric Thoa is the creative director and co-founder of The Game Bakers, an independent game studio that recently released the turn-based action RPG SQUIDS on iOS. Twitter: @emericthoa ; company twitter: @thegamebakers _ _ _ _ _ Eighteen months ago, when I left Ubisoft to start an independent game studio and focus on making my own games, I looked online a bit to get an idea of how much income I could expect to make as an indie. At Ubisoft I used to work on big AAA console games, and I had some figures in mind, but I knew they wouldn’t be relevant for my new life: $20M budgets, teams of 200 hundred people, 3 million sales at $70 per unit… I knew being an indie developer would be completely different, but I had very little information about how different it would be. Angry Birds had taken off, Plants vs. The Game Bakers – Money and the App Store: a few figures that might help an indie developer
What’s on this page? I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea). Amit’s Game Programming Information Amit’s Game Programming Information

iPad Apps for High School | iPad in Schools

The following is a list of iPod and iPad apps that can be used in high school learning environments. I’ll keep this updated as I find new apps that could be useful! All Subjects/General/Productivity
Rolling backpacks are lame. There, I said it. No one wants to be that kid rolling into class, crushing people’s toes and running into desks with their weapon on wheels. eTextbooks and Educational Apps: iPads Enter the Classroom
Apple today announced the new version of IBooks aimed at revolutionizing the way we distribute content in schools. According to Apple, there are currently 1.5 million iPads being used in schools throughout the USA and the new version of iBooks is being created as a mechanism for delivering interactive textbooks to those users. With the aid of a free authoring program, publishers and individuals will be able to easily create educational content for distribution through the iTunes store. The textbooks will have a ceiling price of $15, potentially saving buyers hundreds of dollars over traditional textbooks. According to Apple, schools will be able to buy the books for its students and issue redemption codes for students to download them. iBooks Author Evaluating Apple's Foray into the Textbook Market
The Wiki History of the Universe in 200 Words or Less The Wiki History of the Universe in 200 Words or Less Quantum fluctuation. Inflation. Expansion. Strong nuclear interaction. Particle-antiparticle annihilation.
Image credit: michaeljung / 123RF Stock Photo I was recently giving a workshop at a local elementary school. Walking around and speaking to teachers and children it suddenly dawned on me that several of the "revolutionary" educational changes we've been calling for have actually already been around for quite a while - just talk a stroll down to the Kindergarten classes. If only the rest of school looked a little more like those classrooms. In fact, eight important pillars of a 21st century education can be found in most Kindergarten classrooms every day of the week: The first rule of Kindergarten is to have fun. Everything I Need To Know - About Education - I Learned In Kindergarten
The NanoPutians | Philosophically Disturbed
The amazing history of pi