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History of games Wikipedia, the free encyclopedia. Dice games[edit] Tile games[edit] Board games[edit] Extinct board games[edit]

History of games Wikipedia, the free encyclopedia

Herodotus 1.94, the Drought Robert Drews. HistorySocialGames1. Huizinga's Homo Ludens. Homo Ludens or "Man the Player" (alternatively, "Playing Man") is a book written in 1938 by Dutch historian and cultural theorist Johan Huizinga.

Huizinga's Homo Ludens

It discusses the importance of the play element of culture and society. Huizinga suggests that play is primary to and a necessary (though not sufficient) condition of the generation of culture. Huizinga writes about play as the precursor and principal element of culture. He sees such varied topics as law, war, poetry, philosophy and art as based on or influenced by play. Huizinga also defines the characteristics of play, compares how different languages conceptualize play and discusses at length the role competition in ancient Greek culture. Huizinga makes it clear in the foreword of his book that he means the play element of culture, and not the play element in culture. “Play is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing.”[1]

Caillois Man, Play + Games. Caillois builds critically on the theories of Johan Huizinga, adding a more comprehensive review of play forms.

Caillois Man, Play + Games

Caillois disputes Huizinga's emphasis on competition in play. He also notes the considerable difficulty in defining play, concluding that play is best described by six core characteristics: it is free, or not obligatory; it is separate (from the routine of life) occupying its own time and space; it is uncertain, so that the results of play cannot be pre-determined and so that the player's initiative is involved; it is unproductive in that it creates no wealth and ends as it begins; it is governed by rules that suspend ordinary laws and behaviours and that must be followed by players; and it involves make-believe that confirms for players the existence of imagined realities that may be set against 'real life'.[1] Caillois argues that we can understand the complexity of games by referring to four play forms and two types of play: Notes[edit] External links[edit] Chris Crawford on game design. Transmedia storytelling.

"Transmedia" redirects here.

Transmedia storytelling

For a related process, see Transmediation. Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling, cross-media seriality[1] etc.) is the technique of telling a single story or story experience across multiple platforms and formats including, but not limited to, games, books, events, cinema and television.

The purpose being to not only reach a wider audience by expanding the target market pool, but to expand the narrative itself ([2]). Alternate reality game. An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.

Alternate reality game

The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. Subsequently, it is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. Jesse Schell: Visions of the Gamepocalypse. ALEXANDER ROSE:I'm Alexander Rose; I'm the Director of the Long Now Foundation. As some of you know who come to these talks every month we do a little short film before each talk which we call a "long short". Gamepocalypse Now. The Augmented Reality Event 2010: "Seeing" - Keynote by Jesse Schell. Jane McGonigal: Gaming can make a better world.

Avantgame Presentations. ARGNet: Alternate Reality Gaming Network. Argn. ARGFest 2010. ARGFest. Is this ARG? Isthisarg. The Narrative Design Exploratorium™ Stephen Dinehart (stephendinehart) Peter Molyneux. Career[edit] Early career[edit] Peter Molyneux began his career in 1982 by distributing and selling floppy disks which contained video games for Atari and the Commodore 64.

Peter Molyneux

He believed that including games on the discs would improve sales, and later decided that the games were the main selling point.[1] He created The Entrepreneur, a text-based business simulation game about running a fledgling company.[2] "In those days you could literally call a game 'Space Blob Attacks Mars' and sell about 50 million copies.

So what did I do? Due to the game's failure, Molyneux retreated from game design, and started Taurus Impex Limited—a company that exported baked beans to the Middle East[4][5] —with his business partner Les Edgar. Bullfrog Productions[edit] Using money earned from the database program, Molyneux and Les Edgar founded Bullfrog Productions in 1987.[1][6] Molyneux provided the original concept for Populous, the first god game for the personal computer. In the media[edit] Peter Molyneux demos Fable 2. Fable 3 Interview with Peter Molyneux by GameSpot. X10: Introducing Fable III. Milo with Microsoft Natal. PeterMolyneux use of ARG s for vid. Transmedia storytelling. Transmedia Practice pdf thesis. THE TRANSMEDIA DESIGN CHALLENGE: Co-Creat. I agreed to give a keynote address at the "21st Century Transmedia Innovation Symposium".

THE TRANSMEDIA DESIGN CHALLENGE: Co-Creat

Normal dictionaries do not have the word "transmedia," but Wikipedia does. That definition introduced me to many other words that neither I nor my dictionaries had never before heard (for example, narratological). Strange jargon aside, I do believe that there is an important idea here, which I explore in this column. 7 Principles of Transmedia Storytelling (1) Across the next two weeks, we will be rolling out the webcast versions of the sessions we hosted during the recent Futures of Entertainment 4 conference held last month at MIT.

7 Principles of Transmedia Storytelling (1)

(see Monday's post for the session on Grant McCracken's Chief Culture Officer). Many of the conference sessions were focused around the concept of transmedia entertainment. The team asked me to deliver some opening remarks at the conference which updated my own thinking about transmedia and introduced some basic vocabulary which might guide the discussion.

My remarks were largely off the cuff in response to power point slides, but I am making an effort here to capture the key concepts in writing for the first time. You can watch the recording of the actual presentation here and/or read along with this text. 7 Principles of Transmedia Storytelling 2. No Mimes Media LLC - No Mimes Media (NoMimesMedia) Maureen F. McHugh. Maureen F.

Maureen F. McHugh

McHugh (born February 13, 1959[1]) is a science fiction and fantasy writer. Career[edit] Her first published story was published as a Twilight Zone first under a male pseudonym in 1988,[1] followed quickly by a pair of publications under her own name in Isaac Asimov's Science Fiction Magazine in 1989. Since then, she has written four novels and over twenty short stories. Her first novel, China Mountain Zhang (1992), was nominated for both the Hugo and the Nebula Award, and won the James Tiptree, Jr. Novels[edit] China Mountain Zhang (1992) James Tiptree, Jr. The Art of Immersion. Print this page Email this page How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories Frank Rose (Author) Transmedia/DeepMedia/Cross-Media. NationalVideo game Archive. Alongside the first ever Sony Eye Toy camera, the other big acquisitions that helped launch the National Videogame Archive were the prototype Rock Band guitar and drum kit.

NationalVideo game Archive

Generously donated by Boston-based studio Harmonix, the prototypes are unique objects and are the first instruments built to test the control system before mass production. Building upon the innovation of Guitar Hero, Rock Band has allowed the non-musicians among us to taste the highs of performing music live, helped broaden music taste, redesigned the concepts of game interaction and raised the bar for accessible party games. Books On Game Design - YoYoGames Wiki. Game. Tug of war is an easily organized, impromptu game that requires little equipment. The Card Players, an 1895 painting by Paul Cézanne depicting a game of cards. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.

Serious game. A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. [citation needed]

Seriousgame

Role-playing game. There are several forms of RPG. The original form, sometimes called the tabletop RPG, is conducted through discussion, whereas in live action role-playing games (LARP) players physically perform their characters' actions.[5] In both of these forms, an arranger called a game master (GM) usually decides on the rules and setting to be used and acts as referee, while each of the other players plays the role of a single character.[6] Several varieties of RPG also exist in electronic media, such as multi-player text-based MUDs and their graphics-based successors, massively multiplayer online role-playing games (MMORPGs). Role-playing games also include single-player offline role-playing video games in which players control a character or team who undertake quests, and may include capabilities that advance using statistical mechanics. These games often share settings and rules with tabletop RPGs, but emphasize character advancement more than collaborative storytelling.[7][8] Purpose[edit]

Choose Your Own Adventure. DisplayBookDetails. Game studies. Technology. Reviewing With Values in Mind. [In this Gamasutra opinion piece, Christian pop culture writer Richard Clark examines how game reviews often miss the point, and how an excessive focus on fun can result in "a denial of social responsibility on the part of both player and developer. "] Home. GDC Vault Video. ARGH — Augmented Reality Ghost Hunter.

Games and Sub-Games Seymour Sherman. PictureGames: Dorothy Heironimus. HyperGame Paradox William S. Zwicker. Amy Jo Kim (amyjokim) MetaGameDesign Video GDC made my talk... AndreasZecher Understan ding Games. Banff2010 "Matt Mason: The Pirate's Dilemma" Extended. Wolfenstein 3D. Rules of Play. Rules of play: game design fundamentals. SCVNGR’s Secret Game Mechanics Playdeck. Some companies keep a playbook of product tips, tricks and trade secrets. GNE Museum. TechCrunch Game Neverending Rises From. Game Neverending, the first project from Ludicorp and the foundation for Flickr, has risen from the dead.

Big ideas worth pursuing. Media Art Platform Games as Art - Open Call. Jane McGonigal Reality is Broken. - By Michael Agger. Gamers ontwikkelen nuttige vaardigheden. In de Volkskrant-reportage ‘Help, mijn zoon woont in Fortnite’ belicht Bard van de Weijer hoe hij als ouder worstelt met het gamegedrag van zijn zoons. Interessant aan het artikel is dat Van de Weijer nu eens niet het inmiddels platgetreden gameverslavingsverhaal vertelt.

Games and narrative