Everything about this game is as simple as possible, down to the three main leads, their conversations, and even the plot—it may sound super exciting to go on an expedition under the ruins of a temple to find some ancient advanced machinery; but in reality, the whole thing is like a longer Saturday morning cartoon episode.
- Apr 2021
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store.steampowered.com store.steampowered.com
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store.steampowered.com store.steampowered.com
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I would love to ask devs what the ****. It used to be a not bad puzzler with crappy movement, but it had to be at least a bit interesting if my Steam counter shows 5 hours. Now it is a crap.There is nothing left from the previous version - except the fact that the main character is a robot. Earlier the game looked like a bad retro, and now it looks like sweet flood. The robot moves extremely slowly now and, what's worse, it seems that it has the same levels as a game that used to be called "Abrix for kids".Achievements were reset and the new ones are broken, so it is enough to make a step to achieve 1000 steps, move a block one to get a 1000 moved blocks achievement and same with destroying blocks. I think it is even better this way. No one has to play it more than few minutes.It is sad what happened with Abrix. Avoid it.
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There is a bare-bones attempt at a game, and they've really tried milking this cash cow as there are multiple variations from the basic game engine they've established. I don't find the game to be interesting, fun, engaging, or enjoyable. I suppose it did generate one solid puzzle for me though. How does it have anything other than negative as its overall review score?
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Rather than rewarding the player for discovering a well-thought-out or ideal solution (by picking up coins), the developer tacked on a timer to a game with non-fluid controls. The player feels rushed to discover an elaborate solution.
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These lazy and/or idiotic hacks uploaded the exact same game to Steam THREE TIMES, charging separately for each, and including microtransactions in each. This appears to be a botched attempt at content tiers, but they all have the same number of levels, which makes this the premium version for true Abrix fans! They even threw in some one time use powerups AND six achievements instead of one, so you really get your moneys worth.
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steamcommunity.com steamcommunity.com
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It's really kind of sad that I want to play the game and form a better opinion of it and I can't because I have to wait for lives to regenerate.
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store.steampowered.com store.steampowered.com
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Due to player actions not landing on the beat or being relevant to the background music, this 'rhythm' game falls short of it's goals. No feedback for early or late actions also diminishes the game.
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Piano Cat is a challenging rhythm-based platformer game where you [...] jump to the beat [...].No, no, no, just no. This game has nothing to do with rhythm or doing something in sync to the music. If you try to do that, you will fail, a lot. In order to beat the stages you have to mute or ignore the music, ignore the obstacles and only look out for the buttons you have to press. When they light up green, you press the button. This means that you have to press them always too early to the action, ahead of time. If you try to time it to the music, it will be too late and not count. If you are good in these kind of games, this will totally throw you off here.The graphic are nice, the music is ok, but it does a terrible job in having rhythm based gameplay.
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www.metacritic.com www.metacritic.com
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incredible art style and intriguing combat. While I was not wrong about the aesthetic
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I can’t say Incredible Mandy is a bad game per se, but it is underwhelming and less than the sum of its parts
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nothing about the game is really offensive, but there’s just no hook that managed to keep me invested up to the end.
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list of achievements does give you more incentive to replay the adventure if you're interested in that sort of thing.
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These memories are the main collectible, along with Zelda-esque health upgrades that afford you extra "heart containers."
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Incredible Mandy is not bad, it’s just also not good. It just kind of is.
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Incredible Mandy is a great example of design by subtraction, focusing on puzzle-solving and atmosphere and eschewing mechanics which do not contribute to the developer’s singular vision.
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www.metacritic.com www.metacritic.com
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Taken as a whole it disappoints, which is a shame as, beneath the adorable exterior, the concept has far more potential than what has been achieved.
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Ultimately, Shelter Generations relies on your capacity to dig into its subtleties. On that overt level it's an obtuse and obviously indie game, and it's really quite demanding of the player; it asks them to figure their own way through the game, and it asks them to really commit to an emotional connection to these hopeless little cubs.
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readyplayerone.fandom.com readyplayerone.fandom.comOASIS1
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MMOSG (massively multiplayer online simulation game)
MMOSG
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store.steampowered.com store.steampowered.com
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Good game with some place for improvements. It has potential.
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This is a good game, but it has potential to become an even greater game.
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store.steampowered.com store.steampowered.com
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While the mechanics in this game are more varied than the first Zup!-game
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The game implements new mechanics gradually, like magnets, trampolines and wreckingballs.
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store.steampowered.com store.steampowered.com
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The game consist of many unique elements like a switchable fireball gun / laser switcher, time turning platforms, rotating / sequential lasers, floating ball shooting enemies, wall of death.
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store.steampowered.com store.steampowered.com
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The game has been on sale for a year, but sales have been dismal.
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store.steampowered.com store.steampowered.com
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this game is purely amateur production, material selection and creation is not professional, just hope you can like this story.
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store.steampowered.com store.steampowered.com
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Playing the game reminds me of when Han Solo has to maneuver in an asteroid field and C3PO says "Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
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store.steampowered.com store.steampowered.com
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Paws what you're doing and play this game right meow.
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store.steampowered.com store.steampowered.com
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www.kickstarter.com www.kickstarter.com
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We haven’t imported this board game before. Typically there are customs hurdles the first time cargo clear customs officers. While we have extensively planned around these delays and have budgeted for them extensively in our milestones tracker, the fact remains that customs remains unpredictable.
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Enter 2020: Matt and Jordan managed to scrape together some illustrations for playtesting, but they weren’t up to the bar of a production game. Fortunately, we connected through friends with Jaehee, and she cautiously listened to the pitch for the game. Once she decided to join the team, the artwork and designs quality improved by orders of magnitude, to the point where we had an experience we felt was worthwhile sharing publicly.
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www.kickstarter.com www.kickstarter.com
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The players plot to get the cards to yellow on player G's turn so he can lay down some Double Draw cards...
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cloudflare-ipfs.com cloudflare-ipfs.com
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Designed identity is not a term meant to issue blame to game designers, artists, creators, advertisers, or others involved in the video game indus-try.
Not due to mass media, but an entire culture of consumption and replication. The spectacle.
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www.jstor.org www.jstor.org
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However, in the case of Red Dead Redemption, this game does more than circulate genocidal narratives; players are sutured to John Marston, taking up his subjectivity and therefore the ideological stance of the frontier Western
lmao
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www.thecrimson.com www.thecrimson.com
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Hundreds Register for New Facebook Website
It was always a numbers' game?
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www.plymouth.edu www.plymouth.edu
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ee-hunting is another interesting and contro-versial incentives program that has been used inparts of Africa to raise revenues and build localsupport for wildlife conservation. A limited num-ber of licenses to hunt game animals are sold,with a portion of the revenues being returned tothe local communities on whose land the huntingoccurs.
This is interesting! It reminds me a bit of how moose hunting permits in Maine are sold. Last year, there were only 3078 permits issued out of 65,361 applications. To even get one, you have to enter a lottery where you pay $15 per entry, and the chances you'll actually get one are slim - and then, you pay an additional $52 for the permit itself. If you are not a resident, both of these costs are higher. The funds collected go toward preservation of Maine wildlife!
If you're a statistic geek like me, you can find more of those numbers here:
https://www.maine.gov/ifw/hunting-trapping/moose-permit.html
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Thus, bald eagles (Ha-liaeetus leucocephalus) in the coterminous 48 states(but not those living in Alaska or Canada) wereadded to the endangered list when their numbersplummeted due to pesticide poisoning
I had always known that bald eagles were endangered, but I never had known why. Its interesting to learn that the reason is from pesticide poison, I would never had thought of this being the reason for causing it. At least as of now Fish and Game are saying the population is increasing and is one of their least threatened species.
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bo7amodalkhaleel.medium.com bo7amodalkhaleel.medium.com
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The game was a broker for my historical learning of that time period. Videogames especially helped with my English vocabulary. I saw myself being better and better in English talking to people from all around the world while playing World of Warcraft or Call of Duty. When I understood English, I started turning to other media like YouTube and Twitch. I watched many different English videos and learned different things.
Great example! This also demonstrates transmedia navigation, interest-driven learning and hints at affinity groups.
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via4.hypothes.is via4.hypothes.is
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Then the last two boys arrive, Coyle and a cousin of his from Mississippi. Anders has never met Coyle’s cousin before and will never see him again. He says hi with the rest but takes no further notice of him until they’ve chosen sides and Darsch asks the cousin what position he wants to play. “Shortstop,” the boy says. “Short’s the best position they is.” Anders turns and looks at him. He wants to hear Coyle’s cousin repeat what he’s just said, but he knows better than to ask. The others will think he’s being a jerk, ragging the kid for his grammar. But that isn’t it, not at all—it’s that Anders is strangely roused, elated, by those final two words, their pure unexpectedness and their music. He takes the field in a trance, repeating them to himself.
What is the significance of this scene? Why does the author include his memory of a baseball game as his last memory before he dies? Is this the author's way of telling Anders' life story? Could the author mean that childhood is very important, and one's entire life is affected during childhood? Coyle's cousin saying "they is" sparked an interest in words to Anders, and as the readers know, Anders became a book critic (a savage one at that).
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markdangerchen.net markdangerchen.net
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By the 1900s, data could be stored and shared so widely, in so many ways, that the wordmedia had many meanings. It could be defined by the type of platform used to deliver it(broadcast, print, digital, mobile, social/interactive, multimedia), its content (news media,advertising media), or its recency (traditional media, new media).
Huh, it's pretty's interesting that media was named this way initially to mean a broad definition of just something that delivers data and information.
While news media is still prevalent, I find it interesting how media has become more closely associated with entertainment such as referencing a Facebook feed or a video game pertaining to a form of media.
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markdangerchen.net markdangerchen.net
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Different games d raw the boundary between inte rnal and external in different ways
this refers back to the basketball games, figure 2-4. and game interface can be looped by the role of a players. one player or one team can get the score continuous. so, the result is not directly caused by the term of the users played. this is not a reason-lead directed order in another ways, there is not a standrad way for the background to run the data, ( maybe a if loop in insert)
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Rather than an intimate Big Brother that uses murder and terror to possess each soul from the inside out, these digital networks are a Big Other: impersonal systems trained to monitor and shape our actions remotely, unimpeded by law.
I agree with this statement, in the novel, Orwell conveys certain events that occur excessively about the character's fear of punishment and breaking law. In contrast, for our world now, games like the ones being listed in this page are influencing our actions without us being conscious of the deeper meaning to this. It is quite terrifying how a game that is meant for entertainment would be able to do something else.
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Augmented reality game Pokémon Go, developed at Google and released in 2016 by a Google spinoff, took the challenge of mass behavioral modification
Private information such as location can be given out which is dangerous, especially for kids who play the game
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Augmented reality game Pokémon Go,
Pokemon go seems like parallel concept to tie into 1984
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press.princeton.edu press.princeton.edu
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The ‘ultimatum game’ is an experiment, common in psychological labs, in which one player (the proposer) is given a sum of money and told to propose a division between him and another player (the responder), who may accept the offer or reject it. If the responder rejects the offer, neither player gets anything. The experiment has been replicated thousands of times, and usually the proposer offers a relatively even split. If the amount to be shared is $100, most offers fall between $40-$50.
A psychological study allows one person to split a sum of money and another person to reject so they both get money or refuse so neither gets money. most of the time it is an even split.
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store.steampowered.com store.steampowered.com
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This is the game that introduced me to RTS genre in the 90s though it might be nostalgia speaking but i absolutely adore this game.
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Maybe its a bit of nostalgia, but that can't change anything on greatness of the game.
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store.steampowered.com store.steampowered.com
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If you like puzzle games, this is certainly a game for you. Well designed level progression that helps you build a good understanding of the underlying rules of the world
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store.steampowered.com store.steampowered.com
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the game is designed in such a way that you don't need too many tries to figure out boss patterns or tricky platforming sections. Another nice feature is that you can warp between different areas so you don't have to do a bunch of backtracking.
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store.steampowered.com store.steampowered.com
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this game is - well not exactly bad, but it also isn't a very good game of the genre - there are some riddles and puzzles that can give you quite the headache. I like hard puzzles, I like games where all isn't quite obvious - but I also like a barrier-free gaming experience.
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store.steampowered.com store.steampowered.com
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The blood when you get the animal to food is really off putting. It doesn't make sense, is the player suppose to be eating the animal once you get it to food? If the dev just removed that it would make this game MUCH MUCH better.
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store.steampowered.com store.steampowered.com
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It is also the first game I've seen whose icon for "mute" is not a crossed-out speaker/note, but a symbol for "pause" in musical notation...
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www.jstor.org www.jstor.org
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hat is, gameplay is performative, requiring the player to take on a role or multiple roles in a game world. But what if those roles are racist, sustaining white supremacist ideals? Red Dead Redemption enables the conditions through which players can enact such values and beliefs.
iirc the entire narrative is in opposition to such ideals
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www.wired.com www.wired.com
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These examples have several things in common. For one, they were highly collaborative. Two, they pushed a new technology beyond what anyone imagined possible into something dramatic, whole, and full of promise. Three, they were - fundamentally - not works, but tools. "Space War" was a game, nothing without players, and never the same from game to game. The Aspen Movie Map was not a tour of Aspen; it was Aspen. The tour was what you did with it.
这些例子有几个共同点。第一,它们都是高度协作的。第二,它们将一项新技术推向了超越任何人想象的可能,使之成为戏剧性的、完整的、充满希望的东西。三,它们——从根本上说——不是作品,而是工具。"太空战争"(Space War)是一个游戏,没有玩家就什么都不是,而且不同的游戏之间也绝不相同。阿斯本电影地图(Aspen Movie Map)不是阿斯本的旅游,它就是阿斯本(Aspen)。游览的是你用它做了什么。
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fivethirtyeight.com fivethirtyeight.com
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Would be interesting to run some game theoretical experiments on some of these issues.
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store.steampowered.com store.steampowered.com
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The problem is the 'power-ups' (aka cheats?): the ice cubes, bombs, and especially the teleports. They seem needed to solve some levels (at least for 3 stars completion), but because they are widely available (5 of each / level) they are completely overpowered. Why would you try to solve a level without them, when you can use them? It removes the incentive to actually solve the puzzles the hard way. It breaks the game. Shame.
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store.steampowered.com store.steampowered.com
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This is an unfinished/abandoned 2D "diving" game (basically a flyer/"platformer") where you swim through an underwater maze and collect various objects. The game wasn't finished, it's clunky, and lacks polish. The developer dumped it on Steam as a quick cash grab and ran. This should be removed from Steam until completed (if ever). I can't recommend incomplete games,
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en.wikipedia.org en.wikipedia.org
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these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game.
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store.steampowered.com store.steampowered.com
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A non-pretentious yet funny and innovative physics puzzle game
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A Game-design MasterpieceTake one simple game mechanic, and make the absolute most of it – that's exactly what the developers of Jim is Moving Out did, and it worked really well! The core of this game is stunningly simple: a few little boxes (furniture) inside a big box (Jim's house), one or two flying fellas (the players) and a physics engine. Think about the most creative ways you could make this into a game. Anything you think about, this game did it. What if you had to squeeze through narrow holes without breaking too much furniture? It's in the game. What if the room had wheels? Yep, it's there too. What if one of the walls was missing and you had to avoid losing the furniture? The whole co-op is about this. Zero gravity? Yes, even that is in the game.
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store.steampowered.com store.steampowered.com
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I must say I am quite surprised by so many negative reviews. To me this little game is pure genius. There's something about it you just can't put your finger on... something strange, hard to define. The premise is utterly simple - roll left or right - but the game keeps adding new possibilities every level. And it doesn't make a fuzz about it. "Here's something completely new, it's there, who cares". The mechanics and physics are spot on and the game explores them brilliantly. Visually it's beautiful and the characters you interact with are strange and fascinating. A feeling of novelty and discovery permeates the game from start to finish.Here's my suggestion: watch some videos of the gameplay and see if it bothers you. If not, go for it, for you've barely seen the tip of the iceberg.
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store.steampowered.com store.steampowered.com
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Reminds me ofo DVONN, but only with respect to disappearing hexes/spaces. DVONN is a much much better (actually strategic) game.
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store.steampowered.com store.steampowered.com
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is a casual indie game inspired by the old Tom & Jerry (NES) game
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store.steampowered.com store.steampowered.com
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store.steampowered.com store.steampowered.com
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A very creative concept that i`ve never seen before in a video game.
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store.steampowered.com store.steampowered.com
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A PvP level was added just for the sake of ♥♥♥♥♥ and giggles, the only purpose of this this is game is achievement farming.
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store.steampowered.com store.steampowered.com
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{Graphics}☐ Great - ☐ Good - ☑ Simple - ☐ Bad{Gameplay}☐ Great - ☑ Good - ☐ Meh - ☐ Unplayable{Audio}☐ Great - ☑ Good - ☐ Nothing Special -☐ Bad{Audience}☑ Kids - ☑ Teens - ☑ Adults{Difficulty} ☐ Too easy -☑ Just Right - ☐ Easy to Play/Hard to Master - ☐ Too Hard{Story}☐ Great - ☐ Good -☐ Simple - ☐ Barely a Story - ☑ No Story{Game Time}☐ 100+ - ☐ 61-99 - ☐ 39-60 - ☐ 11-30 -☑ 0-10 {Overall}Very enjoyable Chess Puzzle Game that should appeal to both Chess and Puzzle Gamers.
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www.kickstarter.com www.kickstarter.com
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During development, we are constantly trying new and diverse game mechanics. The game's rules can change hour to hour as we test which ideas work best. Rules start out as just ideas and we record which ideas work and which ones don't. This forms the first development ruleset which is essentially a change log that notes why ideas do or don't. As the rules are consolidated, there are rarely any pictures to indicate what a rule is referring to, since prototype art is also changing constantly. Terminology can also change section to section as we explore what wording works best. This makes the development rules impossible to understand for anyone other than the development team.
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We use an online editing program called ProofHQ, where you and our development team will review the rules, discuss ideas, and add comments and suggestions, so that these rules are of the same high quality as our other game rules. We have used this process for years, because integrating outside eyes and ears is an invaluable asset.
having more eyes is better
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boardgamegeek.com boardgamegeek.com
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https://www.kickstarter.com/projects/ccgame/carbon-control-a-boardgame-with-organic-chemistry-theme
Cool components
Too random, unrealistic for me. Would rather it was seriously about learning organic chemistry than just "loosely" themed about it.
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www.kickstarter.com www.kickstarter.com
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The story behind this game started many years ago. My two sons were playing Pokemon, collecting cards and constantly talking about these fantasy creatures. I noticed, amazed, that after a while they knew by heart names, complicated properties and relations of somewhere around hundred, maybe more, characters! How did it happen, seemingly effortless? Did they study hard? Not in the sense we normaly think about studying. They were playing. They were having fun. And their hungry brains, like kids have, just absorbed the names, properties and relations. Seemingly effortless.
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www.jstor.org www.jstor.org
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classifi-cation by iconography ignores the fundamental differences and similarities which are to be found in the player’s experience of the game.
How different is the experience of a film from the experience of a video game.
- Symbolic interactionism
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procedural systems like computer software actually represent process with process. This is where the particular power of procedural authorship lies, in its native ability to depict processes.”4 That is, while print, film, and even forms of digital audio broadcasting can attempt to represent genders, sexualities, race, class, objects, and so forth, game worlds “represent process with process
WHy does this even matter? You can respresent the same thing without process.
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o prove my point, I track how the Western and Hollywood noir, particularly the hard-boiled variety, operate in two popular game worlds: Red Dead Redemption (2010) and L.A. Noire (2011).
what a fucking obvious example.
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store.steampowered.com store.steampowered.com
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[0.5] Controls & Training & Help[0.1] Menu & Settings[0.4] Sound & Music[0.1] Graphics[0.1] Game Design[0.3] Game Story[0.1] Game Content[0] Completion time (level/game)?[0] is it Enjoyable & Fun?[0] Could it hold a spot in Favorites? (& if the Game can be repeatedly played again)[0] BONUS point: Multi-Player related[0] BONUS point: Review for VRStars received: 1.6/10
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store.steampowered.com store.steampowered.com
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Nothing but a lazy asset flip from the Unity Asset Store:https://assetstore.unity.com/packages/templates/systems/sky-flight-full-game-template-113460And yeah, the developer bought a low poly winter landscape as well. Buy two asset kits, replace above asset kit for gameplay and then replace the map with a new winter low poly asset map to try and "hide" the laziness and using asset kits. SMH.https://www.youtube.com/watch?v=RJPJqok8iecExport, change the name to "Bird" and ready for Steam in less than 10 minutes of work! The developer couldn't even be bothered to make a way to EXIT the game much less add Steam high scores, controller support, or achievements! NOT RECOMMENDED! *Refunded this myself* ..Let your wallet talk and Please don't support lazy developers like this one.
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joanganzcooneycenter.org joanganzcooneycenter.org
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As early as its first season in 1969, Sesame Streetincorporated a classification game for preschoolers: who doesn’t know the music and lyrics from “One of These Things Is Not Like the Other?
Wow, what a great idea they had. I know there are a lot of educational songs today, but I mean that's awesome that they started so early with it!
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www.kickstarter.com www.kickstarter.com
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You can add-on more copies of the game
verb: add on
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boardgamegeek.com boardgamegeek.com
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www.kickstarter.com www.kickstarter.com
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Have you ever played Risk? If you're looking at this game, there's a good chance you have! I wager you know the frustration of losing your huge army to one a third its size because of a handful of random dice rolls. The pace of Risk is great, but I find it hard to take the 5th straight roll of snake eyes.
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Have you ever tried Axis and Allies? I did too. And by tried, I mean just that! Two hours after opening the box, we finished the manual and nearly died laughing. There was no way we'd have enough time left to play the game, AND we had already forgotten the first half of the directions anyway!
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store.steampowered.com store.steampowered.com
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Fatum Betula is, arguably, a nearly perfect video game, depending upon your philosophy when it comes to criticism. If you, like me, believe that to a large extent the success of a game depends upon how well it achieved what it set out to do, I think you can get very far with such an argument.
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Local file Local file
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If the game feels weird or uncomfortable, first be still. Think about that feeling; hold on to it. Perhaps the feeling will pass over and through you and you can continue
so you shouldn't do it if you feel you don't want to do it, but if you do feel you don't want to do it, think about it until you want to do it
v circular
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1tomission.omeka.net 1tomission.omeka.net
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Bios
I just wanted to see if I could annotate the links as well. It looks like textual objects are fair game!
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www-cs-students.stanford.edu www-cs-students.stanford.edu
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I create interactive explanations of math and computer science topics at Red Blob Games[1]. I explore topics related to computer game development, as I’ve found that’s a rich source of motivating examples. My favorite topics are related to maps (grids, paths, procedural generation) and simulations (transportation, economics, complex systems, AI).
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boardgamegeek.com boardgamegeek.comUranus!1
- Mar 2021
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markdangerchen.net markdangerchen.net
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Digital life is, simply, real life.
I think this is more important than ever for people to understand. It is important to remember that everyone you interact with online, via game, chatroom, etc, is a real person. It always pays to be kind and treat people with respect from the get-go, despite the anonymity that comes with being on the internet (That is slowly going away as time moves on). Your actions and words have real consequences despite being within a digital space.
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Decentralized digital ownership opens up a world of possibilities. You could have an in-game item that gets transferred between different games. You could have secret rooms in multiple virtual worlds that can only be accessed with a rare NFT. You can own land in a virtual world, tokenize it and sell portions of it to other people. Everything is on the table.
What are the possible applications of NFTs in the future, beyond digital art?
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The fundamental difference here is that NFTs are decentralizeddecentralized. They run on a blockchainblockchain that is run by thousands of people around the world, where transactions remain as long as the blockchain lasts. But this means they exist on their own, and while any app or game can integrate them, it can’t possess them.
What value does the decentralized nature of NFT bring?
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What is new is owning this digital value without being reliant on a third party. In all of those previous examples, if the company shuts down, your in-game currency becomes worthless.
What is the problem with current methods of digital value? What problem with value of digital goods does NFT solve?
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The idea of digital items having value is not new. On Reddit, receiving upvotes for your posts gives you Karma, which can help to elevate your status in the Reddit community. And plenty of games like Runescape and World of Warcraft have digital resources that can be spent within the game—sometimes people will even buy up other accounts that have big reserves. Most apps nowadays have some kind of in-game currency, like the K stars in Kim Kardashian’s app Hollywood.
What are the examples of digital only items having value?
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ou talk to your friends through your smartphone, you speak to your colleagues in Slack, you jump on video conferences over Zoom, you tweet at people you’ve never met, you record events in your Google calendar, you date through an app, and if you’re bored, you play games against other people online. This isn’t all happening in a single virtual world, like Second Life, but it’s not that far off.
All our online interactions today do not happen in ONE single virtual world e.g. the game called Second Life
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forum.hyperlink.academy forum.hyperlink.academy
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jake2h@chrisaldrich that spreadsheet party is so brilliant! I would love to attend events in all kinds of mediums, tools, and games. @nastroika, do you think your cohort could automate a cyberparty together as a group project?
@jake, your comment also reminds me of the atmosphere created by the game Candy Land which was designed for a particular setting which we often forget about today. There's an Atlantic article about it which helps to underline the idea of designing for particular contexts to make people feel welcomed and empowered: https://www.theatlantic.com/technology/archive/2019/07/how-polio-inspired-the-creation-of-candy-land/594424/
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www.biorxiv.org www.biorxiv.org
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Author Response:
Reviewer #1 (Public Review):
In this project, the authors set out to create an easy to use piece of software with the following properties: The software should be capable of creating immersive (closed loop) virtual environments across display hardware and display geometries. The software should permit easy distribution of formal experiment descriptions with minimal changes required to adapt a particular experimental workflow to the hardware present in any given lab while maintaining world-coordinates and physical properties (e.g. luminance levels and refresh rates) of visual stimuli. The software should provide equal or superior performance for generating complex visual cues and/or immersive visual environments in comparison with existing options. The software should be automatically integrated with many other potential data streams produced by 2-photon imaging, electrophysiology, behavioral measurements, markerless pose estimation processing, behavioral sensors, etc.
To accomplish these goals, the authors created two major software libraries. The first is a package for the Bonsai visual programming language called "Bonsai.Shaders" that brings traditionally low-level, imperative OpenGL programming into Bonsai's reactive framework. This library allows shader programs running on the GPU to seamlessly interact, using drag and drop visual programming, with the multitude of other processing and IO elements already present in numerous Bonsai packages. The creation of this library alone is quite a feat given the complexities of mapping the procedural, imperative, and stateful design of OpenGL libraries to Bonsai's event driven, reactive architecture. However, this library is not mentioned in the manuscript despite its power for tasks far beyond the creation of visual stimuli (e.g. GPU-based coprocessing) and, unlike BonVision itself, is largely undocumented. I don't think that this library should take center stage in this manuscript, but I do think its use in the creation of BonVision as well as some documentation on its operators would be very useful for understanding BonVision itself.
We have added a reference to the Shaders package at multiple points in the manuscript including lines 58-59 and in Supplementary Details. We will be adding documentation of key Shaders nodes that are important for the creation of BonVision stimuli to the documentation on the BonVision website.
Following the creation of Bonsai.Shaders, the authors used it to create BonVision which is an abstraction on top of the Shaders library that allows plug and play creation of visual stimuli and immersive visual environments that react to input from the outside world. Impressively, this library was implemented almost entirely using the Bonsai visual programming language itself, showcasing its power as a domain-specific language. However, this fact was not mentioned in the manuscript and I feel it is a worthwhile point to make.
Thank you - we have now added clarification on this in Supplementary details (section Customised nodes and new stimuli)
The design of BonVision, combined with the functional nature of Bonsai, enforces hard boundaries between the experimental design of visual stimuli and (1) the behavioral input hardware used to drive them, (2) the dimensionality of the stimuli (i.e. 2D textures via 3D objects), (3) the specific geometry of 3D displays (e.g. dual monitors, versus spherical projection, versus head mounted stereo vision hardware), and (4) automated hardware calibration routines. Because of these boundaries, experiments designed using BonVision become easy to share across labs even if they have very different experimental setups. Since Bonsai has integrated and standardized mechanisms for sharing entire workflows (via copy paste of XML descriptions or upload of workflows to publicly accessible Nuget package servers), this feature is immediately usable by labs in the real world.
After creating these pieces of software, the authors benchmarked them against other widely used alternatives. IonVisoin met or exceeded frame rate and rendering latency performance measures when compared to other single purpose libraries. BonVision is able to do this while maintaining its generality by taking advantage of advanced JIT compilation features provided by the .NET runtime and using bindings to low-level graphics libraries that were written with performance in mind. The authors go on to show the real-world utility of BonVision's performance by mapping the visual receptive fields of LFP in mouse superior colliculus and spiking in V1. The fact that they were able to obtain receptive fields indicates that visual stimuli had sufficient temporal precision. However, I do not follow the logic as to why this is because the receptive fields seem to have been created using post-hoc aligned stimulus-ephys data, that was created by measuring the physical onset times of each frame using a photodiode (line 389). Wouldn't this preclude any need for accurate stimulus timing presentation?
We thank the reviewer for this suggestion. We now include receptive field maps calculated using the BonVision timing log in Figure5 – figure supplement 1. Using the BonVision timing alone was also effective in identifying receptive fields.
Finally the authors use BonVision to perform one human psychophysical and several animal VR experiments to prove the functionality of the package in real-world scenarios. This includes an object size discrimination task with humans that relies on non-local cues to determine the efficacy of the cube map projection approach to 3D spaces (Fig 5D). Although the results seem reasonable to me (a non-expert in this domain), I feel it would be useful for the authors to compare this psychophysical discrimination curve to other comparable results. The animal experiments prove the utility of BonVision for common rodent VR tasks.
The psychometric test we performed on human subjects was primarily to test the ability of BonVision to present VR stimuli on a head-mounted display. We have edited the text to reflect this. The efficacy of the cube map approach for 3D spaces is well-established in computer graphics and gaming and is currently the industry standard, which was the reason for our choice.
In summary, the professionalism of the code base, the functional nature of Bonsai workflows, the removal of overhead via advanced JIT compilation techniques, the abstraction of shader programming to high-level drag and drop workflows, integration with a multitude of input and output hardware, integrated and standardized calibration routines, and integrated package management and workflow sharing capabilities make Bonsai/BonVision serious competitors to widely-used, closed-source visual programming tools for experiment control such as LabView and Simulink. BonVision showcases the power of the Bonsai language and package management ecosystem while providing superior design to alternatives in terms of ease of integration with data sources and facilitation of sharing standardized experiments. The authors exceeded the apparent aims of the project and I believe BonVision will become a widely used tool that has major benefits for improving experiment reproducibility across laboratories.
Reviewer #2 (Public Review):
BonVision is a package to create virtual visual environments, as well as classic visual stimuli. Running on top of Bonsai-RX it tries and succeeds in removing the complexity of the above mentioned task and creating a framework that allows non-programmers the opportunity to create complex, closed loop experiments. Including enough speed to capture receptive fields while recording different brain areas.
At the time of the review, the paper benchmarks the system using 60Hz stimuli, which is more than sufficient for the species tested, but leaves an open question on whether it could be used for other animal models that have faster visual systems, such as flies, bees etc.
Thank you for prompting us to do this - we have now added new benchmarks for a faster refresh rate (144 Hz; new Figure 4 - figure supplement 1).
The authors do show in a nice way how the system works and give examples for interested readers to start their first workflows with it. Moreover, they compare it to other existing software, making sure that readers know exactly what "they are buying" so they can make an informed decision when starting with the package.
Being written to run on top of Bonsai-RX, BonVision directly benefits from the great community effort that exists in expanding Bonsai, such as its integration with DeepLabCut and Auto-pi-lot. Showing that developing open source tools and fostering a community is a great way to bring research forward in an additive and less competitive way.
Reviewer #3 (Public Review):
Major comments:
While much of the classic literature on visual systems studies have utilized egocentrically defined ("2D") stimuli, it seems logical to project that present and future research will extend to not only 3D objects but also 3D environments where subjects can control their virtual locations and viewing perspectives. A single software package that easily supports both modalities can therefore be of particular interest to neuroscientists who wish to study brain function in 3D viewing conditions while also referencing findings to canonical 2D stimulus responses. Although other software packages exist that are specialized for each of the individual functionalities of BonVision, I think that the unifying nature of the package is appealing for reasons of reducing user training and experimental setup time costs, especially with the semi-automated calibration tools provided as part of the package. The provisions of documentation, demo experiments, and performance benchmarks are all highly welcome and one would hope that with community interest and contributions, this could make BonVision very friendly to entry by new users.
Given that one function of this manuscript is to describe the software in enough detail for users to judge whether it would be suited to their purposes, I feel that the writing should be fleshed out to be more precise and detailed about what the algorithms and functionalities are. This includes not shying away from stating limitations -- which as I see it, is just the reality of no tool being universal, but because of that is one of the most important information to be transmitted to potential users. My following comments point out various directions in which I think the manuscript can be improved.
We thank the reviewer for this suggestion. We have added a major new section, “Supplementary Details”, where we have highlighted known limitations and available workarounds. We also added new rows in the Supplementary Table that make these limitations transparent (eg. web-based deployment).
The biggest point of confusion for me was whether the 3D environment functionality of BonVision is the same as that provided by virtual spatial environment packages such as ViRMEn and gaming engines such as Unity. In the latter software, the virtual environment is specified by geometrically laying out the shape of the traversable world and locations of objects in it. The subject then essentially controls an avatar in this virtual world that can move and turn, and the software engine computes the effects of this movement (i.e. without any additional user code) then renders what the avatar should see onto a display device. I cannot figure out if this is how BonVision also works. My confusion can probably be cured by some additional description of what exactly the user has to do to specify the placement of 3D objects. From the text on cube mapping (lines 43 and onwards), I guessed that perhaps objects should be specified by their vectorial displacement from the subject, but I have very little confidence in my guess and also cannot locate this information either in the Methods or the software website. For Figure 5F it is mentioned that BonVision can be used to implement running down a virtual corridor for a mouse, so if some description can be provided of what the user has to do to implement this and what is done by the software package, that may address my confusion. If BonVision is indeed not a full 3D spatial engine, it would be important to mention these design/intent differences in the introduction as well as Supplementary Table 1.
Thank you for prompting us to do this. BonVision does indeed essentially render the view of an avatar in a virtual world (or multiple views, of multiple avatars), without any additional coding required by the user. We have now included in the new “Supplementary Details” specific pathways to the construction and rendering of 3D scenes. We have avoided the use of the terminology ‘game-engine’ as it has a particular definition that most softwares do not satisfy.
More generally, it would be useful to provide an overview of what the closed-loop rendering procedure is, perhaps including a Figure (different from Supplementary Figure 2, which seems to be regarding workflow but not the software platform structure). For example, I imagine that after the user-specified texture/object resources have been loaded, then some engine runs a continual loop where it somehow decides the current scene. As a user, I would want to know what this loop is and how I can control it. For example, can I induce changes in the presented stimuli as a function of time, whether this time-dependence has to be prespecified before runtime, or can I add some code that triggers events based on the specific history of what the subject has done in the experiment, and so forth. The ability to log experiment events, including any viewpoint changes in 3D scenes, is also critical, and most experimenters who intend to use it for neurophysiological recordings would want to know how the visual display information can be synchronized with their neurophysiological recording instrumental clocks. In sum, I would like to see a section added to the text to provide a high-level summary of how the package runs an experiment loop, explaining customizable vs. non-customizable (without directly editing the open source code) parts, and guide the user through the available experiment control and data logging options.
We have now added a brief paragraph regarding the basic structure of a BonVision program, and how to ‘close the loop’ in the new “Supplementary Details”.
Having some experience myself with the tedium (and human-dependent quality) of having to adjust either the experimental hardware or write custom software to calibrate display devices, I found the semi-automated calibration capabilities of BonVision to be a strong selling point. However I did not manage to really understand what these procedures are from the text and Figure 2C-F. In particular, I'm not sure what I have to do as a user to provide the information required by the calibration software (surely it is not the pieces of paper in Fig. 2C and 2E..?). If for example, the subject is a mouse head-fixed on a ball as in Figure 1E, do I have to somehow take a photo from the vantage of the mouse's head to provide to the system? What about the augmented reality rig where the subject is free to move? How can the calibration tool work with a single 2D snapshot of the rig when e.g. projection surfaces can be arbitrarily curved (e.g. toroidal and not spherical, or conical, or even more distorted for whatever reasons)? Do head-mounted displays require calibration, and if so how is this done? If the authors feel all this to be too technical to include in the main text, then the information can be provided in the Methods. I would however vote for this as being a major and important aspect of the software that should be given air time.
We have a dedicated webpage going through the step-by-step protocol for the automated screen calibration. We now explicitly point to this page in the new Supplementary Details section.
As the hardware-limited speed of BonVision is also an important feature, I wonder if the same ~2 frame latency holds also for the augmented reality rendering where the software has to run both pose tracking (DeepLabCut) as well as compute whole-scene changes before the next render. It would be beneficial to provide more information about which directions BonVision can be stressed before frame-dropping, which may perhaps be different for the different types of display options (2D vs. 3D, and the various display device types). Does the software maintain as strictly as possible the user-specified timing of events by dropping frames, or can it run into a situation where lags can accumulate? This type of technical information would seem critical to some experiments where timings of stimuli have to be carefully controlled, and regardless one would usually want to have the actual display times logged as previously mentioned. Some discussion of how a user might keep track of actual lags in their own setups would be appreciated.
We now provide this as part of the Supplementary Details, specifically animation and timing lags.
On the augmented reality mode, I am a little puzzled by the layout of Figure 3 and the attendant video, and I wonder if this is the best way to showcase this functionality. In particular, I'm not entirely sure what the main scene display is although it looks like some kind of software rendering — perhaps of what things might look like inside an actual rig looking in from the top? One way to make this Figure and Movie easier to grasp is to have the scene display be the different panels that would actually be rendered on each physical panel of the experiment box. The inset image of the rig should then have the projection turned on, so that the reader can judge what an actual experiment looks like. Right now it seems for some reason that the walls of the rig in the inset of the movie remain blank except for some lighting shadows. I don't know if this is intentional.
Because we have had limited experimental capacity in this period, we only simulated a real-time augmented reality environment off-line, using pre-existing videos of animal behaviour. We think that the comment above reflects a misunderstanding of what the Figure and associated Supplementary Movie represents, and we realise that their legends were not clear enough. We have now made sure that these legends make clear that these are based on simulations (new legends for Figure 3 and Figure 3 - video supplement 1).
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store.steampowered.com store.steampowered.com
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It seems the game is trying to be similar to Monkey Island, which isn't necessarily a bad thing. Imitation is sometimes considered flattery afterall.
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inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
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minist work. Medicine began the academic exploration of the roles of Native women in the 1960s. I began reading her work in the 1970s. Way ahead of the game, by 1974 Medicine was instructing a class on N
Shows the US's progression in the field of civil rights of Native women during the 60's and 70's. Could possibly have been influenced by the civil rights acts of African Americans.
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www.rubymotion.com www.rubymotion.com
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If you want to know more about the story behind this best-selling game, check out the New Yorker Article.
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strelkamag.com strelkamag.com
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If those problems are planetary, then trying to cohere them around the game theory dynamics of locally embedded sovereign zones called countries disables the paths that should be open.
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store.steampowered.com store.steampowered.com
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Yes I fully understood that this was going to be a cryptic puzzle game and that it required research outside of the game. I expected this to have ARG elements and require abstract thinking. However, I also expected it to be longer than 2 minutes of content. You are given 10 pages to read in-game, they might as well have just been screenshots posted somewhere on the internet. And you have no way to input your solutions in game.
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store.steampowered.com store.steampowered.com
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I've been made aware of a "Compatibility tool to run DOS games on Steam through native Linux DOSBox" called "steam-dos". It can be found on https://www.github.com/dreamer/steam-dos . I pulled this tool from git and using it as the the steam play compatibility tool Megarace 2 runs without issue. Saving both settings and games works again! There is no keyboard support for controlling the vehicle in game but both mouse and joystick/gamepad work. To get around a missing launcher.exe error I copied "MegaRace 2.exe" to the same folder as the original and renamed the copy to "Launcher.exe". Linux users: in your MegaRace 2 folder (steamapps/common/MegaRace 2/) create a symbolic link to start.sh named Launcher.exe. This allows the game to launch through Steam. This also allows you to put time on the game through Steam, hitting that coveted 5 minute mark that makes creating a review possible. With that out of the way, the game itself is a nice touch of nostalgia but the port is absolutely terrible. I don't remember it being quite this difficult to install off the 2 CDs. The game won't launch at all without tweaking. Can't save the config settings. Can't save the game at all in fact. While I really like MegaRace 2, you unlock tracks by completing the previous ones. Since the game can't be saved, I end up running The Foundry track over and over until I'm sick of it.So I'm torn. I love the game but I hate the completely broken port. For $3 and a local install of DOSBOX it can be made to work so I will recommend it anyway.
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store.steampowered.com store.steampowered.com
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Parking Attendant is a glorified app game that somehow landed into the Steam Store
you mean mobile app game?
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store.steampowered.com store.steampowered.com
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The positive reviews are clearly friends of the developer, as this is an extremely low-quality Unreal game, the kind you'd expect from a student project or a 24-hour Game Jam, not something being sold on Steam.
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en.wikipedia.org en.wikipedia.org
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Common ground in communication has been critical in mitigating misunderstandings and negotiations.
All the fun of watching the Newlywed Game is in seeing the communication and mis-communication in realizing how much common ground a couple has or doesn't.
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laulima.hawaii.edu laulima.hawaii.edu
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The truth, rather, does not belong to some possessive individual but is collectively found, or arrived at, in cooperative journeys of public debate. People do not own their own truths. These instead be-long to wider groups of concerned and interrelated persons.
very interesting contrast to the U.S., where our judicial system and court trials revolve around proving/ convincing a random jury of their personal truths, for them to dictate which one is actually true (more so a game of persuasion); where for Tanna the truth doesn't belong to an individual
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store.steampowered.com store.steampowered.com
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The key to any good adventure game, really any good game at all, is to guide the player toward understanding the game world's internal logic, even if that logic only makes sense in the game world. This internal logic is what differentiates a game that encourages clever, creative problem-solving from a game like Antventor, which is a maddening exercise in arbitrary, spaghetti-against-the-wall nonsense.In the old text-based adventure games, the internal logic was grammatical, often based on a simple verb-object combination. This simple structure encouraged absurd combinations, sometimes with no results, sometimes with hilarious results, and sometimes with surprisingly fruitful results. The game would subtly nudge you toward the correct solution with hints and consequences, and you would gradually learn the kinds of actions that made sense in the world and the types of consequences you could reasonably expect. Only after establishing those baselines would ambiguity start to creep in ("I could do this, but should I...?", "Is that item meant for here or there?"). As the genre aged, puzzles gradually grew more intentionally obtuse and absurd as a means to make the game "harder". Ultimately, this obscurantism was a sign of a dying genre, catering to a narrower and narrower echo chamber of hardcore fans, as the gaming world in general grew less patient with the kind of experimentation this genre was first built on.Unfortunately, Antventor takes inspiration from those later games. It is gorgeously animated, but the game design is awful. There is no scaffolding, and little to no internal logic to speak of. The interaction targets are often tiny, hidden, sometimes out of focus, and sometimes completely arbitrary. Combine this with an ever-expanding collection of items and screens, and the game quickly devolves into pointless trial-and-error with thousands of combinations.
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www.universityofcalifornia.edu www.universityofcalifornia.edu
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Minecraft players have to learn how to create and assemble the building blocks — like digital Legos. Players can learn creative skills, too. For example, they can design how characters look by creating custom “skins.”
I find so interesting that a game designed for creativity can be used in so many capacities from problem solving to even studying physics or biological patterns within a digital realm. Not to mention the social skills and teamwork skills that are formed simply by playing together with others. This all coming from a humble beginning of a video game designed to be modular and creatively focused. I feel this is the true next step to products like Legos, Kinex, or Lincoln Logs all of these being steps towards a more modular and expressive mediums for kids to create and explore.
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inecraft players have to learn how to create and assemble the building blocks — like digital Legos. Players can learn creative skills, too. For example, they can design how characters look by creating custom “skins.”
It's great how a game that so many kids play so often is also teaching them important skills in multiple content areas. Minecraft is a great tool for creating and also can further learning in math and other areas.
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These activities require the same basic digital skills educators are increasingly asked to teach school children.
This is fascinating. I know a lot of people my age that play Minecraft growing up, and that even still play it today. This game has definitely influenced my generation and their technological skills because it is definitely a game where you have to multi-task on the computer. If students already know these basic skills from the game, why are educators constantly being asked to teach them to their students?
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store.steampowered.com store.steampowered.com
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"BEER" is a simple one-level platformer with an interesting concept: after some time a shadow of yourself appears and repeats every movement you've made. If the shadow catches you - it's a game over. With the passage of time, more shadows appear. Shadows will relentlessly chase you until they catch you. As much as I know, there is no victory: you will have to jump platforms and collect presents until you are caught. At one point, there are so many shadows, it's unavoidable to be touched by one of them. To delay this moment, you may move slowly, so it's easier to keep track of shadows. You may establish a specific route, so the shadows follow a predetermined pattern. Nevertheless, at one point there will be just too many shadows to avoid.
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store.steampowered.com store.steampowered.com
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Not Recommended 1.0 hrs on record Posted: February 23 Product received for free Steam is the happy new platform for another dev who likes to spam copys of the same thrash game on steam so he can bulk sell keys for it.
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store.steampowered.com store.steampowered.com
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Ever want to experience a game that makes you want to play Rocket Ghost Aidan 2? Just play this! Its completely inferior to RGA 2.
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edtechbooks.org edtechbooks.org
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Are you just substituting technology for another tool by having students type a paper rather than writing one by hand, giving students a digital handout rather than a printed handout, or asking students to create a presentation slide rather than a poster on paper? Or, are you using technology to empower your students to learn in ways that would not be possible without it?
This is a very important point and when I look back to my students, I feel like we are really far behind and that is because of the lack of resources. While technology can empower students and be a complete game changer in today's world, we have to talk about access and how technology is not very affordable in all parts of the world.
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rachelkwalker.medium.com rachelkwalker.medium.com
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Arguments
I couldn't highlight the section I wanted to highlight since this table is a .jpg, but I wanted to cover the argument of "This has always been done"
This argument is heard so often in not just education but the work force, politics, and more. From my experience with this argument, in my undergraduate studies in landscape architecture, at the end of every design studio we give a presentation of our work. A number of the professors in the program I would consider to be old fashioned, but not all of them. The format of the final presentation would always be a powerpoint slide presentation where visuals of sites would be shown as pictures and photography. A common critique would be that the pictures either looked bad, looked too good, and did not show parts of the site they wanted to see.
I wanted to make not only the powerpoint but design projects to be more interactive and engaging. So I developed presentations for my class in a video format. While some forms of interpretation may be left out such as "going back to a slide and having a closer look at infographics and images, the viewing experience of the presentation became more engaging and interesting.
Another process I wanted to incorporate is using real-time modeling tools like Minecraft as a development tool for my site designs. Though, that idea was shot down, but I think with the accessibility of the application as well as realism mod packs to the game, that dream can be a reality. That and going even further by implementing VR capabilities. This is not just in landscape design, but in other forms of media making as well.
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kpu.pressbooks.pub kpu.pressbooks.pubWelcome1
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This game is intentionally frustrating! If it’s frustrating for you, imagine how students feel.
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generative-identity.org generative-identity.org
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There is no such thing as personal data in the game of life but rather interpersonal data — created in and associated with identities in relationships.
interpersonal data
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a.s.kqed.net a.s.kqed.net
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Minecraft is the most well known example of a sandbox game. Just like its life-world namesake, Minecraft is an open-ended creative space but with virtual shovels. Certainly the block world has unique properties (physics engine)
I've seen electritions create massive & amazing creations on Minecraft! It's interesting to see thier carreer tie in with this simple sandbox game.
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video tutorials that show how to roll out a game in the classroom
I despise reading, so I GREATLY appreciate those out there who put video tutorials of board games online <3 I hope both sides of your pillow are cold tonight :)
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An educator familiar with the social game Mafia might have their students play the game as part of a classroom lesson on the judicial system, creating a context in which students experience what it feels like to be unjustly accused of a crime
I've seen TikTok videos of teachers turning Among Us into a counting game for 1st graders
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Dance Dance Revolution
I loved this game!!!! It taught me so much about one of my hobbies, choreography!
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This is one reason games have such potential as tools for learning: they are really nothing more than complex problems waiting to be solved by players in a way that is both fun and challenging.
100%, when I was in high school, we had an assignment to code a video game on a junior website... I failed lol, but it was fun and inspired me to keep going and become better.
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courses.commarts.wisc.edu courses.commarts.wisc.edu
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I realized no one wanted to message with a boy in his early adolescence, but many were clamoring to chat with an attractive woman. And that’s where Pamela came in. To interest fellow gamers, I needed to become a woman.
Kalle is realizing because of the "cyberspace" he is in, he can choose to be whoever he wants. Anonymity is something that he would like to achieve because he does not feel a sense of belonging. This is easier to achieve on a game site than it is on social media. This is due to the fact that he does not have to verify his identity. According to a study done, teenagers who have low self-esteem and less friends offline are more likely to go online anonymously (Keipi, Oksanen, & Räsänen, 2015). This study is extremely interesting and is closely related to course materials.
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www.cultofpedagogy.com www.cultofpedagogy.com
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UDL creates a learning environment that is the least restrictive and most culturally responsive, trauma-informed environment for all students.
Education should accessible and feasible for all and without UDL majority of students are not achieving what they should. All learners are different and unique individuals and should be seen that way! A positive and comfortable learning environment could be a game changer for some students.
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store.steampowered.com store.steampowered.com
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The positive reviews are trolls. This game is shovelware.The controls are floaty and finicky and there's a lack of tracks and karts.
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store.steampowered.com store.steampowered.com
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At least half of the reviews are fake, probably alt accounts by the creator or his friends (notice how they are all from Brazil and they have "played" for tons of hours but haven't even earned a single achievement...) This game will take you one or two hours at most to finish and the levels aren't "increasingly challenging" as stated in the description because you'll find that often the levels get easier as you progress and many levels just feel like "fillers" to artificially inflate the level count. Overall it's not a bad game and it's pretty cheap but I cannot recommend it due to the fake reviews which shows the creator's lack of integrity.
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SciScore for 10.1101/2020.11.17.20233577: (What is this?)
Please note, not all rigor criteria are appropriate for all manuscripts.
Table 1: Rigor
NIH rigor criteria are not applicable to paper type.Table 2: Resources
No key resources detected.
Results from OddPub: Thank you for sharing your code and data.
Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:Our analysis also subjects to several limitations. First, we assume the prevalence is known, and then choose individual or pooled testing according to the prevalence. During the pandemic, developing methods to estimate the prevalence of COVID-19 is crucial for adjusting containment policies. Moreover, we use a well-mixed SIR model to capture the difference between individual and flexible testing. More detailed transmission models that consider the heterogeneous population and social contact patterns can provide a more specific testing performance evaluation. In addition, assessing the diagnostic accuracy of tests administered to pooled samples and asymptomatic individuals is also an urgent priority5,24. Flexible testing and the newly developed tests, which are low cost and noninvasive, make widespread and frequent testing accessible and help navigate uncertainty after the reopening. Compared with the painful containment measures, increasing testing frequency enables people to return to workplaces and students to go back to schools more safely. For example, the U.S. National Football League is individually testing all players and team personnel every day or every other day during the regular season except game day because false positives may cause the delay or cancellation of a game. The seven-day positive rate is only 0.017% between August 30– September 5, 202025. Pooled testing can save more than 95% of tests for the National Football League. Moreover, the University of Illi...
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Results from Barzooka: We did not find any issues relating to the usage of bar graphs.
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blog.ufes.br blog.ufes.brUntitled3
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I meanboth games played on game platforms
Mobile phone gaming has become the most profitable gaming platform
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profoundly difficult
Challenge can be what makes a video game interesting and drives people to finish the entire thing, but there is a fine balance. If a game is seen as mundane or boring, I for one am much less likely to finish the game. On the other hand, if the game is so difficult that I often find myself getting frustrated, I usually stop playing altogether as well.
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There are, of course, lots of other typesof video games
I do think this describes the majority of them though - in a way most games have some 'story mode' aspect where they can play in a linear fashion moving through the problems of the game
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gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
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While many credit game play with fostering new forms of social organizationand alternative ways of thinking and interacting
I think some games does this to more extent than others. Example mmorpgs may have a better and more complex social organization than first person shooters.
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Yu-Gi-Oh,
me and my friends used to watch Yu-Gi-Oh and play the card game at school. We used to challenge ourselves to flip a Yu-Gi-Oh card, and whoever flips the other's cards faster, they got to keep the cards for themselves. The cards include one card from each person.
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A game can easily be made fascinating enough to put over the dullest facts.
I gained a lot of knowledge from games that I wouldn't have otherwise.
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individual.utoronto.ca individual.utoronto.ca
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full potential of video games is most fully realized by the kind of dedicated,meaning-making, community-based players who call themselves fans. And thispotential always extends outward from the game itself into the real socialworld, the “media ecology,” where technologies or expressions combine withcorporate interests and audience demands, and the constructed “universe” of agame, including its paratextual materials (packaging, game guides, collectibleobjects, online stats), narrative elements, story and back-story, and imaginedgameworld. It doesn’t matter if any particular player is aware of every aspectof this extended “game;” it’s a collective and potential reality, a transmedia,multidimensional grid of possibilities surrounding any given game.
losing my mind over this paragraph I love this it's great
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The paratext is thusabout the material conditions of a book’s production, publication, and recep-tion, how a book makes its way out into the world and comes to meansomething to the public audience that receives it
It's interesting to see 'paratext' defined this way (examples like blurbs and reviews) because the first time I got introduced to the term was in reference to game walkthroughs. At the same time, things like walkthroughs and wikis seem to fit better into 'transtext' as defined by Louisa Ellen, fan-authored transformative works.
Check out this chapter! (Stein, Louisa Ellen. 2017. "Fandom and the Transtext." In The Rise of Transtexts: Challenges and Opportunities, edited by Kurtz Stein, Benjamin W. L. Derhy, and Mélanie Bourdaa. New York: Routledge.)
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Does Laura Croft’s sexualized bodyreally matter to the essential experience of playing Tomb Raider?
maybe you'd have an answer to this question if you'd played the game enough to know her name's Lara
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edtechbooks.org edtechbooks.org
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Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.
For our group project this week, we decided to look into Kahoot and see if it was a safe game for teachers to use with their students in the classroom. As we were familiar with using this tool growing up in the classroom, we wanted to know if it was actually safe. Thankfully, when using incognito mode on google chrome, it makes this tool a lot safer to use as it can take a students information and IP address without incognito mode on.
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Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.
I am very familiar with Kahoot and think it's a great tool for students to use in classroom settings
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Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.
Kahoot is a great tool just like Jeopardy but more interactive with students. I loved the idea of using my phone to play Kahoot in class.
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Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.
Oops!! I saw this after I just wrote about how the interactive immediate response reminded me and connected me to Kahoot- I was thinking the right direction I see then :)
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Digital Tool in Practice: Google Tour Builder is a knowledge-building tool allowing students to construct interactive virtual tours using Google Earth. Students could create a virtual tour of key places during Shays’ Rebellion and insert links, videos, and text descriptions to draw connections to a present-day governmental protest.
Scratch is also another good tool that uses constructivism. It is a website that allows student to create games and learn how to code. It uses constructivist learning through students navigating the website and interacting with the different tools to create a game and thus learning to code. https://scratch.mit.edu/
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publish.uwo.ca publish.uwo.ca
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play at Cards with my Wife after dinner, you / are fit for Women at that game; yet hah, ha---['Tis as / much a Husbands prudence to provide innocent diversion / for a Wife, as to hinder her unlawful pleasures; and he had / better employ her, than let her employ her self.
Uncensored: did he just say he'd like for Horner to have sex with his wife rather than for her to masturbate...? Lol
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producaomultimidiajor.wordpress.com producaomultimidiajor.wordpress.com
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Após a partida, LeBron ainda exaltou Curry: Finalmente tive que dividir o chão com Stephen Curry. Bem atrasado e eu amei cada segundo.
Ótima primeira notícia, com uso abundante e bem posicionado de multimídia. Bom texto, com necessidade de alguns poucos ajustes.
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de Paul George de 9 bolas de três convertidas
de Paul George, de nove de três bolas convertidas
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Ao seu lado o astro Curry teve 8 bolas de três convertidas,
Ao seu lado, o astro Curry teve oito de trê bolas convertidas, ...
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jogador pulando um carro e realizando a enterrada
Como esse fato refere-se a uma edição passada do torneio, então talvez seja melhor colocar um link ao invés do vídeo incorporado (por mais inusitado que seja uma cena como essa, haha)
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quase
substituir por
"quase"
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,
substituir por dois pontos ":"
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abril
abriu
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domingo, dessa vez, devido a pandemia
domingo. Dessa vez, devido à pandemia
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antes
anteriores
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,
remover
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O jogo que foi realizado
Para usar corretamente o aposto e remover termos dispensáveis:
O jogo, realizado pela primeira vez...
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pressbooks.claremont.edu pressbooks.claremont.edu
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I’m sorry this is a little sparse! I am hoping to complete this game at some point or another, even if it is not right now. I hope to post updates as I go
hi this is SO COOOOOOOOOOOOOL. I never ever would've thought of making a whole game for this project??? I am literally in awe???? I also think this is genius because I feel like a story game might be accessible for people in ways that massive epics are not. I love the creativity and I think the stuff you have made so far is very aesthetically pleasing and also doing great in giving Cryseis a narrative. I am so looking forward to seeing anything else you add!
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twitter.com twitter.com
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itch.io@itchioOpen indie game marketplace and DIY game jam host Account support? Email support@itch.ioSan Franciscoitch.ioJoined December 201110 Following87.4K FollowersFollowed by Matrix, Nerd Whisperer , and 2 others you follow

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runestone.academy runestone.academy
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Activity: 4.7.2 Guessing Game. (recursion_AC_2)
This code causes a "Segmentation fault (core dumped)" and I can't gess how to solve it. There are instructions I don't understand yet: the use of lib cstdlib the reserved word cin, time, srand...
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runestone.academy runestone.academy
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The score can change or vary during the game, which is why we call it a variable.
so what would you have to do if you want to keep multiple high scores?
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However, he says there are apps that help citizens choose which data they share, leading to a more efficient tracking of the virus. “If people can decide themselves if they want to participate or not, then we have privacy-friendly alternatives. That’s a game changer.”
support idea
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www.namics.nysaes.cornell.edu www.namics.nysaes.cornell.edu
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This article demonstrates how Monte Carlo simulation can be used to solve a real-world, every day problem: Of these three games, which one will provide entertainment for my four-year-old yet let me retain my sanity? If your child is inflexible regarding changing the rules, choose Cootie or Chutes and Ladders which have similar average game lengths. Of the two, Chutes and Ladders is probably the more interesting because of the possibility of moving both forward and backward. If your child insists on Candyland, consider changing the rules as suggested above. An alternative strategy, of course, is simply to let your child cheat. This not only shortens the games, but has the additional incentive that it usually causes the child to win and puts them in a better mood (though it certainly doesn't teach much about ethics). On the bright side, in the few weeks it has taken to complete this study, we have progressed from board games to card games, specifically Uno, which are much more interesting for adults and children. Perhaps there is a God after all.
The most awesome set of conclusions I've read in a paper in years!
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Monte Carlo simulation is used to determine the distribution of game lengths in number of moves for three popular children's games: Cootie, Candyland and Chutes and Ladders. The effect of modifications to the existing rules are investigated. Recommendations are made for preserving the sanity of parents who must participate in the games.
And people say math isn't important...
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www.lesswrong.com www.lesswrong.com
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probability .mjx-chtml {display: inline-block; line-height: 0; text-indent: 0; text-align: left; text-transform: none; font-style: normal; font-weight: normal; font-size: 100%; font-size-adjust: none; letter-spacing: normal; word-wrap: normal; word-spacing: normal; white-space: nowrap; float: none; direction: ltr; max-width: none; max-height: none; min-width: 0; min-height: 0; border: 0; margin: 0; padding: 1px 0} .MJXc-display {display: block; text-align: center; margin: 1em 0; padding: 0} .mjx-chtml[tabindex]:focus, body :focus .mjx-chtml[tabindex] {display: inline-table} .mjx-full-width {text-align: center; display: table-cell!important; width: 10000em} .mjx-math {display: inline-block; border-collapse: separate; border-spacing: 0} .mjx-math * {display: inline-block; -webkit-box-sizing: content-box!important; -moz-box-sizing: content-box!important; box-sizing: content-box!important; text-align: left} .mjx-numerator {display: block; text-align: center} .mjx-denominator {display: block; 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src: local('MathJax_Size4'), local('MathJax_Size4-Regular')} @font-face {font-family: MJXc-TeX-size4-Rw; src /*1*/: url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/eot/MathJax_Size4-Regular.eot'); src /*2*/: url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/woff/MathJax_Size4-Regular.woff') format('woff'), url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/otf/MathJax_Size4-Regular.otf') format('opentype')} @font-face {font-family: MJXc-TeX-vec-R; src: local('MathJax_Vector'), local('MathJax_Vector-Regular')} @font-face {font-family: MJXc-TeX-vec-Rw; src /*1*/: url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/eot/MathJax_Vector-Regular.eot'); src /*2*/: url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/woff/MathJax_Vector-Regular.woff') format('woff'), url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/otf/MathJax_Vector-Regular.otf') format('opentype')} @font-face {font-family: MJXc-TeX-vec-B; src: local('MathJax_Vector Bold'), local('MathJax_Vector-Bold')} @font-face {font-family: MJXc-TeX-vec-Bx; src: local('MathJax_Vector'); font-weight: bold} @font-face {font-family: MJXc-TeX-vec-Bw; src /*1*/: url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/eot/MathJax_Vector-Bold.eot'); src /*2*/: url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/woff/MathJax_Vector-Bold.woff') format('woff'), url('https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/fonts/HTML-CSS/TeX/otf/MathJax_Vector-Bold.otf') format('opentype')} p
If policy of player A is determined, from the action of player A there is a posterior probability of Player A has a high card (let's call it q) , then you can use p to maximize player B's expected utility and find p is equal to q .
Paradox simply comes from that at this decision point, plan optimal(reveal card with a probability r) is not action optimal(reveal card with probability 1).
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learning.oreilly.com learning.oreilly.com
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Uber initially focused on limos, and Flickr spun out of attempts to create a multiplayer online game. The process of finding product market fit means that you might end up with a very different product at the end than the one you thought you’d build when you started.
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psyarxiv.com psyarxiv.com
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Seguin, D., Kuenzel, E., Morton, J. B., & Duerden, E. (2021). School’s out: Parenting stress and screen time use in school-age children during the COVID-19 pandemic. PsyArXiv. https://doi.org/10.31234/osf.io/5guc3
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www.nytimes.com www.nytimes.com
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University of Connecticut’s, which preemptively canceled its entire 12-game season. Despite thousands of athletes being sickened by the coronavirus, the conferences forged ahead, including even the Big Ten and Pac-12, which in the summer prudently chose to suspend their seasons but reversed course. Many college football stadiums allowed in thousands of spectators, who displayed varying adherence to mask protocols, though college basketball appears unlikely to allow fans into its arenas.
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pubmed.ncbi.nlm.nih.gov pubmed.ncbi.nlm.nih.gov
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Betsch, C., Böhm, R., & Korn, L. (2013). Inviting free-riders or appealing to prosocial behavior? Game-theoretical reflections on communicating herd immunity in vaccine advocacy. Health Psychology: Official Journal of the Division of Health Psychology, American Psychological Association, 32(9), 978–985. https://doi.org/10.1037/a0031590
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buffalonews.com buffalonews.com
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abres coach Ralph Krueger was fired Wednesday morning with the team in the midst of a 12-game winless streak.Always opiniated Sabres Twitter had plenty of thoughts. Here's a sampling:
Really short introduction. Not many articles, especially big news media outlets publish articles that have such few written words from the media themselves.
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remikalir.com remikalir.comLayout 14
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These games areplayed out in the world, in real space, centered on compelling, contem-porary, and complex real-world problems; as such, they invite students tobring in what they know (and can find) about their worlds around them.
I guess connecting your learning with the real world will probably benefit you in a way that the game will become a lot easier since you know your surroundings.
Like if I were at a park and needed a water Pokemon on Pokemon Go, I'll walk straight to the pool or the lake which I know where that is.
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marry new vocabulary encountered in the process of game playto actions
I learned a lot of different vocabulary from video games like fortify, rejuvenate, and arachnophobia.
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complex, technical texts in the ser-vice of game play
I do this in world of warcraft. I search wowhead.com for information and read complex articles to understand the game better
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projective identities—identities that are a melding of ourselves andour game identities, possible selves that the game invites us to inha
Fun term
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www.kickstarter.com www.kickstarter.com
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www.cincinnati.com www.cincinnati.com
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I feel like if I was out there (playing) we would definitely have a great chance of being in the (NCAA) tournament."
This is an example of bias because Nate is expressing confidence in his own abilities. Some other people may disagree with the statement. Because Nate knows the game more than most and is talking about himself he is displaying a clear bias. To clear up this is a good thing to have have confidence in oneself not knocking him at all.
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www.metacritic.com www.metacritic.com
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Honestly the critic reviews entire miss the point of this game. The game is a tongue-in-cheek love letter to Japanese quirk/kitsch. The controls are intentionally awkward. The physics are intentionally always just that little bit unpredictable. Watch a few gameplay trailers to get a far more accurate depiction of the chaos that is Nippon Marathon that I ever got from any of the ‘professional’ critic reviews.
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Tbh I find the 44 critic metascore really appalling so made an account just to leave this review.
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store.steampowered.com store.steampowered.com
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Based on my search, the game might be developed by neptun digital, an Android game called Brain On Physics Drop - Idle Balls Puzzle. It was released on Amazon, on June 29, 2017. Free.Later on Sep 4, 2017 it was put on google play store called Physics Brain Balls - Drop It On Dots. Free.Then in June 2018, its web browser version Love Draw released by Faramel Games. Free.Later here on Jan 9, 2019, Windows port showed up. Paid to play. Apart from all of this, the design of origin is simply modified based on a free game called Brain Dots released in 2015.A port doesn't deserve to be paid, let alone the origin of the port is not original at all.
Not everything needs to be 100% original. People are allowed to charge money for their creations/work. "Porting" a game (probably writing from scratch if they are not the same developer) is not trivial.
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store.steampowered.com store.steampowered.com
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A simple, yet surprisingly mind-boggling puzzle game. Simplicity may be perceived as a negative connotation when it comes to games for many people, but Neon Warp's simplicity actually works in it's favor in the best way possible and becomes one of it's strength.
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store.steampowered.com store.steampowered.com
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Game for stuffing achievements
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store.steampowered.com store.steampowered.com
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First off, achievement spam is not a selling point. In fact, this game broke my Steam client because it spams achievements. Whenever I closed it, it froze my client. What am I gonna do with there cheevos anyway? "Look, I got the achievement "Web 1720", am I cool now?"
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drive.google.com drive.google.com
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everyonewhofollowedyoucouldseeeverytweetyouposted,including(©replyconversations.
This is a dangerous game when you have both your family and friends that can see what you are being mentioned in.
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Tried to buy keyg at its 90% off sales price but no matter what payment method I choose I keep getting a "Due to processing fees the minimum amount is 100 cents."I'm trying to figure out if there is any way around this, and if not then why can you list a game at a price below $1 if it isn't actually possible for it to be bought at said price?
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arxiv.org arxiv.org
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Hota, Ashish R., Tanya Sneh, and Kavish Gupta. ‘Impacts of Game-Theoretic Activation on Epidemic Spread over Dynamical Networks’. ArXiv:2011.00445 [Physics], 1 November 2020. http://arxiv.org/abs/2011.00445.
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docdrop.org docdrop.org
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Walden, a game
This looks amazing! I'm about to date myself here, but my last experience with educational games was as a student in the 1980s when we played Oregon Trail...it came on floppy discs and you had to stop playing and change discs because the game files were so large. I can't wait to see how much gaming has advanced!
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Remix National Writing Project / Minecraft Lessons
I am super excited to learn about this topic! I found that students get engaged better when they learn using a game they are familiar with; it takes away a lot of their anxiety.
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tobeagile.com tobeagile.com
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Have you ever played the game 20 questions? Most of us have played that game at one point in our lives. One person thinks of something that could be an animal, vegetable, or mineral and then they answer yes/no questions that are asked of them. The point of the game is to ask as few questions as possible in order to accurately guess what the person is thinking. This is how I think of the unit tests that I write the specified behavior as I’m doing test-first development. I ask what are the fewest tests that I need to write in order to assert the behavior I want to create.
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galyonk.in galyonk.in
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Of course user expectations for titles are the most important thing. You don’t want to sell a tiny game at AAA price, because you won’t sell many copies and you’ll make your gamers feel ripped off.
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store.steampowered.com store.steampowered.com
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should be in the base game, not as a DLC.
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store.steampowered.com store.steampowered.com
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Good bit of content, but very little of it. 10€ for leviathans is a salty price for what it offers, if this was part of the Utopia DLC it's asking price of 20€ would have been easier to justify. Worth getting just to have more content in the game but paradox is really stretching by asking money for this little. Could/should have been a free update really.
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en.wikipedia.org en.wikipedia.org
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The Unity, Godot, and Unreal game engines provide an export option to HTML5, utilizing Emscripten.
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store.steampowered.com store.steampowered.com
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One word for each aspect of this game. Story - N/A.Gameplay - Excellent.Graphics - Minimal.Sound - Splendid.Music - Elegant.Overall - Delightful.
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Reviewer #1: The aim of this article seems to be to present the methodology of design patterns to structure anticipatory futures work. I think this aim is highly relevant and interesting for the discussion around anticipation and that this focus does have the potential for an interesting contribution. I also want to acknowledge the hard work that the authors have put into this. They have demonstrated that they are aware of a lot of related work at the intersection of design and futures. In order to support the development of the thinking, I will outline some of the main issues that I found when reading the manuscript below.
At present the manuscript does not adequately explain what design patterns are and how design patterns can actually support anticipatory futures work in a way that is distinct from existing design and futures methodologies. The broad definition of design patterns as "solutions to problems arising in the context of repeatable activity" doesn't seem to provide clarity on what is NOT a design pattern. Are all solutions design patterns if there is some aspect that is repeated? Are all existing design and futures methods patterns? What is helpful about thinking about these activities as patterns if they are already happening? To make a contribution with this work, the conceptualization of patterns needs to be unpacked much more and the examples can't just be described but there is a need to show how the pattern itself is particularly useful in the example. In what way are thinking about these as patterns generative? How it is different from existing alternative approaches?
In addition, the structure of the manuscript could be improved. Starting with COVID-19 as the hook for this work and then coming back to it at the end to show how patterns could have helped the pandemic, feels somewhat disconnected and unconvincing. Also, in Fig. 5 much of what you included bags questions about if such activities really could have helped in preparing for the pandemic. For example, on what basis can you argue that planning the game Pandemic beforehand would have helped leaders contain the virus. Furthermore, throughout the text, there is the integration of many loosely connected ideas but you often hop quickly from one to the next without fully explaining yourself. For example, the use of Heidegger on p. 11 felt thrown in and not well explained. I would try to ask yourself if the idea or reference is critical to your overall argument and if not leave it out to make space to better explain and connect what you do include.
There is also a need to find a more convincing way to motivate why this methodology of design patterns is needed - what are existing methodologies at risk of? What is the issue if this type of approach isn't developed? What urgent needs does it meet that others do not? At the end of p.5 you say that this fills a gap around participatory anticipatory learning for complex problems requiring a group response, but are there not already many pre-existing methodologies that focus on that, including the many examples that you refer to in the paper?
In addition, there seem to be a central tension between patterns and anticipation of change that goes unaddressed by the authors. If patterns are conditioned by repeated activities from the past, might they actually be inappropriate for thinking about evolving futures or conditioning us to think about the future by projecting the past? Or why is it that we need patterns to help us make sense of and prepare for the complexity and uncertainty of the future? I would love to see this paradox better grappled with in this work.
The approach of the paper needs further explanation and rational and could perhaps be re-worked to better show the value of patterns as an anticipatory methodology. First you introduce Open Futures Design, but it is not clear to the reader what this really is. Is it a pattern that using patterns is useful for social cohesion? This overall umbrella needs to be made clearer. In addition, it is not understood why you have selected the three patterns of the roadmap, participatory scenario planning, and play. Why those three and not others? In what way do they in particular reflect the intentions of open future design? What makes them great examples of relevant patterns?
In addition, throughout your patterns you draw on many examples of existing methods/methodologies or activities that relate to these examples. Their inclusion feels somewhat random. There is likely too many examples and they are not well justified as to why they are included or how they inform the usefulness of patterns as a methodology. In particular, if you are pointing to design futures methods that already exist and then put the label of pattern on it, how is this methodology new or what value is it adding to existing work to call it a design pattern? If you could develop much more how thinking about these as a pattern could be helpful, you would have stronger support for the development of your main claims. In addition, if you are pointing to other examples that were not necessarily thought about as patterns at the time of use, it is not convincing as to how than it helps to think about them as patterns. Please elaborate on this.
In most of your figures you use metaphors and also throughout some of the text. However, these metaphors are not well explained and connected to your points in the text so they become somewhat distracting and leave questions for the reader. For example, when reading about Open Future Design, I was left wondering about how exactly it was like a water cycle and how that helped me in understanding your points. I love metaphors and think they can be powerful guides, but I couldn't quite grasp this. Also, you seem to break your own pattern of visually showing metaphors for the patterns on Fig 4, which directly seem to reflect play. I also felt like the language patterns you articulated under each image "Context… If… Then…" felt overly simplistic and left me wondering about how they could really be helpful and how they could be used by myself or others moving forward. You didn't really explain how these patterns you are creating could be used in practice, but that seemed to be your intention. This too needs further development.
In general, I think the idea of working with patterns as an anticipatory methodology is an interesting one. However, more work needs to be done to explain how this is novel and what value it brings in relation to existing methods and methodologies in this same space. Best of luck with your future developments of this and related work.
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store.steampowered.com store.steampowered.com
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Starting the Game is a game about a non-experienced gamer who is trying to download, crack and play a game.
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store.steampowered.com store.steampowered.com
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Playing it now, I realise that the game isn't necessarily any easier - I'm just more patient.
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store.steampowered.com store.steampowered.com
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Posting an issue on the discussion boards for a three year old game, yesterday, I wasn't holding my breath for a reply. Earlier, this morning, a dev. responded, stating they'd look at fixing it, and it was just a few hours before it were sorted!
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boardgamegeek.com boardgamegeek.comDawn1
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Players try to build a village together. As the game goes on each player secretly chooses whether they want to go for a coop victory or a single-player win.
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www.kickstarter.com www.kickstarter.com
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Try before you buy Here's a link to the game on Tabletopia: Judean Hammer on Tabletopia
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read.activelylearn.com read.activelylearn.com
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Since student-athletes also bring in revenue for their team and college or university,
I do not know how that would help paying student athlete. Every athlete can be popular after having a good game.
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www.poetryfoundation.org www.poetryfoundation.org
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All the proud fathers are ashamed to go home, Their women cluck like starved pullets, Dying for love.
ashamed to go home because they spent their whole day focued on a game with other men and not their wives
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laulima.hawaii.edu laulima.hawaii.edu
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Flaunting the spoils of their military exploits, the image is composed not unlike a portrait of hunters returning with game or fishermen proudly holding up their catch. The Hinomaru would have meant little to these soldiers (and to most non-Japanese) other than a symbol for Japan itself, at the very least, a token captured from the enemy. Like any slain deer or giant tuna, the flag would seem at first
Is he trying so say that photos of war is almost like a hunting trophy?
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store.steampowered.com store.steampowered.com
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Make It Indie! is an indie game about making an indie game.
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www.kickstarter.com www.kickstarter.com
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www.kickstarter.com www.kickstarter.com
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Shogi is a classic game. I know many people who want to play Shogi, but the Kanji on the pieces makes it too hard to master. I have designed this Shogi with icons so anybody can learn it easily.
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If you want to try playing to see how these pieces work in the game, you can playtest it on the Iishogi.org site (https://lishogi.org/). Last year the Iishogi designer asked me to register the Design SHOGI pieces on their site. This Iishogi.org is a free to play Shogi website. I was willing to give them permission to use them. You are free to play and switch pieces design from the piece variation section. If you register your ID, then you can play vs the A.I. easily. You can learn how the Design SHOGI pieces work there.
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