a strategy game for me is mostly about the mechanics and the replayability. I love good art and design, but function follow form!
- Mar 2021
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store.steampowered.com store.steampowered.com
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www.kongregate.com www.kongregate.com
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This game runs on Flash. Effective Jan. 12, 2021, Adobe (the company that made Flash) began blocking its use everywhere. This is unfortunate, but outside of Kongregate's control.
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store.steampowered.com store.steampowered.com
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If you get this game for some reason, it's worth mucking around in for 20 minutes or so, but you probably shouldn't buy this on purpose.
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pressbooks.howardcc.edu pressbooks.howardcc.edu
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Russell basically points out that if you’re good at one kind of sport (say football), you have certain “ball-handling” skills that likely make you so good at that sport. But if you were to try to apply those same skills to a game of ping-pong or golf, you’re not likely to be as successful, right?
good example
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- Feb 2021
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www.theatlantic.com www.theatlantic.com
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I took the test again soon after playing the game, with mixed results. I showed notable improvement in confirmation bias, fundamental attribution error, and the representativeness heuristic, and improved slightly in bias blind spot and anchoring bias.
I think this proves a point that the scores went higher after playing the game because they are doing more than just watching a video. They are watching, making decisions and adjusting to different situations. This helps activate their minds more to make more critically biased decisions
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Along the way, you’re asked to make judgments and predictions—some having to do with the story and some about unrelated issues—which are designed to call your biases into play. You’re given immediate feedback on your answers.
This part of the game uses the mind and the users thinking process. They are forced to make decisions and based on their decisions, they have to react to what happens next. Some situation may be more difficult and other may workout smoothly. Not everyone is going to make the right decision, but this is how we learn how we put our own bias into play. It get our thinking process going and then we are bale to make adjustments down the road.
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When the participants in the study were tested immediately after playing the game or watching the video and then a couple of months later, everybody improved, but the game players improved more than the video watchers.
When participants in the study either watched a video or a game and where tested later the subjects that played the video game had better results. This could be that having hands on experience is better than just listening I seems to me that most people retain more by doing than just listening..
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That is, laziness or inertia can be more powerful than bias
This is important to consider as well. Much of what goes into making a decision is a mental game. Having a certain attitude towards something will create different responses to that decision. This is another rabbit hole that can either help or hinder your progress throughout life.
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www.notboring.co www.notboring.co
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In The Value Chain of the Open Metaverse, I wrote about a digital fashion company called DIGITALAX that “is based on a parent-child structure, in which the Parent NFT - the final piece - is composed of child NFTs representing all of the materials, patterns, and colors that go into the construction of the garment.” The NFTs that are all over your Twitter feed today are based on the ERC721 asset standard -- one token for one final item -- but DIGITALAX also uses the ERC1155 standard, used for semi-fungible tokens that represent a category of things without concern for exactly which one is used. In DIGITALAX’s case, a final digital dress might be backed by an ERC721 token, but different color patterns or materials would be backed by ERC1155 tokens, which would reward their creators every time the pattern or material is used.
It can be difficult (especially growing up in the early pirate days of Napster) to wrap my mind around "ownership" of digital assets beyond just DRM.
The value chains and incentives described here are (and I don't use the term lightly) game changers. I'll be particularly interested in how this intersects with idea from "Inevitable" about the value of path finders on the internet (i.e those who wade through the mass of content to identify the truly valuable).
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Local file Local file
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fromthenormsofagameappealingtoadults.Changingthenormsofagoodgameleadstoadifferentsetofdesignrecommendations.
The norms for a game made for children will be different from the norms of a game thats designed for adults. Changing the norms of a good games changes the set of design recommendations.
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Becausegameplayersbecometheircharacters,gamewritersshouldconfinethemselvestosingle-person,limitedpointofview.Thismeansthattheplayershouldneverbeshownortoldanythingthatthecharacterhas not experienced directly.
Since players become their characters they play, game designers should limit themselves to a single person point of view, this means that the layer should never be shown or told something that they have not experienced directly.
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Thediscussionfocussedonwhatisagoodgameandhowtodesignthosekindsofgames.Designapproachesaredrivenbynorms.
One theory about what makes a good game is using design approaches that are driven by what is normal to the player.
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en.wikipedia.org en.wikipedia.org
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2019 年在游戏界奥斯卡 The Game Awards(TGA)上斩获斩获 4 项大奖的游戏《极乐迪斯科》(Disco Elysium)。
这是一款没有战斗,全靠剧情推动的游戏,而这些剧情不是通过动画精美的画面展示的,而是依靠大量的文字对话来推进。
在游戏中,你随便遇到一个 NPC 都可能跟你聊上半个小时,每一句对话都可能延伸出不同的分支。你还不能像过去一些游戏一样直接跳过也不影响体验,玩家如果错过一句对话都可能在这个世界寸步难行,甚至连游戏中的 24 个技能也是在对话中触发的。
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hyperallergic.com hyperallergic.com
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It’s about holding on to the idea that the players can control the game, and not the other way around
Ik zie nieuwe generaties minstens zo actief bezig zijn met virtuele werelden. Minecraft, Sims, Roblox, zelfs games als Super Mario Maker. Er zitten nu wel meer financiele afhankelijkheden aan (Robux etc) maar de creatieve en creeërende internetter is er nog altijd.
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graphics.straitstimes.com graphics.straitstimes.com
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《海峡时报》 – 生存博弈
这是新加坡《海峡时报》2017年制作的 Uber 游戏的续作,游戏中,你可以扮演不同的角色,为他们做出人生选择,从而让你更加了解新加坡的政府预算分配。
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Prepare Your Supply Chain for Coronavirus It’s late in the game, but there are still steps you can take. by James B. Rice, Jr.
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edtechbooks.org edtechbooks.org
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when the augmented reality game Pokemon Go first launched in 2016, the only way to create an account was through Google single sign on. However, this process granted the app “full access to your Google account.
This has always stressed me out. Every time I use a new tool or make an account for anything, I feel like I will never have access to my own privacy. There is always the joke, "The government is always watching!" (Yes I say this all the time), but with this being the case with all online tools, it is seemingly true. This is important to notice when working with children as you don't want their privacy to be shared with the internet as it is not safe for them whatsoever.
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For example, when the augmented reality game Pokemon Go first launched in 2016, the only way to create an account was through Google single sign on. However, this process granted the app “full access to your Google account. That means the developer of Pokemon Go, Niantic, may have access to your emails, Google Drive, calendar, contacts, photos, Chrome browsing history, search history, Maps data... and, well, anything else linked to your Google account”
I've heard about other apps/games doing this, and it terrifies me, especially since I played Pokemon Go in middle school with my friends. I just don't understand why apps, that particularly target a young age group, want to gather your private and personal information. A good tool that could be developed to block this from happening any further is a software that will tell you if your information will be stolen once you install an app, or maybe this already exists!
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For example, you might find the perfect app for your students only to discover it works solely on iPads, and your students have Chromebooks. Or, you may come across an excellent Flash-based math game, but it cannot be accessed on iPhones or iPads without paying for a Flash-based browser like Puffin. Or, you might find a captivating geography app, but it isn't compatible with your students' older tablets.
This happens so many times when some applications are not compatible with all brands/softwares. I know I often face this issue with my personal use when it comes to Mac Vs Windows or Apple Vs android; and in the flow of things, I am guilty of often forgetting to check for this before sharing a resource or link with peers and/or students.
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You can create opportunities for student choice and support flexible learning pathways
This is one of the most important aspects teachers can keep in mind when making resources accessible! If the resource allows the student to choose how they can use the resource (ex: listening, watching, game activity, etc.) students will not only be more engaged with the content, I also think that they will remember what they are learning when it connects to something they want to do! After reading this article, I was interested in understanding why students prefer choosing what activities they do. I obviously remember getting "choice activities" and loved choosing something that was interesting to me, but I wanted to know more. I researched student choice assignments and flexibility and read this article about student choice with elementary school students. This article suggested that students also like when they can choose how to demonstrate their knowledge or understanding because it can differentiate them from their classmates and give them their own creativity! I thought this article was a great read if anyone is interested in diving deeper into student choices with online learning!
https://www.edutopia.org/article/differentiating-offering-choices
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www.economist.com www.economist.com
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technology
Test
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automatetheboringstuff.com automatetheboringstuff.com
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turn = 'X' for i in range(9): ➊ printBoard(theBoard) print('Turn for ' + turn + '. Move on which space?') ➋ move = input() ➌ theBoard[move] = turn ➍ if turn == 'X': turn = 'O' else: turn = 'X' printBoard(theBoard)
We’re gonna make a two player game
We have the dictionary Let’s make a function to put a x or o in a spot Pass the cell Id and the x or o in as arguments Then take the arguments and use to add to dict
So we can do that manually. But how do we handle turns? How about we have a turn counter and we check if it’s even or odd If it’s even we pass in d as argument. Else pass o
How do we know when to stop? Well we could go for 9 turns. Or let the users enter stop or I won Or we could check the board every time and tell the users
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www.plymouth.edu www.plymouth.edu
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1990, over 20 million hunters in the United Statesspent over half a billion days afield in pursuit ofwild game, and hunting licensesfinance vastconservation areas in North America.
I grew up in Maine, and some of my teachers would tell us about how there is an overpopulation of Whitetail Deer, especially in southern Maine. One of their solutions to the ecological problems of overpopulation of deer was to allow hunters more access to the land where they are overpopulating. It's interesting to see the flip side of that where animals are overexploited and how that is affecting the economy
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www.theverge.com www.theverge.com
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AlejandraAlejandra Luaces had only worked at Mailchimp for four months when she got a surprising anonymous email. “Oliver* is in an open marriage and is fair game,” the message read, referring to a senior engineering manager. “Serena* also knows so you can ask her to confirm.”
when we encourage to bring their 'whole selves to work' - but then gets weaponized against them in a rumour mill - people don't feel safe
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store.steampowered.com store.steampowered.com
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[0.4] Controls & Training & Help[0.2] Menu & Settings[0.2] Sound & Music[0.1] Graphics[0.2] Game Design[0.3] Game Story[0.2] Game Content[0.4] Time to complete feels ok? (& if the Game can be repeatedly played again)[0] is it Enjoyable & Fun?[0] Could it hold a spot in Favorites?[0] BONUS point: Multi-Player related[0] BONUS point: Review for VR
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steamcommunity.com steamcommunity.com
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Do you have collaborators who could have generated keys and sold them on their own? DIG's Steam keys and other stores' Steam keys must have some source, after all. Keys don't generate themselves, and only your accounts should be able to request them.This particular game was in Bunch Keys Indie Wizardry Bundle. I assume you had a proper contract for that. Maybe DIG or an intermediary bought 50-200 copies of it?
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It isn't stealing because you or an associate must have generated and given them the keys in some way or another?Ideally you would ask a DIG bundle buyer to show you their key for your game, so you can figure out what key request batch it came from, and then you can scratch your head and wonder who you gave those keys to and what journey they took afterwards.
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www.priceintelligently.com www.priceintelligently.com
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So, where did J.C. Penney go wrong? Well, while we admire their attempt to change, they attempted to destroy over a century’s worth of price conditioning consumers have been through with department stores and pricing in general. They weren’t completely off base, as consumers with more and more access to information (comparison shopping engines, consumer reports, etc.), are beginning to realize that the value of products is determined much differently than a sticker would suggest. Yet, assuming that most soccer moms (and dads) wouldn’t fall prey to the colorful print ads tucked within the comics section in the Sunday paper, overlooks how much the majority of consumers value “winning” the retail game. Simply, deflating the perceived value causes customers to value the actual product less.
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hyperculture.substack.com hyperculture.substack.com
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The men in Group H (for hyperculture) are different. They have no access to professional sports, though they also enjoy American football. Twice a week, they get together at a park and actually play touch football with each other. After a hard game, they go to the pub together and down beer and nachos.
This is definitely better than Group M, but still a surrogate activity by K.'s definition and therefore not truly fulfilling — not a true power process.
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store.steampowered.com store.steampowered.com
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I went by the reviews and now i am seeing a pattern on STEAM where even good reviews are bought and paid for and not really player revews and that actuallly watching game play from google will be my best option in the future. AGAIN don;t trust bought and paid for reviews from STEAM....I just learned and realised this now
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www.plymouth.edu www.plymouth.edu
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Manipula-tion of edges is used to enhance the abundanceof game species such as deer, pheasants andgrouse (see Box 1.1). In England, open linear“rides”in woods may be actively managed toincrease incident light and early successional habi-tat for butterflies and other wildlife
Like Dr. Jolles discussed, there are many positives to humans interacting with the habitats edge, but there are also a plethora of human impacts that can degrade the integrity of the habitat as a whole. With the habitat's edge, there is concern for storm runoff, erosion impacts, wind fluctuation, lack of coverage for the species, etc.
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Manipula-tion of edges is used to enhance the abundanceof game species such as deer, pheasants andgrouse (see Box 1.1). In England, open linear“rides”in woods may be actively managed toincrease incident light and early successional habi-tat for butterflies and other wildlife (
This is an interesting application as you would have to weight the harm it does to some species against the good it does for others.
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arxiv.org arxiv.org
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We investigate the evolution of epidemics over dynamical networks when nodes choose to interact with others in a selfish and decentralized manner. Specifically, we analyze the susceptible-asymptomatic-infected-recovered (SAIR) epidemic in the framework of activity-driven networks with heterogeneous node degrees and time-varying activation rates, and derive both individual and degree-based mean-field approximations of the exact state evolution. We then present a game-theoretic model where nodes choose their activation probabilities in a strategic manner using current state information as feedback, and characterize the quantal response equilibrium (QRE) of the proposed setting. We then consider the activity-driven susceptible-infected-susceptible (SIS) epidemic model, characterize equilibrium activation probabilities and analyze epidemic evolution in closed-loop. Our numerical results provide compelling insights into epidemic evolution under game-theoretic activation. Specifically, for the SAIR epidemic, we show that under suitable conditions, the epidemic can persist, as any decrease in infected proportion is counteracted by an increase in activity rates by the nodes. For the SIS epidemic, we show that in regimes where there is an endemic state, the infected proportion could be significantly smaller under game-theoretic activation if the loss upon infection is sufficiently high.
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Impacts of Game-Theoretic Activation on Epidemic Spread over Dynamical Networks
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digital.library.upenn.edu digital.library.upenn.edu
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"Never pluck a single plum from this bush, my child, for its roots are wrapped around an Indian's skeleton. A brave is buried here. While he lived, he was so fond of playing the game of striped plum seeds that, at his death, his set of plum seeds were buried in his hands. From them sprang up this little bush."
Is this based off a true story ?
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store.steampowered.com store.steampowered.com
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I think one thing would have been a solution to basically everything here: Player created maps. As Im involved in many modding communities, I know for a fact that player created content can be vital in making games last so much longer, and the quality can shoot for the stars, Player created maps would have been fantastic for this game.
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pressbooks.pub pressbooks.pub
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Bertilak de Hautdesert I am in this land, through might of Morgan la Faye, that dwells in my house, and is mistress of magic, by crafts well learned the mysteries of Merlin, many has she taken, for she has dealt in depths full dearly sometime with that excellent sage, and that know all your knights at home.
Bertilak explained that this was just a game played by Morgan la Faye to test Arthur's knights and frighten Guinevere. While Gawain is ashamed of his cowardice, Bertilak hails him as the bravest and honest knight
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if my cry be not comely, let this court be free of blame.
If everyone doesn't accept his cries of passion so Gawain can be in the game, shouldn't be blamed cause he would understand their decision.
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Gawain, concerned for his lord’s honor, steps in and agrees to the contest.
Gawain is very brave to be stepping in King Arthur's place to compete in the beheading game with the Green Knight.
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www.nytimes.com www.nytimes.com
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The Reddit amateurs may be gloating about their victory over elite hedge funds now, but in the casino of Wall Street the house always wins, and many Redditors may be flirting with financial catastrophe.
Manjoo, the author of this article, offers a personal opinion which may be controversial but is completely true. Because of victories from stocks such as Game stop there has been a growth in the amount of people thinking investment to be a game and considering a war against companies and small reddit influencers. However, he offers a POV of how wall street always wins because of such analysis.
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hypothes.is hypothes.is
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IDNSCORE adalah salah satu situs Judi Online Terbesar di Indonesia yang telah bertahun tahun berpengalaman menyediakan berbagai event dan tentunya melayani member setia IDNSCORE.
Cukup dengan 1 user ID sudah bisa menikmati seluruh game yang tersedia.
Pelayanan yang cepat serta tentunya aman dan terpercaya membuat kamu tidak akan menyesal bergabung bersama IDNSCORE
Daftar dan login bisa langsung klick link berikut : www.IDNSCORE99.com
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theconversation.com theconversation.com
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2021-02-14
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Hyde, Z. (n.d.). Herd immunity is the end game for the pandemic, but the AstraZeneca vaccine won’t get us there. The Conversation. Retrieved 24 February 2021, from http://theconversation.com/herd-immunity-is-the-end-game-for-the-pandemic-but-the-astrazeneca-vaccine-wont-get-us-there-155115
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In the past fortnight, two vaccine stories made headlines around the world. Novavax announced spectacular results for its phase 3 trial, while preliminary data suggest the AstraZeneca vaccine is ineffective against the South African variant. These two vaccines comprise the bulk of Australia’s vaccine portfolio, and the results should prompt an urgent rethink of our vaccination strategy. Australia won’t reach herd immunity with the current plan.
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Herd immunity is the end game for the pandemic, but the AstraZeneca vaccine won’t get us there
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www.66rpg.com www.66rpg.com
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2015年9月,网易新闻与橙光合作出品了《逃跑人的日常》,为纪念反法西斯战争胜利70周年而特别策划。
这款游戏讲述了二战中一个英军小兵逃离战俘营的故事,其中的逃亡情节均是基于历史上真实逃亡者经历改编,每一个历史信息均有出处,有真实的历史事件可循。
用户在尝试从不同路线逃生的可能时,也在体验二战中那些隐秘的历史。
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ig.ft.com ig.ft.com
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2017年10月,英国《金融时报》在零工经济的背景下推出一款体验做Uber司机的游戏。游戏由制作者通过采访大量Uber司机、利用所得数据设计而成。
玩家在自己的选择下“解锁”一段段故事,短短一周时间,就可以体验到Uber司机的生活状态:缺乏社交,腰酸背痛,早出晚归……即便如此辛劳,司机们还是会入不敷出,而任何一个行车意外,任何一位“搞事情”的乘客,都可能让辛劳付诸东流。
游戏中出现的一系列小故事紧扣报道主题,游戏结束后,相应的报道链接也会出现以供读者延伸阅读。
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www.washingtonpost.com www.washingtonpost.com
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We’d better believe China is in this game. They are competing aggressively,” former Michigan governor Jennifer Granholm, Biden’s nominee for energy secretary, told a Senate hearing on Jan. 27. “Without a federal partner to make sure we can get these jobs in America then we will be losing globally.”
What is Jennifer Granholm's goal?
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“This could be a game changer when it comes to jobs, but we have to find a way to ensure we keep the technology in the U.S. and incentivize companies to produce it in the U.S.,” said Venkat Srinivasan, a top battery expert at Argonne National Laboratory in Lemont, Ill.
What is the main idea here?
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openothello.school.blog openothello.school.blog
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And, I’ll warrant her, fun of game
He wants Cassio to sleep with Desdemona
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And, I’ll warrant her, fun of game.
Hes trying to manipulate Cassio to sleep with Desdemona so Othello will fire him!
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boardgamegeek.com boardgamegeek.com
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boardgamegeek.com boardgamegeek.comMaquis1
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boardgamegeek.com boardgamegeek.comDEFCON 12
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The game seems perfectly balanced, what is so rare for an assymétric game
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www.kickstarter.com www.kickstarter.comDEFCON 12
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The author will offer presentation/game sessions on Tabletopia, in French and English. In addition, the game will be freely available for players on Tabletopia as soon as the written rules are available.
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www.metacritic.com www.metacritic.com
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This is the perfect game when you are not wanting something with stakes or stress.
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www.metacritic.com www.metacritic.comWarsaw1
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Difficult enough to prove a worthy challenge, with an over-complexity that might have benefitted from a little self-restraint.
overly complex = unnecessarily complicated
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www.metacritic.com www.metacritic.com
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It seems like such a beautiful little visual novel and while I wasn’t expecting a masterpiece of localisation based on its low price, I was expecting to be able to read it. But that just cannot be done. Developers from Japan, China, Taiwan, Indonesia, and every other emerging game development centre through Asia-Pacific, listen to me carefully: You can have the most beautiful aesthetics and a heartwarming concept for your game. If the localisation isn’t going to be good, though, do not bother with an English release, because it is going to get reviews like this one. Make “invest in proper translation” your big resolution for 2021. I do not want to play any other games like Lily in the Hollow - Resurrection ever again.
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www.metacritic.com www.metacritic.com#DRIVE1
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The cars handling can be best explained as "its like steering a drunk sailor on a boat."
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www.metacritic.com www.metacritic.com
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This tedium would be unacceptable in an action game, but Windbound is a survival game. In survival games, death is supposed to mean something. Loss of progress represents the stakes; repetition is the barrier of entry.
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387sp21.commons.gc.cuny.edu 387sp21.commons.gc.cuny.edu
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Indeed, if Maisie defies the conventions of childhood, her parents just as ironically do not—at least when it comes to themselves. The word “game” appears no fewer than twenty-five times in the novel, and only rarely does it apply directly to Maisie. [End Page 101] Rather, it typically identifies the sinister amusements and strategies of Maisie’s parents and of Mrs. Beale. So accustomed to the “frolic menace” of adult games (53), of being played back and forth between her parents like the “little feathered shuttlecock,” or of being the center of a “frightening game,” a flirtatious “merry little scrimmage” between father and governess (53), Maisie “from her earliest childhood, had built up in her the belief that the grown-up time was the time of real amusement” (69).
Maisie's maturity at an early age can kind of be blamed on her parents' childishness, ironically. Her parents treated her like a 'feathered shuttlecock' and spoke of relationships with others as though they were a little 'game' or 'little scrimmage'. The wording in the novel, where they explicitly describe things as games is no coincidence because I believe the purpose was to drive home the fact that her parents are childish and Maisie is growing up faster to compensate for the lack of parents and lack of security and guidance.
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www.namesnack.com www.namesnack.com
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Ideias de nomes para videolocadora:
coloca o ## antes pra mudar a fonte
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onedrive.live.com onedrive.live.comOneDrive3
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the two envelopes.
(106)There is a sense of dualism in this phrase - the recurring two envelopes as well as Harry's notions of good and evil throughout the short story. Harry believes that success is true good (102). Being raised by a racist preacher, Harry's idea on success is either having money and style, as well as having a white chick around. Him betraying his own people by acting as a spy for the Special Branch is probably also a form of success, since he does not want to have anything to do with other black people. For him, they are "evil", since their suffering is like an "in-built element in life" (102). The white envelope Harry receives from the black detective on p. 103 might be payment for giving out information. However, it is taken from his hands by Philip, who adds another envelope and creates a game-like situation. It reminds me of the trick magicians do when they hide a ball underneath two cups and move them around in an attempt to fool you. Philip is probably reveling in Harry's suffering, making him feel weak and exposed for daring to betray them. Maybe the envelopes are a way to confront Harry's simplistic view on the world - you don't really know what is inside the envelopes, just as you don't really know what good and evil is.
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There's a lot of anger gets you nowhere
p75; in this exact passage, Philip's kind of monologue, I felt a certain type of reconciliation. It is like the characters have gone through life, they have seen it all, they have seen how unfairly they are treated based on their race, based on their actions, they realize that there is no possible way for them to win. Philip explains to the narrator about the way things are, what is the cycle of life in these exact times. They know that whatever they do, whatever they say, they will never be equal to the whites. We notice their reconciliation and it is almost like their will is broken and now they are simply the next pawns in other people's game.
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Our kicks were mere coquetry.
(pg 47) I think that Merechera is quite the showman or at least sees and tells stories of aggression through a lens of simplifying. For the second time, we see him experiencing something quite violent as a performance or a game even. The first time that happens is when Immaculate is being beaten and he says:"At that moment I could have sworn that she was putting on a show for me. I laughed". This seems to me as a way to minimize the trauma that violence has or it's just that he doesn't acknowledge it because of its frequency. I think that it's both because they are connected. In the fight with Harry, he represents their possible tiredness as this insincere flirt. They don't want to fight each other - they do it for the sake of fighting.They don't put their hearts into this fight meaning that they are not especially angry. Most of the violence we see in the book is not because of the anger itself, I think (except Peter's). Its just the way to be - when Philip and the protagonist beat Nestar's son, when the father beats the protagonist for speaking English. These are all forms of discipline as I understand. But really Harry and the narrator fight not for discipline but for proving a point and in the end it feels like a game.
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www2.deloitte.com www2.deloitte.com
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Training to fill skill gaps is increasingly offered online and on a justintime basis. As part of its new approach to learning, The Walt Disney Co., for example, has implemented a platform that offers video, mobile and digital content to employees as needed. “Three or four years ago, learning at Disney happened in classrooms,” says Steve Milovich, senior vice president of global human resources and talent diversity, Disney/ABC Television Group and also senior vice president of employee digital media, The Walt Disney Company. “Now we offer content such as TEDlike talks featuring Disney executives that allow employees to seek knowledge when and how they need it.”Just as important as developing talent is reducing the risk of losing it. On average, nearly 80% of respondents say they want to work for a digitally enabled company or digital leader. The sentiment crosses all age groups, from 22 to 60, nearly equally. “The myth is that digital technology is a young person’s game,” says Scott Monty, the former executive vice president of strategy at Shift Communications, now principal at Scott Monty Strategies. “At one point, women over 55 represented the fastestgrowing Facebook demographic. This is about how humans interact, not just about how Millennials do.” (See Figure 5.)
Talent (challenge)
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As the design process itself takes place in its own context as well, designers additionally need to be aware that values of their own design context may become part of the game design.Therefore, a critical view towards the design choices and underlying design assumptions needs to be taken.
Designers also need to be aware that values of their design context might become part of the game design, which means they have to pay close attention to the design choices they make.
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Considering the possible contexts in which the game will be played during the designprocess, requires the designer to investigate and form a model of the intended user.
Considering that the game might be played during the design process, this means that the designer might have to form a model of the intended user.
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The game designer is in direct control of establishing the mechanics, whilethe aesthetics that players perceiveare separated from them in time, space, and context. Reversely, the player directly perceives the aesthetics while the me-chanics can only be experienced through the dynamics of gameplay.This conceptual-ization of game design as a second-order design problem emphasizes the complexity of predicting how design choices affect the player experience.
The game designer decides on the mechanics of the game while the aesthetics are separated from them in time, space and context, the player considers and recognizes the aesthetics of the game while the mechanics can only be experiences through playing the game. This makes it hard to predict how the design choices affect the player experience.
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We will do so by pointing out a number of different, and often opposing, perspectives. From a user perspective, we will start with the different views that designers and users haveof the game.
Users and designers usually have opposing perspectives of the purpose of the game.
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Consider-ing this context for which a serious game is designed is therefore an important step of the design process: from this context stems an important set of specific design require-ments for the serious game.
It is difficult for game designers to develop an effective serious game as they do not know the specific context that the game will be played in and the cultural aspects that can affect the players experience. Therefore it is important to have a set of specific design requirements for the serious game.
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store.steampowered.com store.steampowered.com
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I was aware of the mixed reviews but "mixed" to me could be a game that's perfectly suitable for one person's taste and detestable to the next.
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www.popularmechanics.com www.popularmechanics.com
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- Establish the number of Rubik's cube combinations.
- Establish "algorithm" capabilities based on the x12 "impossible" cubes.
- "Signmaster notation" for describing algorithm moves.
- x2 links to youtube tutorials.
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course.oeru.org course.oeru.org
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game
I will prefer concept than game! This is because the concept to be taught could capture the game!
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drive.google.com drive.google.com
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VRsimulationofanonexistentsportsgame
I have done VR and it is an insane experience. AI (computer controlled) characters have certain motions and lines that repeatedly happen during the game like the last paragraph was saying.
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letters.overseaspropertyalert.com letters.overseaspropertyalert.com
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But location is just as important. To that end, buying into beachfront property (or as near to the beach as you can get) almost anywhere in the world… or into a top touristed city can put you ahead of the game.
What are the other factors for location? And what if I don't like a factor for my personal living?
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mail-attachment.googleusercontent.com mail-attachment.googleusercontent.com
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me on the priest discussion boards is spent assessing how choices in one area of the talent tree affect outcomes elsewhere and debating which poin
this can be said with any progression tree game you always have to look at the outcome and the and how it will affect you down the road and what you need ands what your team needs
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content.ebscohost.com content.ebscohost.com
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In other words, transplant gamesactually have changed the gameplay that is relied onby the original games, and there is surely not absoluteguarantee that new designed games can be successfulin new platforms
Games that are transferred from PC/ console have changed the gameplay that was originally made for a different platform which makes it not guaranteed that the game will be successful in the new platform.
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The present interaction ways have great lim-itations, which not only make the properties ofsmartphones not be used fully, but result in that theentertainment experience and playability of directlytransplanted games are far less than those installedon computers or professional game devices
The current smarthphone interaction ways are very limited, which makes the experience of mobile games way less enjoyable than console or pc.
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In this trend, smartphone-game seems to bepopular overnights, and how to use the characteristicsof the smartphones plus the advantages of the networkto improve the attraction of smartphone-games is cru-cial for the smartphone-game developers to makesuccess in the fierce market competition
Game developers understanding the use of characteristics of the smartphone to improve the appeal of mobile games is very important to become successful within the market.
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The interface is the only∗Correspondingauthor. ZheJi.E-mail:rckr515119@126.com.way for users to have interaction with smartphone-games, so the games’ interface interaction design willfinally define whether the game will be successful.
Since the interface is the only way for users to have interaction with the smartphone games, the games interface interaction will define whether the game will be a success.
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due to the limitation of interactiondesign, users always feel the gameplay experience onsmartphones is weaker than that on the personal com-puters or game consoles
Due to the limitation of interaction design in mobile games, users feel the experience is not as good as on a computer or console.
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This study can provide technical support forthe analysis of smartphone-game interface design.
This study can be used to provide technical support and further understanding of the smartphone game interface design.
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this study focus on how to provide better experience for users and make up for the rapid prototypemethod in designing user interface to provide some references for smartphone-game interface designers.
This study focuses on how designers can provide a better experience for users and to make up for the fast prototyping methods for the smartphone interface designers.
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journals-sagepub-com.ezproxy.itb.ie journals-sagepub-com.ezproxy.itb.ie
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It seems clear that the growing complexity of the real world will pose a growing challenge to game designers, which reshapes the way we need to look at game design even now.
Its clear that the growing difficulty of the world will become a threat to game designers, which changes the way we need to look at game design.
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This article offers another look at the complexity in simulation game design and implementation.
This article looks at the problem of design and implementation inn simulation games.
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mail-attachment.googleusercontent.com mail-attachment.googleusercontent.com
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A video game is just a set of well-designed problems to solve, where the very design of the game teaches and mentors players to solve the problems, using good prin- ciples of teaching and learnin
i really like how simple a definition this is. It is simply well designed problems to solve and it works
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theconversation.com theconversation.com
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Observation is a crucial first step for learning how to fully participate in any activity, and digital games are no exception. Caregivers who look closely will see that children who appear to be merely observing a game are also asking questions, strategizing and hypothesizing, or posing “what-ifs.”
A lot of people actually forget the obvious which is observation. Common sense is not necessarily common. Many people would rather pass judgement on video games and their effects on children without actually knowing the effects. On the other hand, caregivers observing how a game is played can give them an understanding of what games are beneficial to the fundamentals learning versus those that aren't.
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In-game caregivers can also help young gamers consider how women and people of color are represented – or not represented – on screen.
This can bring up questions to kids to make them wonder about different things in life. Maybe the characters don't look like them, maybe they don't look like their friends. This may confuse children but, ad an adult it is easily understood how society works and the way people of color are represented, or if they even are represented.
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Observation is a crucial first step for learning how to fully participate in any activity, and digital games are no exception. Caregivers who look closely will see that children who appear to be merely observing a game are also asking questions, strategizing and hypothesizing, or posing “what-ifs.”
I agree with what the author saying because when I play a video game I like to explore the map to look for a hidden item or enjoy how the game looks. observation in the video game is the most important skill that you can have when playing because if observe well how the game work and the mechanic behind the character you are playing you will always have a good time playing the game.
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Minecraft, a game in which players build protective enclosures against monster attacks, encourages collaborative problem-solving either in person or online. Playing with another gamer means having more resources to build with and more strategies to employ, since different players bring different expertise
author state Minecraft is game the can teach the player how to build item the can help the player to survive in the game. Minecraft encourages players to think and solve the problems that they are facing. one example I can give is when the player is facing hunger, the player needs food in order to stop the hunger but you the player have to look for fruits in the wild or craft a weapon out of wood to hunt for animals for meat.
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Mourinho has averaged 1.65 points per game in 49 matches as Tottenham manager.
hello
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twitter.com twitter.com
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I N D I E V E R S E @indieVerse_aeAn event that gathers artists, gamers, game developers and content creators to celebrate all creative indies! .. Register in our website!United Arab Emiratesindieverseae.comJoined December 201848 Following221 Followers
- research : IndieVerse

- research : IndieVerse
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www.metacritic.com www.metacritic.com
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i dont know why everyone wants to **** on everything that is not a "AAA" game, its not in its perfect state, but far from deserve a 3, i will give it a 9 so it counters the "just hate
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www.nwea.org www.nwea.org
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teacher
students really seem to like this. Some students turn it into a game.
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www.jpl.nasa.gov www.jpl.nasa.gov
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Create a video game that lets players explore the Red Planet with a helicopter like the one going to Mars with NASA's Perseverance rover! Use Scratch, a visual programming language and think like NASA space-mission planners to design your game!
创建一个视频游戏,让玩家用直升机探索红色星球,就像NASA的Perseverance漫游车去火星一样!使用Scratch,可视化的编程语言,像NASA的太空任务规划者一样思考设计你的游戏。
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www.metacritic.com www.metacritic.comFlorence1
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Please, do not buy this. I am really tired of "games" that are given critical praise because its cool to praise or because its political correct to do. I will break up my review in points so its clear why I dislike this "game" : 1) This is not a game. This is a short story, like an interactive book. 2) This game is so short, that I completed it in a 3 hour bus ride. It was boring. 3) Its a story of a girl that have to take the reigns of her life after divorce. WOMAN EMPOWERMENT. Now you know why this game is rated so highly 4) This is a MOBILE GAME. I paid $3 to play on an iphone (after watching a gaming channel give it GOTY contender. Needless to say, I never watched that gaming channel again). I FELT I WAS ROBBED OF TIME AND $3. Imagine how much I hated this game to feel like I was robbed even though it costed me only $3. 5) This game costs $7 on the eshop. You could buy CELESTE for $9 on sale on the Eshop. That is a great game. I recently bought Hollow Knight for $7 on Playstation. This interactive novel should not be sold as a game. Period. It is a waste of time and money.
Nothing wrong with interactive novels being sold in the same store as games... as long as it's clear what it is (no false advertising).
Somewhat agree with some of the other points...
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Local file Local file
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questions. (i) Is there discrimination (differential treatment) based on ethnic affiliation? (ii) Does the discrimination reflect a group bias in that each player favors players of his own group, or is there a systematic discrimination against one, or several, ethnic groups? (iii) Is this discrimination based on a taste for discrimina- tion, or is it the outcome of ethnic stereotyping that affects the players' assessment regarding their game partners' strategic responses or relevant characteristics? (iv) Are the ethnic stereotypes accurate?
questions
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pdf.sciencedirectassets.com pdf.sciencedirectassets.com
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Without any available effective commu-nication tool between designers, artists and programmers, it has been achallenge to conceive and deliver a cohesive concept of a virtual en-vironment into a digital game.
Without any universal communication tool or design system between designers and programmers, it is hard to create a cohesive concept of a virtual environment into a game.
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The interview participants pointed outthat without any clear design methodology, the quality of result greatlydepends on a few senior designers’experiences.
The interviewee's said that without a clear design system, the quality of the game depends on the few more experienced game designers.
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Amongthe 106 responses collected, the answer to the lack of universal designmethodology was most repeated 36 times. The second most frequentlycollected answer with 34 answers is issues of communication betweendifferent teams and individuals.
Game designers were interviewed to ask their opinion on what's the most challenging part of game design and the most repeated answer was the lack of a universal design system that they can all use, the second most frequent answer was the issues with communication between team members.
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,itiscritical to establish a precise design methodology to develop a digitalgame.
It is very important to establish an exact design system to develop a game.
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Choi[1] mentioned that de-signing a virtual landscape requires the same amount of effort as creatinga digital game itself. Therefore, designing a virtual environment require agreat amount of manpower and usually is the most time-consumingprocess within game designing.
Designing a virtual game environment requires the same amount of effort as creating a game itself. Designing a game takes a large amount of workforce and is usually the most time-consuming process for game designers.
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Contrary toother areas of game design such as designing characters, UI, rules withinthe game, designing a virtual environment of a digital game requires acomprehensive consideration as well as extensive editing of the variousdigital game components.
Designing a virtual environment for you game requires a lot of consideration and substantial editing of the many digital game components.
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psyarxiv.com psyarxiv.com
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Objective: Some gambling product messages are designed to inform gamblers about the long-run cost of gambling, e.g., “this game has an average percentage payout of 90%.” This message is in the “return-to-player” format and is meant to convey that for every £100 bet about £90 will be paid out in prizes. Some previous research has found that restating this information in the “house-edge” format, e.g., “this game keeps 10% of all money bet on average”, is better understood by gamblers and reduces gamblers’ perceived chances of winning. Here we additionally test another potential risk communication improvement: a “volatility statement” highlighting that return-to-player and house-edge percentages are long-run statistical averages, which may not be experienced in any short period of gambling. Method: Gambling information format and volatility statement presence were manipulated in an online experiment involving 2,025 UK gamblers. Results: The house-edge format and the presence of volatility statements both additively reduced gamblers’ perceived chances of winning. In terms of gamblers’ understanding, house-edge messages were understood the best, but no consistent effect of volatility statements was observed. Conclusions: The return-to-player gambling messages in current widespread use can be improved by switching to the house-edge format and via the addition of a volatility statement.
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Objective: Some gambling product messages are designed to inform gamblers about the long-run cost of gambling, e.g., “this game has an average percentage payout of 90%.” This message is in the “return-to-player” format and is meant to convey that for every £100 bet about £90 will be paid out in prizes. Some previous research has found that restating this information in the “house-edge” format, e.g., “this game keeps 10% of all money bet on average”, is better understood by gamblers and reduces gamblers’ perceived chances of winning. Here we additionally test another potential risk communication improvement: a “volatility statement” highlighting that return-to-player and house-edge percentages are long-run statistical averages, which may not be experienced in any short period of gambling. Method: Gambling information format and volatility statement presence were manipulated in an online experiment involving 2,025 UK gamblers. Results: The house-edge format and the presence of volatility statements both additively reduced gamblers’ perceived chances of winning. In terms of gamblers’ understanding, house-edge messages were understood the best, but no consistent effect of volatility statements was observed. Conclusions: The return-to-player gambling messages in current widespread use can be improved by switching to the house-edge format and via the addition of a volatility statement.
Tags
Annotators
URL
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www.metacritic.com www.metacritic.com
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it's just a shame that there's no online or split-screen multiplayer, which seems like a major oversight to us; local play between Switch system is possible, but could prove to be a logical nightmare.
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logical
logistical?
Tags
Annotators
URL
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www.metacritic.com www.metacritic.com
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Игра лютая дрянь, MX unleashed лучше в 100 раз. Физики нет, трассы дрянь, трюки вырвиглазны. Я заплатил за игру 150 руб, она даже копейки не стоит.
The game is fierce rubbish, MX unleashed is 100 times better. There is no physics, the tracks are rubbish, the tricks are torn out. I paid 150 rubles for the game, it doesn't even cost a penny.
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www.theguardian.com www.theguardian.com
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In short, I have examined the evidence for the merits of each generation, and reached the dispassionate conclusion that mine is
Testing
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true test
I agree with it.
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positive
So author can't say if his childhood were happier!
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spending my childhood in a darkened room staring at a screen in preparation for a career
Again, zoomers don't spend their childhood to build a career, the tendency is about extend years for education instead of starting to work earlier. Compare to farmers: they starting to work at their 16th or eralier.
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boomers’ ruination of the planet
I don't agree, too strong statement that given here like "everybody knows it"
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www.metacritic.com www.metacritic.com
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More and more, Im seeing this "retro graphics" (aka - lazy cash in.) money grab titles that are completely broken or absolutely terrible.. and they're RAPIDLY flooding the Switch like flies to horse dung. With no real reliable independent reviews of Indie titles available (Even MetaCritic is blank for at LEAST 70% of these indie garbage games..) players are left with no recourse but to flush hard earned cash on what is essentially a non-refundable gamble.
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gauchospace.ucsb.edu gauchospace.ucsb.edu
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hill [country unbound by the sacred prohibitions on carryin. arms, molesting game, fighting, etc.].
The "Hill"? I am also unsure what they mean by molesting game? Are they referring to mistreatment of animals?
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esoccercommunity.weebly.com esoccercommunity.weebly.comMy Site3
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THE BEUTIFUL GAME
I would check the spelling here
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THE BEUTIFUL GAME Emmanuel
I would suggest to take out your name on the home page, make sure you use spellcheck on all pages and maybe make your headline or title of your topic lower on the darker screen when it is easier to read. Maybe try to find a better picture with a better resolution and if there is a way to make it softer?
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THE BEUTIFUL GAME
Try a Bigger font something that is more popping and exciting about soccer.
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apcontent.collegeboard.org apcontent.collegeboard.org
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It makes a strong public commitment to invest in and improve the women’s game—not only as the right thing to do, but from the very practical standpoint of tapping into its massive revenue-generating potential
Evidence for the previous statement.
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its content roadmap,
2: This is my cited evidence for annotation two. It leads off site to the developer Bungie's information page, this adds extra detail due to the word limit, but also adds to the persuasion of the article. While also enhancing the authors ethos because they employ good sources. And lastly, it participates in helping to support the articles logos, in persuading the sub-community of the Destiny game who are also participate in the Kotaku community - that they should look forward to this content.
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{"@type":"NewsArticle","@context":"http://schema.org","url":"https://kotaku.com/destiny-2s-season-of-the-chosen-is-good-so-far-1846234532","author":[{"@type":"Person","name":"Ethan Gach"}],"headline":"Destiny 2's Season Of The Chosen Is Good So Far","description":"Season of the Chosen went live in Destiny 2 today, and with it a whole new set of things to grind for. So far, these things—new armor, guns, and exotic gear—seem pretty cool, with interesting new perks to make them worth chasing. But I’d be lying if I said I wasn’t already feeling daunted by yet another set of artifacts, upgrade nodes, and season pass rewards to rank up.","dateline":"02/09/2021 at 19:00","datePublished":"2021-02-09T19:00:00-05:00","dateModified":"2021-02-09T19:00:03-05:00","mainEntityOfPage":{"@type":"WebPage","url":"https://kotaku.com/destiny-2s-season-of-the-chosen-is-good-so-far-1846234532"},"image":{"@type":"ImageObject","height":675,"width":1200,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_675,pg_1,q_80,w_1200/qllyzsvzfppnvounujeg.png","thumbnail":{"@type":"ImageObject","height":180,"width":320,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_180,pg_1,q_80,w_320/qllyzsvzfppnvounujeg.png"}},"articleBody":"Season of the Chosen went live in Destiny 2 today, and with it a whole new set of things to grind for. So far, these things—new armor, guns, and exotic gear—seem pretty cool, with interesting new perks to make them worth chasing. But I’d be lying if I said I wasn’t already feeling daunted by yet another set of artifacts, upgrade nodes, and season pass rewards to rank up.\n\nThe villains du jour this time around are remnants of the Red Legion, a faction that now controls the Cabal and is loosely inspired by the Roman Empire. Empress Caiatl, daughter of year one raid boss Callus, wants you and the Vanguard to pledge allegiance to her, but of course Zavala, Osiris and co. aren’t having it. And so the two sides are at war (again), providing a new reason to shoot legions of lumbering space Goombas in search of new rewards and lore dumps.\n\nI’ve played around with the new content for about three hours now. So far most of my impressions are pretty positive, though I’m less hopeful about the larger existential questions swirling around Destiny 2 as it passes the halfway point of its fourth year. Here’s a quick rundown:\n\nThe launching area for Season of the Chosen is called the H.E.L.M., which is an acronym for Destiny gibberish that exited one ear shortly after entering the other. It’s a big space full of hallways and closed doors that seem likely to open up later in the season or sometime further down the road. In the meantime it’s kind of empty and lonely, though I do love the Star Trek: The Next Generation-style polished wood surrounding the war table.\n\nThe war table is where you grab seasonal bounties, upgrade seasonal nodes, and cash in seasonal currency for new seasonal engrams. It seems modeled after Variks’ upgrade nodes from Europa, which were nice and streamlined compared to seasons past.\n\nThe H.E.L.M. is also where the Prismatic Recaster, brought back from Season 11, is now located. Here you can refocus Umbral Engrams, which have also returned, transforming them into Season of the Chosen weapons and armor or into random gear from the rest of the game’s current loot pool. It appears to be currency-based, rather than upgrade-driven like the original version, which is a relief, since grinding that thing the first time around was painful enough.\n\nThe highlight of Season of the Chosen is the new Battlegrounds activity. It can be accessed from the surface on Nessus and Europa, or from the Strike Playlist after completing some initial story quests. You fight waves of enemies in a patrol area, then head deeper into one of the nearby underground caverns, fight more waves of enemies, and eventually end up at a Cabal boss in a small arena filled with still more waves of enemies. It’s short, varied, and a breezy way to burn through bounties—everything you’d want from a seasonal activity you might be running dozens of times a week.\n\nAt the end of a run you get your normal Strike Playlist rewards chest, followed by a second Battlegrounds chest you can smash open if you’ve charged up your Cabal hammer artifact. This Hammer is like Season of Opulence’s Chalice. You insert gold coins you earn throughout other activities in order to unlock the extra chest, and the way you upgrade the hammer will affect what rewards are inside. Opening treasure chests is fun. Smashing them is even more fun. Again, nothing new here, but this loot loop feels better optimized than many of Destiny 2’s past ones.\n\nThe Crow has finally left the Tangled Shore and is ready to hang. He’s even got a Phantom of the Opera mask Osiris makes him wear so that no one else in the Last City recognizes him and goes “Oh shit, you killed Cayde-6, aka Nathan Fillion.” It’s a nice touch. Hopefully he becomes more involved as the season progresses.\n\nThere’s a new exotic bow called Ticuu’s Divination that reminds me of Gears of War’s Torque Bow. Fire it from the hip and three homing shots will whip around corners to hone in on a target. Hold down and fire a precision shot at that target and it will explode with a detonation that is both satisfying and perfect for ripping through Cabal mobs. I don’t normally like bows, but I like this one. The rest of the new exotic gear looks similarly powerful, which is good for providing new loot to chase but also makes the older stuff I already have feel boring by comparison.\n\nThe new patch is live, and seasonal challenges have replaced weekly bounties. As someone who almost never finished weekly bounties, I’m looking forward to this change. In a game that feels increasingly transient, having season long challenges is both easier to keep track of and feels more substantial. Swords have been nerfed too, but I (and everyone else I see) are still using them just fine in Battlegrounds. Meanwhile, rocket launchers were buffed, but I’m still not sold on them. Bungie also boosted recoil for PC players ahead of the cross-play update planned in the near future. I imagine this will suck for PC players, but I don’t play on PC so I can’t say at the moment.\n\nSunsetting is more of a bummer than ever. As some of my favorite weapons get closer to their power cap (I’ll never let you go, Gnawing Hunger), Bungie’s current approach to loot sustainability and sandbox balancing feels more misguided than ever. Philosophical disagreements aside, it is still completely bonkers to me that players have to grind for new versions of re-issued weapons rather than being able to infuse up the older but otherwise identical versions. Also I got another Long Shadow sniper rifle in one of my first few Legendary drops this season, and it’s still at an older cap than the current season’s. Why is this loot game wasting my time with arbitrary expiration dates?\n\nThe Devil’s Lair and Fallen SABER strikes from Destiny 1 are back and I missed them. The more time marches on, the more I long for the comparatively simple and straightforward pleasures of the first game.\n\nThere’s a lot planned for Season of the Chosen according to its content roadmap, including new versions of Battlegrounds and a new strike based in the Last City called Proving Grounds. Based on my first few hours with what’s already live, Season 13 seems like it will have as many good reasons for Destiny players to keep playing Destiny as any previous season. But so far it hasn’t shown any signs of doing anything bold to change up the game’s underlying formula or how players interact with it. At times that’s enough for me, but increasingly I find myself hoping for something more, and disappointed when it never quite materializes. \n\n\n","articleSection":"Impressions","keywords":["destiny","windows games","multiplayer video games","cabal","heroes of the storm","grinding","video gaming","games","video games","first person shooters","role playing video games","playerunknowns battlegrounds"],"publisher":{"@type":"Organization","@context":"http://schema.org","name":"Kotaku","url":"https://kotaku.com","logo":{"@type":"ImageObject","url":"https://x.kinja-static.com/assets/images/logos/amp/logo-kotaku-amp.png"},"sameAs":["https://www.facebook.com/kotaku","https://www.youtube.com/user/KotakuNYC","https://twitter.com/kotaku","https://instagram.com/kotakudotcom"]},"video":[]}Ethan GachTuesday 7:00PM411
5: This is my cited example for my fifth annotation. This is an active article, it is a measurement for audience engagement and success is shown in this bar. As I write this it has 41 comments, one can argue that the more shares, bookmarks, and comments on this article, the more it is pushed to the front page of Kotaku. This is active success, versus my articles passive success. My article merely participates in the visual rhetoric of Kotaku, but still labels it as part of the community.
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drive.google.com drive.google.com
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Designers often use theme (the setting, characters, andgeneral concept behind a game that establish a purpose for playing) to create a unique gamethat extends the mechanics to new levels
first person shooters are very basic while if you just add a looting system it adds depth to the game and it becomes a whole new game and thats very interesting just by adding a new system we can manipulate the whole theme
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This means that players canbe part of the game play throughout the game, as opposed to being forced to withdraw from theexperience to sit as spectators on the sideline
allot of car game i think do this because you may only collect one card but that card may be worth the most points so its a quality over quantity thing
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In some games, there is achance that one or more players might be a traitor, while other games are designed so that atleast one player in the group will definitely be a traitor.
Among Us is a really fun "traitor" game, where there are several cremates, and 1-2 "imposters". The cremates move around the ship completing tasks to get home safely, while the imposters move around trying to sabotage the tasks or take out the cremates. The better part is that no one knows who the imposters are, except the imposters. During discussion after a body has been found and players are discussing potential culprits, the imposters can work together to vouch for each other's validity as a cremate, or they could throw the other under the bus. It is very interesting to see how different friend groups play this so differently.
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In a school or library setting, those playerswho were eliminated early present a challenge: Will their being removed from the game createa disruption when they are left with nothing to do
Most likely, from past experience I'm more inclined to say "yes" to this rhetorical question. Especially if the friend or sibling they came with is still in the game and they are "stuck" in the room.
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Therefore, thechance/strategy continuum in many cases can also be seen as a complexity continuum thatdefines the level of background knowledge and information processing required by a game
This is a good thing to keep in mind, especially when planning games, keeping in mind the background knowledge of the kids can help guide the decision on which games to pick. If I were choosing for my current group of kids, I would probably choose the game that uses the die to determine speed instead of the other game.
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Games of pure chance can grow boring because there is no opportunity forimprovement, while improvement in games of pure strategy can require a huge commitment tostudying and mastering the actions and reactions found in established styles of play.
Yes, I dislike games like Monopoly or Yahtzee because it is all luck of your roll - there's no skill involved, so when I'm losing but it isn't because I am bad at the game is frustrating. It's frustrating because there is nothing I can do to change the outcome of me losing. (this eventually leads to arguments with friends or family that happen to be winning)
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ust like readersfollow authors, gamers will follow game designers
I had never thought about this until falling in love with Stardew and learning everything I absolutely could about the game and designer. I will now (probably for the rest of my life or until I lose interest in playing games) follow Eric Barone's career. I'm curious if I'll recognize some of the "designer games" this article is talking about though.
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uccessful strategies have emerged, butplayers can experiment with new ways of interacting with the game and with new strategies.
One of my favorite games that showcases this the best is Final Fantasy. I have played the series 1-12 and in each one, no game is ever the same. Each time you play the game, with each decision that you make, you change the game.
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Just like readersfollow authors, gamers will follow game designers
This is true, with video games I like certain designers more than others. Also in broader strokes, there are also some games that are only computer or console based and there are preferences in the the design for how it is to be played. Some designers only design on format.
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luky-my.sharepoint.com luky-my.sharepoint.com
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.Thinkofthisasagardeninggame,thenagangstergame,andthenacar‑racmggame.Eachthemebringsdifferentpossibilitiesintoplay
so a game like GTA V could have so many themes because it has so many possibilities of play because of its sandbox themes
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Inmany3DVideogames
i feel as though ever game designer is getting away from this to go towards a first person aspect in order to get a better immersive experience
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Playeractions
This seams really applicable to card games specifically because a card a player may play can drasdtically change the game state and how the next turn is handled
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Te t r i s
I remember playing tetris that was my first game along with pac-man.
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MarioKart
Mario Kart is my childhood game and I still play it especially Mario Kart 8.
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hisdynamicispresentinthegreatmajorityofboardgamesmadetoda
This type of game play is something I prefer now that I am older instead of the "race to the end" type of game I played a lot of as a kid.
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t’snormaltofeelintimidatedbytheprocessatfirst.
I definitely feel intimidated going into this, but also excited to learn how to create a game and see what I come up with.
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Wecallthispicturethegamestatewacollectionofallrelevantvirtualinformationthatmaychangeduringplay
When developers are creating a new game is this something that they already have in mind or will this slowly come together through the process of developing the game?
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Thisconceptofwhatthegameis“about”goesbymanynames.Itcanbereferredtoastheme,color,storyornarrative,amongotherterms.
I like using the term theme to generally encapsulate what a game is attempting to accomplish. Games offer a plethora of objectives and freedom, so often there are many things that can divert from linear rail so to speak. While this freedom is important, there also must be a general theme to keep the rails aligned so to speak.
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Somegames,likeopen‐endedrole‐playinggames(RPGS),havenoVictorycon‑dition.Asaresult,somedesignersdonotconsiderthemgames.
RPG games that are open ended with no end are seemingly rare. While it is true that a game may take weeks or longer, the adventure comes to an end. Everything that you have built up within the last game stays, but new adventures begin.
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Bydefinition,allgameshaveplayerssinceit’stheplayerswhosettherulesinmotion.
This is interesting. The way they describe the player, is as if the players are just another piece of the game.
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Risk
This is a great strategic game. My father taught me how to play it when I was 10. I found that it was a great why to learn to think ahead.
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www.plymouth.edu www.plymouth.edu
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and in having the game-tophyte as the dominant, photosynthetic, persistent, and free-living phase of the life cycle;
Very interesting to think of the change in the dominant phase as plants evolved.
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inte5340.studentagency.io inte5340.studentagency.io
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answer this question.

Easter eggs are tucked away here and there in the details. Subtle. Hidden. Present. They extend the story a bit.
If you find them and do them, you can add 1 point to any assignment.
If you tell others where they are hidden, you can lose up to 1 point on any assignment.
That's the game.
EASTER EGG 01
This easter egg expires at the end of Week 05.
We all have tribes. Here are some of mine. Reply below and describe one of your tribes, and paraphrase one of the stories that they tell.
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isthereanydeal.com isthereanydeal.com
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Report: This price didn't exist on the store This price did show on the store but the game could not be bought This was a very short price made by a mistake (glitch)
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store.steampowered.com store.steampowered.com
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Hardly anybody seems to have played this game and that's a shame because it's a solid collectathon platformer.
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store.steampowered.com store.steampowered.com
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Please note that I bought this game for $1.49 on sale, so I won't uphold $15 price that nobody wants to pay for it.
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www.nytimes.com www.nytimes.com
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In thinking about the best way to capture the essence of the editorial style in this piece and others from The New York Times in recent memory, I've settled on this: "carefully heavy-handed"—full just the right kind of subtext (which, funnily enough, can be considered a motte-and-bailey).
Not unlike the Manhattan eruv, or a case of a co-worker at the office thinking they're clever in their use of passive aggression, it makes me wonder who they think they're fooling. Is this thought of as some sort of board game and there's an unsavvy rulekeeper to be hoodwinked? That sitting in the backseat with a finger hovering half an inch from their sibling's cheek while exclaiming, "I'm not touching you!" is sufficient to keep the adults from turning around and saying to cut the bullshit?
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thisisbeyondrepair.com thisisbeyondrepair.com
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it is necessary to promote the experimental forms of a game of revolution
Kind of funny to think about sending a vote out to Powderhorn residents. The poll: We are building something to commemorate the George Floyd murder and remember the surrounding protests, would you prefer a) A monument b) An antimonument c) Some form of architecture which promotes the experimental forms of a game of revolution d) A park
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Furthermore, the use of standardized tools can bring industry and academiacloser, contributing to build a universal knowledge base of game design. Thedesign document, the main tool cur-rently used, is considered by many authorsas inappropriate to such aspirations.
Using standardized tools can help the industry build a universal knowledge base of game design.
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The Game design lacks a shared tool box containing both broad applicationsolu-tions and specific to certain genres of games.
The game design process doesnt have a broad application solution to designing games and also specific to certain genres
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They proposed conceptual and concrete tools that couldcomplement or replace the design document, aiming improvements to the gamescreation process.This paper presents a systematization of these efforts through a chronologicaloverview of the main approaches and their implementations, in order to mapthem within the context of the state of art of design tools.
Paper contains new proposed ways of improving the game design/creation process.
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With the emergence of new technologies, production tools have evolved consid-erably, but little has been made to provide support to game design. Designersstill use the same instruments from the beginning of the area and, although theindustry has seen con-secutive successes in sales, researchers and professionalsagree that the lack of tools, whether conceptual or software, imposes a barrier toany standardization attempt and hinders the knowledge transfer between gen-erations of designers.
Talks about how the current game design process is flawed and there is no standardization to the game design process which makes it hard for knowledge to be passed through generations of designers.
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This paper presents a sys-tematization over thecontributions of researchers and designers towards con-ceptual and con-crete tools. These efforts converge to two approaches: the build of ashared design vocabulary and a game design modeling language.
This paper contains useful information about approaches to game design.
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pdf.sciencedirectassets.com pdf.sciencedirectassets.com
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onsequently, research has revealed that many game scholars have shared an interest in observing and categorizing player’s behavior to explain how and why they are engaged with various gaming experiences
Many game scholars are interested in observing the payers behavior to understand why and how they are engaged in various game experiences.
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At present, many of these typologies encourage game designers to use these models as part of their design (e.g. [19]) or at least to consider their aspects as a lens to view the experience (or parts of it) through. This is often with the intention of improving customer engagement and motivation (i.e. via gamification) with an experience or product
Game designers are ecouraged to use typologies from players as part of their design process, this can be used with the intention of improving the customer engagement with the product.
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Ideally, for game designers to design and connect with a player’s needs, they need to create meaningful experiences. Personalized and tailored game experiences have been the focus of many studies
Game designers need to create a meaningful experience for players to connect with their needs. Personalized game experiences have been the main focus of many studies.
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In this way, game designers can then utilize this information towards the design of more tailored (game and gamified) experiences based on what players prefer, with the potential for producing more meaningful interactions for the player.
By studying players gaming experiences, game designers can use the information towards their game design process to create a better experience for the players
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Many approaches to the topic of player-centered design have resulted in the development of player typologies to understand the kind of ex-periences that draw in players and how players behave towards and within them. P
The many approaches to players centered game design have resulted in better understanding of how to create experiences that players are drawn into.
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library.providence.edu library.providence.edu
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Elk and caribou migrated across the region, moving with the seasons
Possible game that was hunted.
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www.steamgifts.com www.steamgifts.com
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DIG might be selling keys without developers permission, so the keys might be revoked in the future
Why do you need developer's permission to (re)sell copies of their game (Steam keys)? Maybe I don't understand well enough how keys get obtained in the first place in order to get (re)sold.
I just don't understand how the system would allow something like this to even happen (why wouldn't it only allow keys to be acquired in an authorized way to begin with, to avoid any problems?).
And I can't understand how developers would be allowed to revoke keys, especially from users who (to the best of their knowledge) were buying legit keys and not "stolen" keys or whatever.
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fir.ferris.edu:8080 fir.ferris.edu:8080
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KWL
This is a great approach to any scholarly reading. Identifying what you already know, what you would like to know, and what you learned. It helps create a game plan for your reading.
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www.al.com www.al.com
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The towel covering Tua Tagovailoa’s head kept him from seeing the confetti cannon positioning behind Alabama’s bench.There were a few angry faces staring into the distance as Clemson’s band fired off one more fight song before the clock hit zero. Nobody had the four fingers in the air in the closing moments of the Crimson Tide’s most lopsided loss of the Nick Saban era. The drama had long-since died at that point.The stunning scene at the end of Clemson 44, Alabama 16 was different from the one witnessed in Tampa two years ago.
What is cool about this opening is that Casagrande is setting the scene as he is opening the article. He is drawing in the reader, making them wonder why the is Tua hiding from the confetti, and "who are the angry people staring into the distance" or "why is the band celebrating?" He then reveals the context of the setting he is illustrating; it is the College Football Championship game in Santa Clara. He flashbacks to 2 years prior when the game was closer to show how much can change in just a short amount of time between two teams on the same mission
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store.steampowered.com store.steampowered.com
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From having the DLC only items be both constantly in your face and the kind of things you should really have access to as a base (medium sized building, most of the decorations etc) to the maps layout being seemingly purposefully made to be agravating, everytme I tried to play and like this game I got spit in the face by the devs
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Local file Local file
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we examined how participants’ perception of facial similarity was affected by taking part in a social interaction (trust game) in which the trustee either rewarded or betrayed the participant’s trust
how they tested the variables
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reggienet.illinoisstate.edu reggienet.illinoisstate.edu
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Prey.
Word makes women seem like prey, men as predator (Rape Culture) and by calling her "fair game" he makes her seem like an object not a person. Almost like calling dibs on something
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teaching.lfhanley.net teaching.lfhanley.net
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And played snap-out at Winchester
A party game in which one of the players chases another around a ring formed by the rest of the players. This might be an allusion to Ring-Around-the-Rosie.
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alpha.webtechforce.com alpha.webtechforce.com
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Professional Team Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Professional Guidance
Real traders and investors with skin in the game
Tested strategies gleaned from 13+ years of experience
Deep knowledge of cryptocurrencies and traditional markets
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055e5791-d6aa-4f77-b4da-31a321bf42a1.usrfiles.com 055e5791-d6aa-4f77-b4da-31a321bf42a1.usrfiles.com
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Overweb, which lets users access a game-changing trust layer over the web.
trust layer
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isthereanydeal.com isthereanydeal.com
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Historical LowSteam on 2020-05-100% off$0.00
If you zoom in on the timeline, it looks like they accidentally set price to $0.00 (probably meant to set discount to 0 instead?) and then corrected it.
17:16: 0% off of $0.00 17:23: 0% off of $19.99
Having this mistake/outlier shown as the historical low is misleading and confusing and incorrect, and should be corrected.
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www.metacritic.com www.metacritic.com
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There's no such a thing, more like beautiful interface trying to hide that there's no actual gameplay.
hiding __?
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Yes, you do face difficult choices (moral) but you don't care about it. All you care are the reputation bars. So... Let's kill this guy, who cares if he is innocent, but this faction needs it or I'm dead. Sounds great on paper but to be honest... you just sit there and do whatever for these reputation bars. If you won't, then you lose
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The press will tell you that "the concept" is great but the execution is bad. What should I tell you? The experience is shallow. The game is mediocre. But listen carefully, when a game is mediocre and can't even make you feel something then it's the worst kind of gaming. I will give it a 4 out of 10. You know, if this was a test in a school then this game should be marked D (someone answered a few questions, but overall missed the point). I understand that many people care about the "concept" of this game, but why if the experience is just... not here. I'm talking about the experience becaus We. The Revolution tried to be an actual experience. And it fails so badly.
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the gameplay is meaningless and the devs just missed the point.
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The filthy casuals write positive reviews on steam and it's clear that true gamers won't even try to review such a shallow game.
reviews/ratings because only those already inclined to like it (or who have been swayed by the already positive reviews) will bother buying it and (therefore) bother reviewing it, hence amplifying the positive ratings
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I'm grieving over the concept which was wasted. That's the feeling you get.
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www.simutrans.com www.simutrans.com
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Choose from multiple unique paksets which offer different graphics and gameplay. Each pakset has different objects, buying prices, maintenance costs, themes and a whole unique gameplay. Every pakset is a new game.
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www.openttd.org www.openttd.org
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As of today, you can Wishlist OpenTTD on SteamE. Historically, OpenTTD always had a single home from where we distributed the game. We used to be hosted on SourceForge (you know you are old, if you remember that being a thing :D), and slowly moved towards our own self-created distribution methods. These days, we mostly distribute our game via our website. But times are changing, and so is our hair. Over the last few months, we have silently been working to become a bit more visible in the world. Don’t worry, not for reasons you might think: OpenTTD has as many active users as it had in 2007. But more because we no longer think it is the right approach to only distribute via our own website. This became painfully apparent when we noticed other people post OpenTTD on some stores. They are not always updated with new releases, sometimes even slacking behind a few years. And maybe more important to us: we can not guarantee that the uploaded version is unmodified and is the version as we intended. So, instead of fighting it, why not turn around and join them! Why not release our own, verified, builds on those stores! And this is exactly what we have been working on lately. And when I say “we”, a bit ironic to me, I mean the two developers that are around longest (myself and orudge) ;) A while back orudge added OpenTTD to the Microsoft Store. And today, I am happy to announce we will be on SteamE too! Well, we are on Steam, but we haven’t released anything there yet (sorry that I got your hopes up, just to squash them right after :( ). This is partially because of how Steam works, but also because we know we can bring a better experience for Steam with our upcoming release. That brings me to the most exciting news: if everything goes as planned, we will release OpenTTD 1.11 on Steam on the first of April, 2021! And that is not even an April fools’ joke! You can already Wishlist OpenTTD today .. and till we release on Steam, you can find our game via our website ;)
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www.openttd.org www.openttd.org
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As of today, you can Wishlist OpenTTD on SteamE. Historically, OpenTTD always had a single home from where we distributed the game. We used to be hosted on SourceForge (you know you are old, if you remember that being a thing :D), and slowly moved towards our own self-created distribution methods. These days, we mostly distribute our game via our website. But times are changing, and so is our hair. Over the last few months, we have silently been working to become a bit more visible in the world. Don’t worry, not for reasons you might think: OpenTTD has as many active users as it had in 2007. But more because we no longer think it is the right approach to only distribute via our own website.
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www.newyorker.com www.newyorker.com
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Social media has supercharged the propensity to regard one’s personal identity as a potential source of profit—and, especially for young women, to regard one’s body this way, too.
This is such an important message that the author is trying to convey through this article. Social media has become such a big player in the game of what a "profitable" or perfect body should look like, which is toxic
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www.vaclavmlynar.com www.vaclavmlynar.com
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Koski是英国皇家艺术学院(RCA)毕业生瓦茨拉夫·姆林纳(Václav Mlynář)的毕业作品。
Koski是一款棋盘游戏,组成部件包括几块类似层层叠(Jenga)的积木和一些与Tiddlywinks游戏中一模一样的塑料弹片。但这些组件包含了两个秘密。首先,它们是有磁性的,所以积木块可以叠起来,也可以像树木一样分支出去,塑料片则可以贴到任何表面上作为装饰;其次,这些塑料片由iPad追踪,后者可利用增强现实为场景添加一个小蓝人和诸多障碍,比如树木和瀑布等等。
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store.steampowered.com store.steampowered.com
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Not fun by yourself and the game is dead. Wouldn't be much fun with others either.
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store.steampowered.com store.steampowered.com
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(The forms !=, /= or <> are generally used in programming languages where ease of typing and use of ASCII text is preferred.) x ≈ y means x is approximately equal to y. This may also be written ≃, ≅, ~, ♎ (Libra Symbol), or ≒. G ≈ H means that group G is isomorphic (structurally identical) to group H.
what does that have to do with this game?
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theconversation.com theconversation.com
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The desire to be self-directed; not necessarily to be independent, but to have freedom of choice. Players are able to play the game specifically in their own way and derive great satisfaction from the experience.
The desire to be self-directed; not necessarily to be independent, but to have freedom of choice. Players are able to play the game specifically in their own way and derive great satisfaction from the experience. This actively illustrates that they will have more confidence in themselves
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s18798.pcdn.co s18798.pcdn.co
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What good did neutrality and independence do for Bosnians and Rwandans? The very principles that had been designed to saves lives now looked like excuses for inaction.
While neutrality can be an effective way to appeal to a wider audience, many humanitarian issues cannot be solved without partiality, and more specifically, a game plan. Neutrality often makes issues seem as if they are less urgent and important than they truly are.
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www-tandfonline-com.libezproxy.open.ac.uk www-tandfonline-com.libezproxy.open.ac.uk
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apparently changed his mind. InØuenced by the work of Luis Moll (2000; Moll et al.,1992), he burst onto our teleconference meeting in March excitedly recounting thedetails of his home visit to Willem, his nominated case study child. First, he describednew, Øexible procedures he had instituted to encourage parents to meet with himduring the Ærst three weeks of school: during his time release, before school at 8:00a.m., after school until 6:00 p.m. or, alternatively, in parents' own homes after school.Marc was delighted by the response, with three time-release meetings, 11 after-hourschool meetings and eight home visits–a total of 22 out of 27 possible meetings.Willem's family opted for the home visit, an invitation that would have a dramaticeffect on Marc's deÆcit thinking about Willem. Willem was new to the school andcame without any records or Æles. Marc observed him during the Ærst two weeks as``struggling to settle in and complete any classroom work'', ``never completing writingtasks'', ``having little motivation toward reading books from the provided book boxes''and as ``simply disinterested in the set work''.During the home visit, however, he met an energetic child who lived in a livelyextended community of family and friends. In the driveway Marc noted a number ofboys kicking soccer balls; on the verandah he saw other boys lounging, while four orÆve others seemed to move freely in and out of the house. When no one answeredMarc's knock at the door, the boys told him to just go in. Somewhat hesitant anduncomfortable, he was soon greeted by Willem and his mother Gwen, who camerushing to welcome him. Marc was amazed to see that most of the rooms in the housewere festooned with black and yellow ornaments–the unmistakeable team colours ofMelbourne's Richmond Tigers football team.In the kitchen he was given a cold drink while Gwen explained that Willem was theyoungest of four boys and that his eldest brother played for the Richmond TigersReserve team. The whole family thrived on the game of AFL and the boys constantlyhad a few of their local footy team mates over, so that at any given time there might bebetween 10 and 15 people in the house. The day Marc visited, Gwen had prepared for14 people to stay that night, and this was not unusual.
This practice is superb when the family is an easily valourised unit - will prolonged contact with addiction, abuse, violence end up further cementing blame narratives at the expense of the child.
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“More family time, more game time, more doing other things — going out with friends instead of online,” Tamara Wheeler said. “Those are more important and more healthy options for her.”
More family time and less online time seems to be the real solution to a lot of teenagers depression and anxiety. I remember feeling like that, but my mom would always make me talk and spend time with her. I thought it was annoying when i was a teenager but now i see how great it was.
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theconversation.com theconversation.com
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Despite its digital nature, online harassment can have real-world consequences for victims, including emotional and physical distress. This has left online gaming companies and players scrambling for better community management techniques to prevent harassment.
As someone who plays videogames, this is part of the gaming community the I hate because a stranger can hurt some mentally and may cause the player to quit the game that they enjoy playing .but now gaming company are creating safety nets to stop harassment from happening to the player base but this will not stop the harassment but a start to stop online harassment
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pressbooks.pub pressbooks.pubBeowulf1
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“Art thou that Beowulf with Breca did struggle, On the wide sea-currents at swimming contended, Did you take part in a swimming-match 10 Where to humor your pride the ocean ye tried,
meaning he lost in the match with Breca and his honorand pride were in game after that.
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theconversation.com theconversation.com
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Our preliminary findings suggest that esports spectators often play the games themselves, using the viewing process as a way to learn more about the games in question and improve their own skills as players.
As someone who plays videogames, I also watch people play games that I am playing because I want to see if the person who is video can show me a trick to beat a boss easier or show his/her skill to see if can improve on how I play the game
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www.theguardian.com www.theguardian.com
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“He does have a reputation for being the best Scrabble player ever and they know about him already, but they probably didn’t necessarily expect him to go in for the first time and beat them at their own game.”
I as well would find this very surprising.
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wasn’t introduced to the game until he was 28
I think it is crazy that he didn't start playing until he was 28
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theconversation.com theconversation.com
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Video games for teaching more elementary skills like arithmetic or spelling are common. Similarly, colleges and universities are increasingly infusing video games into their coursework.
I can relate to this quote because I have play game the have taught me new words and their meaning and later on life I heard the word, remember the meaning of a word and know how it is used for. One example I can give is assassin creed where each game follows a time period and teach the player about what happened in the time period the game is on
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“Spider-Man” has many of these eco-friendly research missions. But what I found most encouraging is that the game also includes tools that can potentially teach advanced concepts in chemistry and physics. These tools include adjusting the wavelength and amplitude of radio waves, rewiring circuits to meet target voltages, and what will be examined here, using absorption spectroscopy to identify unknown chemicals
video games have been evolving over years where the graphics are realistic, and with the growth of video games, new opportunities are emerging. and one of those ideas is to use a video game to teach the player higher education by playing the game. One example of this spider-man eco-friendly mission, that can teach player some basic of chemistry and physics.
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luky-my.sharepoint.com luky-my.sharepoint.com
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In interviews my research team and I have conducted with video-gameplayers, we have found a number of young people who have used the domainof video games as a fruitful precursor domain for mastering other semioticdomains tied to computers and related technologies.
I find it fascinating that these connections can be attributed to playing video games. I did not expect playing certain types of games would lead to similar interests outside of the game. With more people playing video games it could lead to a increase in many of these technological fields and further advance our technological knowledge.
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Once we learn to start with such questions, we find that it is often atricky question as to what semiotic domain is being entered when someone islearning or has learned something.
Very true. It is difficult to know the semiotic domain without knowing the true purpose of a game.
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