10,000 Matching Annotations
  1. Feb 2021
  2. luky-my.sharepoint.com luky-my.sharepoint.com
    1. In a computer game, thanks to the computer’s hard drive, players cansave their progress at any time they wish. (There are some games made forcomputers in which this is not true). This can make a difference in the strate-gies one uses. When playing on a computer, the player can save after a partic-ularly hard battle and not ever have to repeat that battle. If the player dies abit later, he or she starts again from the game that was saved after the big bat-tle was already won.On a game platform, if there was no save symbol after the big battle or ifthe battle was not the end of a level, the player could not save and must moveon. If he or she dies, the big battle will have to be fought again, since thegame will reload from an earlier saved game that did not contain that battle.Indeed, the last save could have been quite far in the past, and the player maybe required to repeat a good deal of the game

      their is nothing more stressful than this right here you go so far in a game and are not given the option to save or you have yet to save and you die only to start at the beginning and most games seam to be converting to this and using a checkpoint system and open world games seam to be ditch this and also going to checkpoints or manual saves it really depends on the company and its really frustrating

    2. Many platform-game players think keyboards are a badway to play video games, while some computer-game players think they are agood way.

      as some one who does both i prefer both i think their are benefits to both some pc game play better with controls while some console game play better with mouse and keyboard simply because they need more keys and buttons to perform actions

    3. To spell out what I think the claim that playing video games is a waste of timeoften means, I need first to tell you about the game the six-year-old boy wasplaying, a game called “Pikmin.”Pikminis a game for the Nintendo Game-Cube, rated “E,” a game acceptable for all ages

      video games should never be considered a waste of time they can lead to creations of ideals and can allow people to escape to other realities especially in a time where people cannot actually leave their houses and it can lead to learning video games are being used to hgelp teach many people of all ages its said when people think they are a waste of time

    4. Heconsiders these tips part of playing the game. On the other hand, he charac-terizes advice about how to play as “bossing him around” and claims he can“do his own thinking.

      I'm in some Animal Crossing groups online where I have learned a ton of tips, or how to terraform the island better, etc. At the same time, I know that they are showing me neat things, but I can do my own thing based on what they have showed me.

    5. Since the child can successfully break down rock walls and attack SpottyBulborbs, he can understand (“read”) and produce (“write”) appropriate situ-ated meanings for elements and combinations of elements in the domain(game)

      He's beginning to understand the domain better. I think of playing Animal Crossing here, and how I have to build certain things, but in order to do that, I have to know to break rocks or fish, have the tools, recipe card, etc. I understand how to successfully "break down" barriers, but there are different ways to go about breaking it down.

    6. It is their ongo-ing social interactions that determine the principles and patterns throughwhich people in the domain can recognize and judge thinking, talking, read-ing, writing, acting, interacting, valuing, and believing characteristic of peo-ple who are in the affinity group associated with first-person shooter games

      Interesting. I'm thinking of how people may interact with video games on chats and such, based on influencers they watch on Twitch or Youtube streaming their gameplay. It's neat to think how video game domains have evolved in their external designs based on the internet.

    7. Gaining the potential to join and collaborate with a new affinitygroup

      I really enjoy the Stardew subreddit group, it is where I learned a lot of the games "Easter eggs" and it's always fun to see how others play the same game but differently.

    8. Additionally, players need to know what patterns or combinations of ele-ments the game’s internal design grammar allows. They need to know, giventhe situated meanings they have given to each element in the pattern or com-bination, what the whole pattern or combination means in a situated wayuseful for action

      Going back to my Ghost of Tsushima comment, this game allows players to clear out an enemy camp using various different methods. You can use your Ghost tools to sneak through the camp killing the enemies one by one in a sneak-attack type of way. OR you can call out to the entire enemy camp and attack them head on using different sword stances that you learn throughout the game. You can also use a combination of both of these, which I typically do, where I go around the perimeter and Ghost kill the people defending the camp in the towers and at the gates, and then call out the remaining enemies and fight them head on. You have to know the different combinations available, and utilize the button combinations correctly when interacting with enemies.

    9. Many of them see it as a virtue; they say it adds more excitement andchallenge to a game.

      I personally am so glad that a lot of platforms have auto-save options now. I have had my dreams and efforts crushed too many times in vain.

    10. semiotic domain of video games forgame platforms that games and handheld controllers go together

      A really good example of a game that utilizes the controller, in my opinion, is Ghost of Tsushima. The game offers different attacks and counter-attacks with different button combinations. To me it has been one game that I have played in a long time where I feel like I actually use the controller. You can tell the developers really thought about how to give the player an authentic battle sequence through button combinations.

    11. It is quite a sight to watch a six-year-old, as Captain Olimar, lead a multi-colored army of little Pikmin to fight, build, grow more Pikmin, and explorea strange landscape, all the while solving multiple problems to discover andget to the locations of the spaceship’s missing parts.

      This is a super intense game, and I need it.

    12. knowing about a socialpractice always involves recognizing various distinctive ways of acting, inter-acting, valuing, feeling, knowing, and using various objects and technologiesthat constitute the social practice

      Learning the rules of the game!

    13. an affinity group

      This is really nice to be able to put a term to something that I have experienced first hand. When I was growing up I was super into Pokemon, as were a lot of my friends and other kids at school. We had a Pokemon club where we could play or trade cards, it was legit. This was totally an affinity group -- we traded cards, tips on playing the game, etc.

    14. Many people who don’t play video games, especially older people, are sure tosay that playing video games is “a waste of time.”

      I heard this a lot growing up (when videos games were fairly new). The first words my oldest son could read was "Game Over." Thank you Mario.

    15. The guard dribbled down court, held up two fingers, and passed to the openman.”

      This is a very good example. Something we all have to take into account when recommending, really anything. Whether that is a game, book, movie, or even a fancy dining experience.

    1. I understand that they are trying to say that fortnite does have affect on the brain and its not good for people to be playing for a long period of a time. when I play video games I see myself tend to get tired and my eyes start to hurt. I have played video games and I dont really experience what they are saying a lot of people experience but I see with then anger problems in my brother. he gets really anger when he plays his game.

    2. played violent video games showed less activation in the parts of the brain that control emotion and aggressive behavior. According to the lead researcher, Yang Wang, “These findings indicate that violent video game play has a long-term effect on brain functioning.” People who play violent video games for long stretches of time tend to develop depression, anxiety, and dissociation from reality

      This section of the article is very informative. It shows how there is always a psychological chain when an individual partakes in a certain activity for way to long. As mentioned the release of dopamine is what also makes it very addictive. That is why moderation is good in all parts of life, because something good can quickly become mad, or something bad can become worse the more you indulge in it.

    3. An op-ed in Education Week argued that playing “Fortnite” “is very similar to playing army men in the woods and building forts.” This is, in my view, false. Playing with your friends in a forest building real things and using your imagination is one thing. Playing by yourself in front of a screen, building virtual things and manipulating ready-made images is another. You don’t have to care about, cooperate with, or talk with other people to play “Fortnite.”

      The author really showed his stance in terms of how he felt about Fortnite. Which in my opinion makes the article a bit bias, the author spent a lot of time researching the cons about the game and did not provide as many cons. In the age of technology, and in times of COVID 19 pandemic, many people get to talk to each other by playing Fortnite. It's a way to have fun whilst still socially distancing. I enjoy real life in person communication and used to play outside growing up. But we have to take into consideration those who didn't grow up that way, or in this situation with the pandemic have no choice, that games may be a way to have them communicate with others, even if its virtually.

    4. At a minimum, the game is not teaching young people to settle disputes with words.

      I agree 100 percent with this quote, even if some children are not problematic enough to re-enact what they see in the game in real life, they are still exposed to that violent which may lead them to believe that, that is okay. But, I would also like to add that Fortnite isn't the only problem, like mentioned above other videos games contribute to this as well. I believe that as hard as parenting may be especially in a generation of technology, it is still 100% the parents responsibility how their children turn out and what they allow their kids to spend most of their time on. It all comes down to knowing your kid, spose, friend, or etc because their are pros and cons to this debate.

    5. A teacher told Education Week that “all my kids talk about is Fortnite” and that the game is “uniquely distracting” because other kids want to watch you play. Some parents even hire tutors to help their children become better at “Fortnite.”

      Fortnite is a relatively popular game, it can distract anyone in any age, especially children. Children are curious about everything mostly are about game or something playful. Some parents might think that their kids can be famous of being a Fortnite gamer. As a career, in order to make their " Fortnite" future successful, they will pay" extra expenses" for their kids to become better in the game.

    1. I feel like they are trying to make fortnite look like this bad game. they are trying to say people get so addicted that they are going to do the same thing to them.

    2. 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 statement could mean that people who play this game are more liable to do their own thing in life. They may want to veer off and "create" the life they think about and turn it into reality.

    1. “Did this instruction hold your interest throughout? Were there places where you lost interest? Did you enjoy the game? What was the most interesting part of the instruction ? How could the instruction by made more interesting?” etc. The answers to these questions can be used to revise and refine the instruction so that it is viewed by learners as being interesting, i.e., not boring.

      This makes me wonder: how can I implement this on a smaller, age-appropriate scale with my own learners? How can I allow my 2nd graders to have a say in how they are learning, asking them what is and isn't working? I think no matter their age, students are able to give meaningful feedback to their teachers when prompted.

    2. The more we learn about them before we design the instruction, the more we can match their interests and concerns in the instruction. If the learners are anonymous, then we lose this tailoring of instruction to their interests.

      In education, this is done often. As teachers, we often look at our students and determine what interest them or what would engage them in order to make their learning as fun and creative as possible. Currently, my students are all about "Among Us". Due to this, we have created games to review material, classroom management/reward systems, and discovery learning that matches the game. Although this is a simple step, it helps make the learning more relatable and therefore, effective.

    1. In Minecraft, creating one’s avatar is an opportunity to consider how children want to present themselves in the game and what messages they convey to other gamers through their “skins.”

      Here the author states how minecraft allowing one to create an avatar is an opportunity for children to consider how they woul like to be represented and I completly agree this give children the chance to express themselves in a creative matter.

    2. 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.”

      Here the author states how obsertvation is a crucial first step for learning how to partcipate in any activity. I agree with this statement because many like myself feel that we are visual learners.

    3. Like Minecraft, online games that run on mobile technologies, such as tablets, allow family members to play next to each other at home or while they’re on the move. This allows caregivers to understand and supplement the quality of children’s gameplay by participating in the game. They no longer worry about the quantity of screen time from an outsider perspective.

      Here the author states that mobile technologies are allowing family members to play right next to each other or on the go which allows caregivers to gain a better grasp on the quality of the games children are playing.

    4. 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.

      Here the author shows how video game Minecraft is able to help players come together and collarborate on how to solve problems now matter the diffference in skill, level or expertise.

    5. In October, U.S. Reps. Alexandria Ocasio-Cortez of New York and Ilhan Omar of Minnesota amassed more than 4 million viewers while playing the video game Among Us together on Twitch, the popular livestreaming platform for gamers.

      Here the author shows U.S. Reps Alexandria Ocasio-Cortez of New York and Ilhan Omar of MInnesota gaining a grand sum of 4 million viewers while playing video game among us, this shows that video games is a great way to gain traction

    6. In-game caregivers can also help young gamers consider how women and people of color are represented – or not represented – on screen.

      This is a great topic to talk to kids about. Not discussing these subjects can prolong sexism and racism. Adults see things different than their kids so when they play video games with their child it's good to educate them and allow them to see things from a different perspective.

    1. Far too many people view politics in much the same way as they do when watching a show like Game of Thrones, House of Cards, or The Bachelor.  In other words, they focus on the drama, the conflict, the personalities, etc., and very often choose sides as if being a cheerleader/spectator is enough. 

      Modern politics are a joke, it is often about whos right and usually ends up in the two main parties trying to be contrarians and disagreeing for no reason.

    2. Far too many people view politics in much the same way as they do when watching a show like Game of Thrones, House of Cards, or The Bachelor.  In other words, they focus on the drama, the conflict, the personalities, etc., and very often choose sides as if being a cheerleader/spectator is enough. 

      This is honestly so true I feel like a lot of this generation especially does not care about the facts and details. We tend to just hear about something and assume it when half of the time its false or incorrect.

    1. greatest ever player

      just out of curriosity is it by titles one ore thye difference in titles ever game is different for how they judge their greatest of all time for the NBA its Jordan for NFL its Tom Brady so is it because of Richards different titles that he is the greatest not the number of titles he has because he still has allot

    2. The man, as well as having a perfect command of the vocabulary, possesses an impressive game tactic that allows him to leapfrog the competition,” Morel wrote.

      It will be interesting to see if others try to replicate his approach and if it is easy to duplicate for other players.

    3. “He has learned no language logic, just a succession of letter sequences giving rise to words.

      This is actually a good thing. Since he is not tying the words to the language and only to a flow of letters, it makes it easier for a game that is all about the word and has nothing to do with the use of those words.

    4. “I said, ‘I know a game you’re not going to be very good at, because you can’t spell very well and you weren’t very good at English at school’,”

      I find this funny because I am fairly good at Scrabble and can win 2 out of 3 games that I play. I am a exceedingly bad speller. Though, I know weird words and short words which will usually allow me to use triple word or double word scores that are blocked by weird letters or that do not have many spaces.

    1. This is not a game.It's just a thing.It's nothing to do with cash.Luckily, it's free.Don't pay a dime in this.it's not a game.It's just... more.It's just more.Not in a good way.Nor in a bad way.Sometimes more is just more.This is more. More snore.Is it a good snooze?You decide.I recommend you decide for yourself.After you give it a try.It's free.A free what though?This is not a game.
    1. Yeah watching her lose everything is heartbreaking. Ellie is losing her reason to live, and Abby is finding hers. I love how that Pearl Jam song is used as this reference point for Joel too. And I thought it was so devastating how, right at the end, you realise Joel and Ellie made up. I think some people will say that the game has a clear ending and then goes on for a few more hours, but I think that’s entirely the point. Ellie and Dina get to a place that is for anyone else the perfect life, for the reality they live in. The farm house is beautiful, they have peace, and they’re looking after a baby. It’s the end for a normal person – but not for her. That final stretch in Santa Barbara is supposed to, in my interpretation, feel like one step too far. The game is making you feel this weird dissonance between leaving that idyllic place and going back to something horrible.

      Pathetic appeal: This pathetic appeal works because it aims to establish a connection to the characters in the game. The comparison between Ellie and Abby helps understand just how devastating and traumatic life has been for these characters. It also highlights how Ellie cannot let go of her rage after witnessing her father figures death. In general, this appeals to us because readers can feel her rage, sadness, anxiety and how it is all consuming her.

      Overall, I would say the pathetic appeal was the most effective. This game itself is fueled by emotion and the idea of anger consuming someone. So I think this author does a good job at establishing this point. This digital space is one of speaking freely about your opinion, and this exemplifies that. They openly state how they felt about certain parts of the game while also elaborating on their analysis. Overall, they have a great pathetic appeal.

    2. Mechanically, I think the companions were way better to fight alongside as well. They helped kill infected more efficiently and solved puzzles, and it felt like you had a human person there with you rather than just an NPC waiting for the next narrative beat. Speaking of companions, what did you think of Yara and Lev?

      Logical appeal: This appeal effectively highlights the positive mechanics in the game; that being the AI/characters that aid you in fights, looting, etc. This also shows a level of improvement from the previous game, stating how this games overall structure is better than the previous. So, the other authors can now open a logical discussion that leads towards a better analysis of the characters (Yara and Lev). At the same time, this highlights the game as being well 'polished' by its developers and worthy of future discussion.

    3. Joel obviously isn’t a good guy, but there’s a kindness in him and he does care about Ellie. I love that he keeps a book, An Idiot’s Guide to Space, on his bedside. He’s devoted to learning Ellie’s interests so they have some common ground. But he’s done unforgivable stuff. Even outside of the final scene of the first game, there’s that bit where they’re ambushed by raiders on the roadside. Ellie asks how he knew it was an ambush and he replies, “I’ve been on both sides.” He’s a killer and a torturer. His fondness of Ellie doesn’t absolve him of his sins. But still, when he’s lying there on the floor, leg shattered from a shotgun blast, hair sticky with blood, you feel what Ellie feels.

      Ethical appeal: In this part of the discussion, the selected author seeks to add background to the story, particularly who Joel is and what he's done. The author establishes his credibility of his status as a crucial character to the game. At the same time. it is done very effectively because the description also identifies Joel as a dynamic character. Yes he has done bad things in the past, but that does not triumph the fact he loves Ellie. So here, the author has effectively identified Joel as a key character while also maintaining the honesty of his actions and the storyline.

    1. Black Feminist Musings on Algorithmic Oppression

      I came across this paper after I saw the twitter kerfuffle that went down between Safiya Noble and the student. Noble's comment to the student was that they had to build upon earlier works rather than try to tear it down. There was a time when scholarly critique meant ripping the previous scholar shreds to establish your presence in the field. (The scene from Game of Thrones where a Khallasar takes the throne comes to mind!)

    1. Now consider the demands of the content, texts, and assignments your students encounter in your subject area. In what ways do you model the thinking of an expert in your discipline to support students in their learning? How do you promote understanding of why your discipline is important and how it contributes to our understanding of the world?

      I think that modeling in this way will support your students in the best way possible. By watching them play in a game and seeing their skills develop its going to be good for both me and the students to understand where they are skill wise.

    2. What skills and strategies (literacy practices) do you expect your students to know and be able to use before they begin your course?

      I would like to teach high school, so coming in to high school I would expect students to have basic movements down to be able to use for game. They don't have to be overly developed skills, but just enough where they understand what to do

    1. I helped to beat the pon

      The person did not help The Boy when he knew he was depressed, so he laughed when The Boy said he was "going to hunt big game." In doing so, it may have added to his sorrows.

    2. He said that he was "going to shoot big game",

      In saying that he was leaving to shoot "big game" can be understood in several different ways by the reader. It could just be perhaps large animals, but it can also be foreshadowing to him in the end shooting himself, which would mean that he described himself as the big game. The author probably put that exact choice of word to get the reader thinking as to who that big game could be.

    1. Nextdoor’s feed-ranking algorithm feels less aggressively optimized than those of larger networks. There’s no such thing as “followers,” so there’s little incentive for users to post clickbait or engagement bait. The network’s intimate scope, with each user identified by their real first name, last initial, and neighborhood of residence, can make using Nextdoor feel less like a game of influence and more like, well, actually talking to your neighbors. It’s hard to go viral when your audience is limited to your immediate area.

      Nextdoor的feed-ranking算法不如那些大型网络的优化那么积极。没有所谓的“followers”, 所以用户很少有动机发布点击诱饵或参与诱饵。这个网络的亲密范围——每个用户通过他们的真实姓名、姓氏首字母和居住区域来确定——使得使用 Nextdoor 不再像是一个影响力的游戏,而更像是实际上与你的邻居交谈。如果你的听众只局限于你所在的区域,那么很难进行病毒式传播。

    1. Game developers no longer have to manage every piece of their economy: from the supply of resources to pricing to capital controls. Instead, they can let free markets do the heavy lifting!

      I don't think game devs want this necessarily

    1. 我在游戏《星露谷》(Stardew Valley)上面花了很多时间,不禁希望可以在游戏里,雇用某人为牛和山羊挤奶,而不必每天早上花时间陪它们。

      我喜欢这个游戏,是因为向往田园生活,渴望逃避大公司的人生。但是最终,我仍然想雇用别人为我工作,这个游戏让我在支持资本主义还是反对资本主义方面摇摆不定。

    1. games are equivalent in their effectiveness but I do believe they all highlight an under-discussed aspect of playing a game: thought

      agreed, but it really depends on the purpose of the game

    2. off screen bit of mental engagement as the player ascribes meaning to these places and develops feelings about them that can then be reflected in the game

      I can relate to this, sometimes I would imagine how I would be in the game world and especially if they are open to interpretation I can imagine how the game world would play out in many scenarios

    1. While The Sims takes place in a virtual world, players still have to make decisions and meet goals,

      I would also say its easier to do so in the sims, compared to real life which is much harder than any game

    1. I would have suffered no bad consequences in the game world.

      interesting and true, using a virtual character to explore and do things we would not do in real life so we can "experience" it ourselves. (like the game gta)

    1. it’s my job as a coach to know when to push and when to back off. The upcoming five-week preseason block is the time of year to really push hard because the technical and tactical components of the game won’t come back into play for a while.

      Ele utiliza o exemplo dele do período fora de temporada, onde não existe uma realização de práticas voltadas a modalidade principal.

    1. Keep in mind: There is no such thing as "an artificial intelligence". AI is a collection of methods and ideas for building software that can do some of the things that humans can do with their brains. Researchers and developers develop new AI methods (and use existing AI methods) to build software (and sometimes also hardware) that can do something impressive, such as playing a game or drawing pictures of cats. However, you can safely assume that the same system cannot both play games and draw pictures of cats. In fact, no AI-based system that I've ever heard of can do more than a few different tasks. Even when the same researchers develop systems for different tasks based on the same idea, they will build different software systems. When journalists write that "Company X's AI could already drive a car, but it can now also write a poem", they obscure the fact that these are different systems and make it seem like there are machines with general intelligence out there. There are not.

      谨记:没有所谓「一个人工智能」这样的东西。AI 是一套方法和思想的集合,可以构建软件实现一些人类大脑的功能。研发人员开发新的 AI 方法(并使用已有的 AI 方法)构建出令人印象深刻的软件(有时也包括硬件),诸如玩游戏或画猫。然而,你可以放心地假设同样的系统不能同时玩游戏和画猫。事实上,我还没有听说过基于 AI 的系统能做一系列不同的任务。即使是同样的研究人员,在基于同样的思想为不同的任务开发系统时,他们会构建不同的软件系统。当记者写下「X 公司的 AI 已经可以开车,但现在还可以写诗」时,他们掩盖了这些是不同系统的事实,似乎有些机器已经拥有了通用的智能。事实上并没有。

    1. 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 are adapting and creating new techniques. For college students majoring in computer science, and new strategies in chemistry & physics. It's amazing to see games reaching new heights in the tech world. Also tools are adjusting circuits for targeted voltages and unknown chemicals.

      This is a great piece of information for my essay!

    1. Recommendation: After every game, take just a few moments to review your Game Report and analyze or retry your mistakes. It doesn’t take long, but it makes a significant difference when you learn from your actual mistakes in your own games.

      This is not mentioned, but I am 100% sure that putting your errors into a SRS like Anki will aid you even more.

    2. Recommendation: Aim for about 10 quick games on most days if you want to improve as quickly as possible. Or just play a game or two more than you are playing now to steadily improve at a more moderate rate. The key is to play, play, play.

      10 games a day is a lot. I can do 3 a day max. This should still be sufficient for learning opportunities, especially at the beginning.

    1. "thank you for your ongoing interest in Patrician 3 but the developers moved on to more recent projects. There are currently no patches / updates planned to establish compatibility with windows 8 or 10."I find it very disturbing that Kalypso and Steam are continuing to sell the game, when there are so many problems with it and there are no plans to make it compatibile with modern hardware.
    1. Who cares if the game is old? Old games are also loved, you cant hate on a game thats older than you. I'm saying this to those 10 year olds who disliked the game just for being ''old'' I hate how people are nowadays.

      agree

    1. habitus

      William Sewell, Jr. alleges that a major problem with habitus as Bourdieu conceives of it is that habitus thus described would only maintain stasis, would never be able to generate change. Our practice is always conditioned, and our persistence in our conditioned practices ensures that succeeding generations will also be so conditioned: schemas and resources ‘simply reproduce each other without change indefinitely’. We don’t play the game; the game plays us. This seems to contradict our own experiences of agency, and our knowledge that social transformations do in fact occur, often without obvious external causes to explain them.

    1. “Electronic media cancelled the physical time and space limitation for humans to be present at events. Digital media advanced this new quality of human beings even more, they make time elastic, which is impossible in physical reality. In video games, a player can slow down, stop, reverse, repeat time. Resurrection becomes everyday routine for video game players, who save and restart their digital selves, and for social media users, who can delete and restore their profiles.”

      "电子媒体消除了人类出席活动的物理时空限制。数字媒体进一步提高了人类的这种新素质,它们使时间变得有弹性,这在物理现实中是不可能的。在电子游戏中,玩家可以减速,停止,倒退,重复时间。对于电子游戏玩家来说,‘复活’成了他们每天的例行公事,他们可以保存和重启数字自我,也可以删除和恢复自己的资料。"

    1. It states, in part, that an avaricious individual, or just a naive and easily deceived one, is fair game for those who are sharper, quicker witted, or more worldly.

      This statement reminds me of the saying, 'I don't need to run fast, I just need to run faster than you.' You outsmart the naive to get what you want. Success in America is only fit for the sharp, quick witted, and more worldly people that will do what it takes to get ahead in life.

    1. Sept. 11 dramatically shifted the focus in Washington from debates over federal privacy legislation to a mania for total information awareness

      It's quite crazy how a tragedy of such a large scale completely changed the game towards out privacy and the ethical debates behind privacy that we still have today.

    1. distributing their tokens through the game to drive network effects and and value for the underlying assets. 

      I feel like the indented consequence is people checking out your game with the tokens you airdropped them -- but what would really happen is people would just immediately sell them on the open market.

    1. On the other hand, in some cases, as with the elephant and rhinoceros, none are destroyed by beasts of prey:

      The primary predator of these animals would be humans. As human numbers continue to drastically rise, the number of large game animals continues to decline.

    1. “It was the father who pushed the son out of the way.”

      With each new person the story goes through the more it is changed. Kind of reminds me of a game of telephone where the details are slightly changed with each new retelling until the point where it is completely different than the original.

    1. Ah, the old advertising games... It's kind of hard to explain for new generation of players, but back in the days we had games fully dedicated to certain brands. And they wanted us to pay for them. Don't get me wrong, I'm not talking about games like Zool and Biker Mice from Mars that used to include excessive product placement. Even some Teenage Mutant Ninja Turtles games had it. I'm talking about games that were created solely to promote a certain brand. Like Pepsiman, where we played as that weird Pepsi mascot, or Avoid the Noid with the scary bunny-like... creature from Domino's (there was actually another game about him, but it was just a “hack” of somewhat popular Famicom game Kamen no Ninja: Hanamaru). Like I've said, it's kind of hard to explain, but back in the days, kids were less sarcastic, while Ads were... well, a bit more than just Ads.With no Internet, with TV being way more than it's today and with way, WAY less rules applied (because SEGA does what Nintendon't), Ads were more than just that annoying thing that interrupts Rhett and Link on YouTube. Those were almost art on their own. And the perfect scenario for a brand was to create the mascots so cool that everybody would want to buy merchandise with it. I mean, aside from the main product. Like, everybody loves Cap'n Crunch (huge fan here). But would you also pay for a PEZ dispenser with the man? Would you like a T-shirt? That's how it worked back in the days. And with video games starting to recover from large-scale recession of early 80s, when crappy products like Pepsi Invaders almost killed the entire market, we've got ourselves advertising games... that were actually quite good.Believe it, or not, but the games about 7-Up's Spot, Cheetos' Chester Cheetah and even McDonald's Ronald McDonald were actually pretty solid. And sometimes there were even games that tried to achieve more than that. From a fourth generation platformer with kickass soundtrack called Global Gladiators that used to include McDonald's kids Mick and Mack (previously included in the game called MC Kids, which wasn't as good) to a weird 3D action game called Darkened Skye, which featured magic system based on Skittles. Let's just say that advertising games were not as simple as you may think. And this one? Not only it's my most favorite game of the kind, it's, like, one of my most favorite puzzle games... ever. Together with The Incredible Machines, Supaplex and so on. It's that good.First of all, Pushover is a game that was made to promote a popular British snack Quavers (they're so curly!). Quavers are the curly potato puffs and their mascot, Colin Curly... just lost all of them. So, as Colin's ant friend, we need to go down through the ant hill to some caves (because reasons) and get them back. That's pretty much all the background we've got here. Nothing big, nothing really interesting, but... it doesn't matter. Like... at all. The thing is – Pushover is an action puzzle game, the story doesn't really matter in that genre, while gameplay-wise... well, like I've said, this game is totally awesome.Long story short, Pushover is all about the domino effect. You push (hence the title) one block and watch the others falling. Naturally, your goal is to drop all the blocks on level during the limited amount of time. After that, you'll be able to exit the current level and get the password for the next one. Which will be very useful, since the game comes with the whooping 100 levels, some of which will be pretty tricky. Sounds pretty dull, though, can't argue with that. I mean, who cares about domino, right? Pushing blocks on 100 levels... sounds boring, right? But it's not that simple.See, there are ten different types of blocks in this game. All with their own unique properties. And trying to figure out how to drop all blocks on the levels with just a couple of pushes? It's just fun. Very, very fun. So fun that I actually love this game more than Lemmings. And everybody knows just how fun Lemmings game is. Pushover is just... well, it's hard to explain, but it's one of those games, which just “click”. It's one of those games, in which “stars” aligned perfectly. Controls are simple enough, the puzzles are very interesting and tricky (but not too tricky to make you feel bad), the graphics is very cute, the sound has that awesome “Sound Blaster” feeling... Pushover is just one of those games that you can't stop playing. 28 years later? I still can't get enough of it. And it's not just me. Even though the game was ported to quite a lot of systems (there was even SNES version with all Quavers Ads completely removed), there was a fan-made remake released in 2006. Guess, it says something.What we have here is a 100% original (not remade) DOS version (runs through DOSBox), but guess what? No complains here. Even though very often Amiga versions had better music, Pushover was not one of such games (I totally prefer the DOS sound), while all “big three” versions (Amiga, Atari ST and DOS) look almost identical and I'm not a big fan of those “filters” from fan-made remake. I mean... it's pretty cool version and stuff, but... there's nothing like the original.So, yeah. I can't recommend this game enough. Pushover is charming, cute, smart and extremely addicting puzzle game from early nineties. You like games like Lemmings, Bomberman, Wrecking Crew and so on? You should totally check this one out. Like the original Goonies (which also got fan-made remake, by the way), this game is a forgotten gem from the past. It's in my Steam favorites and it'll stay there forever. I love it that much. Dixi.
    1. The field of public health had long been haunted by the prospect of a widespread respiratory-illness outbreak like the 1918 influenza pandemic, so Redfield was concerned. Gao, when pressed, assured him that there was no evidence of human-to-human transmission. At the time, the theory was that each case had arisen from animals in a “wet” market where exotic game was sold. When Redfield learned that, among twenty-seven reported cases, there were several family clusters, he observed that it was unlikely that each person had been infected, simultaneously, by a caged civet cat or a raccoon dog. He offered to send a C.D.C. team to Wuhan to investigate, but Gao said that he wasn’t authorized to accept such assistance. Redfield made a formal request to the Chinese government and assembled two dozen specialists, but no invitation arrived. A few days later, in another conversation with Redfield, Gao started to cry and said, “I think we’re too late.”

      长期以来,公共卫生领域一直受到呼吸道疾病大范围爆发可能性的困扰,就像1918年的流感大流行疫情一样,所以雷德菲尔德对此表示担忧。高福在被追问时,向他保证,没有证据表明存在人际传播。当时的理论是,每一个病例都是由出售野味的 "湿"市场中的动物引起的。当雷德菲尔德了解到,在27个报告的病例中,有几个家庭集聚,他观察到,每个人不可能同时被一只笼子里的果子狸或浣熊狗感染。他提出要派疾控中心小组到武汉调查,但高福说,他无权接受这种协助。雷德菲尔德向中国政府提出正式请求,并召集了二十几位专家,但没有收到邀请。几天后,在与雷德菲尔德的另一次谈话中,高福开始哭泣,并说:"我认为我们太晚了。"

    1. our case, presidents come and go; laws come and go; social movements come and go; Congress does its thing;

      This is the best option. No matter how much we push an idea, it'll eventually became irrelevant. Thing's do come and go. One topic can be the center of attention right now but who knows maybe in 20 years, it won't. It can become a waiting game in some cases.

    1. It’s vitally important for the majority of big budget, high-profile films to await the return of movie theaters around the world and that’s why we are seeing so many films pushing their release dates down the road

      A lot of money loss for these films means that they have to play the long game but it also might not work if interest dwindles when its release comes around

  3. doc-00-2o-docs.googleusercontent.com doc-00-2o-docs.googleusercontent.com
    1. This assessment will consist of a simple-but-functional game as well as an 800-to 1,000-word essay that comments on how your game corresponds with the "I Can" statements described above.

      I personally really appreciate this. I think creating a game is more hands on and give us a chance to really show our skills, without this being a 15-20 page paper. An essay that proves our understanding in 800-1000 words will be helpful and feel way less like busy work.

    2. consider game design activities in your professional context

      I am personally interested in getting into design myself as my career advances, so I am excited to undergo this exercise as I can think critically and apply the semester in to my career path. I believe this will be an introspective exercise that will benefit me heavily.

  4. Jan 2021
  5. doc-00-2o-docs.googleusercontent.com doc-00-2o-docs.googleusercontent.com
    1. These activitieswill consist of both readings and small, low-stakes activities that let you learn about, reflect on, and apply concepts and ideas that can help us describe how games can be meaningful.

      Creating a game sounds fun, but also a bit daunting. I believe that this will help with the process.

    2. Throughout the semester, you will be working on designing a meaningful game, which you will ultimately submit as your final project

      I am beyond excited at this prospect, probably because I already have a game idea in mind I thought of years ago and have never found the time to bring into existence. I believe it should already work for the assignment details as the idea currently exists, but obviously I'll be sure to read about the assignment fully before determining this and ask questions as necessary to ensure I do things correctly.

    3. because many of you have likely never designed a (meaningful) game before, it's probably asking a lot of you,

      When thinking of designing a game all I can think of is that every game I can think of has already been made. That is why there are so many versions of classic games such as Monopoly and Clue.

    4. Throughout the semester, you will be working on designing a meaningful game, which you will ultimately submit as your final project.This is not a course on game designor on technical skills, so you will not be assessed on whether your game is technically impressive(or even fun).

      Im very excited about making a game in general but also very nervous about what to expect in the process.

    5. This is not a course on game designor on technical skills, so you will not be assessed on whether your game is technically impressive(or even fun).

      This is really reassuring for me, since I don't consider myself to be super creative!

    6. build a roleplaying game characterbased on yourself

      This is such a fun and creative activity, for individuals already invested in roleplaying games and for individuals who don't have any prior exposure to roleplaying. Very cool!

    7. Building on these skills,you will then learn how to identify the literacy practices associated with meaningful games, meaningful game contexts, and game design activities for youth and/or adults.

      Really excited for the focus on identifying literacy practices!

    8. plus, it will give you some experience that you could use to organize game design activities in your professional conte

      I'm excited to think about games for my work environment. I've been wanting to craft some and test them out for our sellers.

    9. Throughout the semester, you will be working on designing a meaningful game, which you will ultimately submit as your final project.

      I am really excited about this, definitely the coolest/most interesting "final" I've ever done.

    10. ctivities throughout the semester will organize and structure your game design experience and provide you with resources that you can use to create your game (most notably, the Twine interactive storytelling software).

      I love that the course is set up to allow up to develop our final project over the course of the semester; all too often finals sneak up on us and are overwhelming!

    11. I can describe how the design of a game connects with particular literacies

      I’m interested on learning about the connections between games and literacies.

    1. Other levels of government will also be instrumental in Windsor’s success. In devising this strategy, we sought to strike a balance between areas where Windsor can make an impact alone – such as building greater links with Detroit – and areas where national and provincial support will be necessary for success – such as the adaptation to the electric and autonomous automotive industry.

      It is curious to me that this is so focused on government intervention. there are two other large institutions here, Chrysler and Ford. There is also a very important pocket of manufacturing innovation not tied to automotive. Where are they? When do they put some skin in the game of diversification for their own benefit?

    1. 游戏业的知名记者 Jason Schreier 在彭博社发表文章,披露了为什么电商巨头亚马逊旗下的游戏工作室连续两款游戏失败。Mike Frazzini 在帮助创办亚马逊游戏工作室时没有任何游戏制作经验,过去八年他发布了两款游戏,但因为差评游戏随后就下架了,并推迟和取消了更多项目。作为游戏业务的负责人,Frazzini 收购了现有的工作室,并推动公司花了约 10 亿美元收购了直播平台 Twitch,招募了游戏行业的顶尖人才如《EverQuest》和《Portal》的创作者和 EA 等公司的高管。然而根据前雇员和现雇员的说法,他无视这些人的建议,只是反复强调亚马逊需要一个 10 亿美元的作品,但又让项目人手不足。Frazzini 没有使用行业标准的开发工具,而是使用亚马逊自己的工具( Cryengine 分支 Lumberyard),如果使用得当的话有可能省钱(但根据内部人士的消息 Lumberyard 引擎的问题很多 )。

    1. Even the "retail" is plenty of well-off people. While most of the media coverage focuses on laid-off college-aged kids and uses the term "mom and pop" investors (is that even okay in 2021?), I can promise you plenty of friends in tech (who often make a lot more than friends in finance nowadays [Haha, sorry -Can]) and doctors are sending me $GME or $AMC gain porn. The already wealthy are having a laugh, catalyzed by r/WSB. I mean, the world's richest man joined in oh the fun. Can we please stop making this about the "little guy" vs. "Wall Street"?

      即使是 "散户 "也有大量的富人。虽然大部分媒体的报道都集中在失业大学生身上,并使用了 "mom and pop"投资者这个词,但我可以向你保证,有很多科技界的朋友和医生都在给我发$GME或$AMC的收益截图。在r/WSB的催化下,已经富得流油的人都笑了。我的意思是,世界上最富有的人也加入了这场游戏。我们能不能不要再说什么“小人物”和“华尔街”了?

    2. Professional Money is on both sides of the trade. There are very openly 'hedge funds and professional money managers' on both sides of all these trades, not just on the short side. They’re openly talking about it. A famous Silicon Valley billionaire who runs a hedge fund went on CNBC to openly talk about profiting from a $GME long position and donating the proceeds to the Barstool fund (naturally, the only logical result from this timeline). It's one example, but it's some pros are long, some are short.

      交易双方都有专业的资金支持。在所有这些交易的双方都有非常公开的“对冲基金和专业基金经理”,而不仅仅是做空方。他们在公开谈论这个问题。一位经营对冲基金的硅谷著名亿万富翁在CNBC上公开谈论从GME多头仓位中获利,并将所得捐赠给Barstool基金。这是一个例子,但有些专业人士是长线的,有些是短线的。

    1. If you don’t know what happened, then don’t talk crap.

      The onlookers conversation seems to be devolving into one big telephone game with added information each time someone new arrives

    1. 未来玩游戏将不再需要性能强劲的本地硬件,而只需要一台具有基本运算能力和联网的电视,复杂的图形计算都在云端完成,再传输回本地。目前,Google、Microsoft 甚至 Amazon 都已经推出了自己的云游戏服务,都采用了订阅模式,其中 Microsoft 的订阅服务就是 Game Pass。

    1. Interestingly, people commonly design companies that are in significant conflict with their customer base. And you play these games to win them over, like taking them out to golf to get them to sign an enterprise contract. That's weird. I mean, I get that it works, but that's a different game than I'm playing.

      有趣的是,人们通常设计的公司与他们的客户群有着显著的冲突。你玩这些游戏是为了赢得他们,比如带他们去打高尔夫,让他们签一份企业合同。这很奇怪。我的意思是,我知道这很有效,但这和我玩的是不同的游戏。

  6. luky-my.sharepoint.com luky-my.sharepoint.com
    1. Developing resources for future learning and problem solving in thesemiotic domains to which the game is related

      I am a old school gamer and I stopped after the PS2, but I have to say from Mario Bro. to Pac-Man to Final Fantasy, the one thing that I always loved about these games where that you had to think not just of what to do in the moment but what was coming next. Each level or stage of the game was going to be harder and more challenging. These games can help teens to think about life, as it is true that as we get older and advance through life, things get ore challenging.

    2. It is quite a sight to watch a six-year-old, as Captain Olimar, lead a multi-colored army of little Pikmin to fight, build, grow more Pikmin, and explorea strange landscape, all the while solving multiple problems to discover andget to the locations of the spaceship’s missing parts.

      Great problem-solving game that promotes creativity and analytic thinking.

    1. Not related to this game itself per se, but there is some highly suspect positive reviews posted on all the store pages of titles released by this author (same accounts for each, one even is named after his Youtube channel)
    1. “Fortnite” may not be the only violent video game that emphasizes individualism and survival. But given its current popularity and appeal on the planet, it pays to examine its effect on the individuals who will make up society as a whole.

      In this part of the text is states that it's not the only video game that is deemed to be violent but because of its growing popularity it does have a major generational pull to it. it teaches one to be focused souly on themselves as well as their survival and not the well being of everybody as a whole. In this text it shows fear that this generation that is addicted to this particular game might cause an exponential impact to the society that they make as a whole not individually which from what i'm constantly reading is what the game focuses on.

    2. An op-ed in Education Week argued that playing “Fortnite” “is very similar to playing army men in the woods and building forts.” This is, in my view, false. Playing with your friends in a forest building real things and using your imagination is one thing. Playing by yourself in front of a screen, building virtual things and manipulating ready-made images is another. You don’t have to care about, cooperate with, or talk with other people to play “Fortnite.

      In this section of the text you can really see the view of the author at this point he made it known that he doesn't agree with the comparison of the video game fortnite to the real life game army man. you're in front of a screen the whole time you don't need to interact or talk with anyone like you would need to in army man. you are building fake structures and interacting under a fake username and character build.

    3. played violent video games showed less activation in the parts of the brain that control emotion and aggressive behavior. According to the lead researcher, Yang Wang, “These findings indicate that violent video game play has a long-term effect on brain functioning.

      This goes back to the title of the article'fortnite' teaches the wrong lessons and it states that the time that was used to play these violent video games affected the brain in a negative way causing depression, anxiety, and dissociation form reality. as fortnite is not an entirely violent game it does have violence in it and if it is as addictive as people make it out to be its only a matter of time before the people that play this game regularly begin to receive the same diagnosis as the ones they tested in the experiment.

    4. The deeper question, however, is what are the long-term consequences of raising a generation of “Fortnite” addicts?

      In this portion of the text you can kind of tell the author thinks that this is a highly addictive game. someone who's usually addicted to something, They let it consume them and eventually it takes over. so back to the point, this part of the text could indicate that a game as highly addictive as fortnite could take away from actual physical human contact because of the fact that they are behind a screen all day.

    5. As one who spent several weeks playing the game, I can attest that the game speeds up your heart rate, makes you laugh, enables you to communicate with other people and teaches you strategy – all within the realm of a fantasy world.

      This would favor in the fact that Fortnite, or video games in general can help you communicate with others as well as help you think more strategically.

    6. I couldn’t help but notice how much the game seems to teach children the wrong lessons about how to function as an adult and interact with others. I came away from my “Fortnite” experience thinking that the game is raising young people to be self-centered, not good citizens.

      I wouldn't go as far as to say that the author went in wanting to see the best for this game but it seemed like they went into this experience with an open mind but ultimately came out with the idea that this game teaches kids how to be horrible citizens.

    7. According to a survey by financial education company Lendedu, the average player spends between six and 10 hours per week playing the game, with 7 percent of the respondents saying that they play more than 21 hours per week.

      the author gives us an idea of how long an average player might spend on fortnite which may slow down there priorities and get distracted.

    1. Far too many people view politics in much the same way as they do when watching a show like Game of Thrones, House of Cards, or The Bachelor.  In other words, they focus on the drama, the conflict, the personalities, etc., and very often choose sides as if being a cheerleader/spectator is enough.  Although engagement and participation are important to American government and politics, it’s not enough–not for the individual that wants to understand what they are observing and contributing to. 

      Unfortunately, politics have been heavily romanticized to the point where people have gained a distorted view of what it actually means. It has seen the reality tv show treatment- politicians spewing out empty platitudes with fabricated personalities- and more than ever we have lost faith in our system of government. However, it is no longer something forbidden or isolated, as we are seeing the effects of political inactivity on our country and the world. Those who try to avoid it are missing the point.

    2.   Far too many people view politics in much the same way as they do when watching a show like Game of Thrones, House of Cards, or The Bachelor.  In other words, they focus on the drama, the conflict, the personalities, etc., and very often choose sides as if being a cheerleader/spectator is enough.

      Unfortunately, these past few years, the news have felt a lot like a reality tv show like described above. News outlets thrive off ratings and drama tend to get a lot more rating than reporting real news. The way people interact with politics has completely changed. A positive note that has come out of all this turmoil is that young people have been getting more and more involved in politics as a result.

    3. Far too many people view politics in much the same way as they do when watching a show like Game of Thrones, House of Cards, or The Bachelor.  In other words, they focus on the drama, the conflict, the personalities, etc., and very often choose sides as if being a cheerleader/spectator is enough.  Although engagement and participation are important to American government and politics, it’s not enough–not for the individual that wants to understand what they are observing and contributing to. 

      I feel this is unfortunately true for most Americans. At this day in age a lot of people who don't fully understand current events tend to jump the gun and try to contribute to a "side" on an issue. These individuals feel as if they're fulfilling their civil duty by being a member of society, but in reality they can infect other young minds and tamper their individual thinking.

    4. Far too many people view politics in much the same way as they do when watching a show like Game of Thrones, House of Cards, or The Bachelor.  In other words, they focus on the drama, the conflict, the personalities, etc., and very often choose sides as if being a cheerleader/spectator is enough.

      Politics should not be seen as these fake shows or reality tv shows. Politics should be taken seriously and not only to be seen when there is drama. Politics should be seen when there is good being done and when we have achieved something beneficial for all people. People only tune in at the drama of the shows which is to just get views and for money. People need to try to look beyond what they are being directly forced upon them. People should have their personal beliefs and be able to choose sides but should not be closed minded to where they can not even really watch both sides of an discussion. People need to be open minded.

    5. Far too many people view politics in much the same way as they do when watching a show like Game of Thrones, House of Cards, or The Bachelor.  In other words, they focus on the drama, the conflict, the personalities, etc., and very often choose sides as if being a cheerleader/spectator is enough.

      I could not agree more. Especially in the age we're living in now where everywhere we look or listen there are opinions everywhere, but no basis or knowledge. This really is how I was hoping to approach politics, to uncover what's underneath all the noise so I'm glad I chose this class!

    1. Writing to van Breda Kolff from Tokyo in his capacity as captain-elect, Bradley advised his coach that they should prepare themselves for “the stern challenge ahead.” Van Breda Kolff doesn’t vibrate to that sort of tune. “Basketball is a game, he says. “It is not an ordeal. I think Bradley’s happiest whenever he can deny himself pleasure.”

      Astute observation. Great athletes are rarely big fu-lovers or deeply content and at peace.

      Basketball is a game not an ordeal ...

    2. Van Breda Kolff says that Bradley is “a great mover,” and points out that the basis of all these maneuvers is footwork. Bradley has spent hundreds of hours merely rehearsing the choreography of the game—shifting his feet in the same patterns again and again, until they have worn into his motor subconscious. “The average basketball player only likes to play basketball,” van Breda Kolff says. “When he’s left to himself, all he wants to do is get a two-on-two or a three-on-three going. Bradley practices techniques, making himself learn and improve instead of merely having fun.”

      More classic deliberate practice type stuff. This guy rehearses footwork ..

    1. assuming value is tied to the amount of labor necessary, the value of the physical output would decrease relative to the value of production capital invested. In response, the average rate of industrial profit would therefore tend to decline in the longer term

      So his argument is fundamentally based on the assumption that everything is relative just like the sciodynamics paper. That is problematic because with that logic it is a zero sum game and there can never be any real productivity increase whatsoever.

      I would go even further and say that the rate of increase in use value will also decline because the technological process is on an s-curve

    1. Oh, certainly, I know all that; but if you had only stopped to think, you would have seen that you COULDN'T find the right man, because he is in his grave, and hasn't left chick nor child nor relation behind him; and as long as the money went to somebody that awfully needed it, and nobody would be hurt by it, and­­and­­"

      ah now the characters get to play the blame game

    Annotators

    1. The second long-term trend is the widening of monetization avenues through subscription and free-to-play models. Subscriptions provide a reliable path to monetization for smaller, quality games that otherwise lack the marketing or monetization nous to break into the mainstream.

      Subscriptions and game analytics

    2. For the wider gaming industry, coronavirus makes temporary delays in the production of gaming hardware more likely as factories around the world face supply chain interruptions. Furthermore, game developers are preparing for a loss in efficiency as more employees work remotely.

      Lag on some games

    3. Asian gaming giants Nintendo and Tencent both saw sales increases during the first quarter. The former sold almost half of its games digitally, a record that helped increase profits by 41%, while Tencent's year-on-year online games revenue increased by 31%. Analysis from GamesIndustry.biz shows that sales across 50 key markets rose by 63%. Even games released during the pandemic are performing well, with titles as varied as Doom Eternal (a first-person shooter) and Animal Crossing (a world-building simulation) both breaking sales records after launching. This is reflective of data from Comcast that shows how new game downloads have increased by 80%, compared to a rise of ‘only’ 50% in total gaming downloads.

      More about games sold this year

    4. A separate part of gaming is esports, which refers to organized, multiplayer video game competitions. This sector is forecast to grow to just over $1 billion in 2020. Business models in esports closely follow professional sports – though competitions are far more fragmented – with the majority of revenue coming from advertising and broadcasting. Although relatively small in comparison with the overall gaming market, esports is relevant here because it appears connected to the continued growth of gaming.

      Explanation of actual esports

    5. The global video game market is forecast to be worth $159 billion in 2020, around four times box office revenues ($43 billion in 2019) and almost three times music industry revenues ($57 billion in 2019). The biggest market by revenue is Asia-Pacific with almost 50% of the games market by value. North America accounts for a quarter of revenue.

      Bigger than box offices and the music industry

    1. In the case of climate change, game theory helps us understand the obstacles to its solution. Recall the way we modelled the climate change game as a prisoners’ dilemma in which two countries (the US and China) can either restrict carbon emissions or continue with business as usual (see Figure 4.17). Complete self-interest makes the business as usual scenario the dominant strategy equilibriumdominant strategy equilibrium An outcome of a game in which every player plays his or her dominant strategy.close.

      This is related to the Nash-Equilibrium exercise that we did last year in AP Econ. When doing this exercise in this scenario, we can see that the dominant strategy for both the China and the United States is to not care about environmental impacts that much. This goes to show that the economic development that takes place to make a country go from one that is 3rd world to 1st world can often result in environmental damage. However, as a country continues to develop as a 1st world country and the "capital" continues to improve, it can often result in the opposite environmental effect.

    1. which I believe my dad played. I never saw him play another video game console until I got a Wii, which he enjoyed.

      Does motion integrated technology prove to be more inviting and easier to use than more 'traditional' digital mediums?

    1. And yet despite this perpetual reevaluation of all values, the underlying social order seems unchanged; the sense of it all being a game not only persists, but hardens.

      The nub of the critique. And yet this reader points this critique at the essay itself, does he not?

    1. Aaron (then age 39) hit 40 home runs in 392 at-bats, ending the 1973 season one home run short of the record. He hit home run number 713 on September 29, 1973, and with one day remaining in the season, many expected him to tie the record. But in his final game that year, playing against the Houston Astros (managed by Leo Durocher, who had once roomed with Babe Ruth), he was unable to achieve this. After the game, Aaron said his only fear was that he might not live to see the 1974 season.[60]

      imagine how big that is to break a record like that , but what did the world think after he broke the record?

    1. Okay, stop

      Okay, stop is a game played on the podcast Lovett or Leave It. The host, Jon Lovett, and his guests watch video clips which they interrupt at will to provide editorial content. I've modified it for print.

      (I have since soured on this podcast, but I intend to keep "Okay, stop!" -- updated 25 January 2021)

    1. unlike a traditional computer, a blockchain computer can offer strong trust guarantees, rooted in the mathematical and game-theoretic properties of the system. A user or developer can trust that a piece of code running on a blockchain computer will continue to behave as designed, even if individual participants in the network change their motivations or try to subvert the system. This means that the control of a blockchain computer can be placed in the hands of a community
    1. This was only possible by inhibiting the doubting game: if we had started doubting we would have found so many holes or silly premises we would have abandoned it. Only by getting far enough into it could we get to the point where there was suf-ficient evidence and understanding to show that it was indeed true, and this was only possible by believing it.

      The doubting game and believing game should go hand in hand

    2. My goal is only to make the doubting game move over and grant a legitimacy to the believing game

      To not completely get rid of the idea of the doubting game but to instead promote and encourage the believing game too

    3. The huge numbers of people who are not members of that club—who started out, most of them, as children enjoy-ing the rule-governed process of trying to figure out the truth but somewhere in their lives (usually in school) grew sleepy or angry at the game—

      As we grow up and get older we find it easier to seek out the errors in something than we do seeking the truth.

    4. the doubting game he is being rig-orous, disciplined, rational, and tough-minded.

      The doubting game is seen to suggest that you are more intellectually disciplined.

    5. The doubting game seeks truth by indirection—by seeking error.

      The doubting game seeks truth indirectly instead of looking first and foremost for the truth you seek first the errors.

    6. that is, really followed the rules—and another hour or two in which they really played the doubting game well: that would be a revolution

      Play both the doubting and the believing game.

    7. they assume they must be against intellectuality and rationality itself if they are against the doubting game.

      They assume that in order to be intellectually sufficient that you must have a sense of doubt.

    1. https://store.steampowered.com/app/420360/Spectrum/#app_reviews_hash

      Morlan's shorts: If you like abstract, beautiful, minimalistic looking, relaxing games..This is NOT it! Don't be fooled by the chill music (nice tunes but I can't help thinking that I've heard it before somewhere), "satisfying" backgrounds (yep imgurians, you know what I'm talking about) and fluid gameplay. This is a hardocore platform-y type of game that after the first few levels requires OCD precision movements and many-many-many re-tries to finish a level. Basically you move the blob, eat the "snow" and avoid everything else until you reach the black hole. But everything is too close to you or closing in and the movement style gives you finger cramps. You need to repeatedly press a button to move in that direction, like up-up-up-up-up-up, left-left-left-left-left-left and so on. It doesn't work by continuously pressing the direction buttons. So while the blob moves fluidly you constantly jerk the buttons so the hole gameplay looks a bit weird. The levels seem well crafted and rich with.. abstract detail! An oxymoron that works! The game looks pretty but you have no time to admire it because you're always on a timer. In short: A well made game but ONLY for the hardcore maso-players that enjoy hard achievements which is why I can't thoroughly recommend it. It goes from fun to chore after a while and, in contrast, I found 140 to be fun.

      EDIT: I thought I was a bit unfair on this.. but after finishing the frist three chapters perfectly, I say again: NO! This game can give you a really bad case of carpal bone cramps. I am being serious! Later levels are EVEN worse. Trying to go up by clicking 100 times the up button will start hurting badly after half an hour. I would AVOID THIS GAME.. You can thank me later.

      Don't waste more time reading lengthy reviews.. time is of the essence!

    1. in a run 'n' gun video game all regular enemies might use pistols while the boss uses a tank.

      in a run 'n' gun video game all regular enemies might use pistols while the boss uses a tank.

    2. A final boss is often the main antagonist of a game's story and the defeat of that character provides a positive conclusion to the game.

      A final boss is often the main antagonist of a game's story and the defeat of that character provides a positive conclusion to the game.

    3. The first interactive game to feature a boss was dnd, a 1975 role-playing video game for the PLATO system.

      The first interactive game to feature a boss was dnd, a 1975 role-playing video game for the PLATO system.

    1. If they are doing schoolwork that bores them, she said, they can easily move into a “pleasure cocoon” by switching to watching YouTube, chatting with friends, playing a game.

      I have also done this. It is very bad because if something needs to be done then i might wait until the last minute to do it.

    2. “There will be a period of epic withdrawal,”

      This is a very good point. I am an avid gamer and sometimes when I'm at work I just think about when I could go home and start gaming. Or when I'm doing something like dishes and home work I think "i wonder when I'll be able to game again"

    1. Posit a toy universe that exists for exactly two days and on each day contains exactly one object, a square or a triangle. The universe has exactly four possible histories: (square, triangle): the universe contains a square on day 1, and a triangle on day 2 (square, square) (triangle, triangle) (triangle, square) Any prediction strategy that succeeds for history #2, by predicting a square on day 2 if there is a square on day 1, will fail on history #1, and vice versa. If all histories are equally likely, then any prediction strategy will score the same, with the same accuracy rate of 0.5.[6]

      Should make a simple game out of it

    1. what the advantages might be in incorporating OER as a part of the regular or special needs classroom. Any disadvantages?

      Incorporating OER in the classroom has many advantages. OER allow students to learn not just by reading a textbook, but by interacting with resources in a variety of ways. OER can be videos, online books, games (to name just a few), and students often find them more engaging than traditional resources. OER allow for differentiated instruction as different resources may work better for some types of learners over others. If a student needs more of a challenge, there might be a more complicated game or activity that they can work on through OER. OER could be a big advantage in a SPED classroom. Some students might do better HEARING a lesson on a video as opposed to reading about a concept, for example. OER are also great because they can be changed/updated more regularly than a textbook. The video we watched talked about how math and sciences textbooks quickly go out-of-date. OER are free. I work at a university and I can tell you that the cost of traditional textbooks is often a burden to students. I think the one big disadvantage of OER is internet accessibility (especially during COVID). My son’s school district is doing a great job of getting access for students who do not have internet, but I could see in “regular” times, if this was not a priority, that students without computers or internet (or slow internet) would be at a disadvantage.

    Annotators

    URL

    1. Many digital technologies are designed to be seductive and addictive

      This is true for me because I will sometimes try to get away from a game that I'm playing, but will keep playing it and occasionally forget to get lunch or lose track of the time.

    1. Desktop computers also run highly complex networked games, like iRacing, which was the chosen platform of a number of race organizations, including NASCAR, IMSA, IndyCar and the W Series. Formula One chose its own commercial game by Codemasters.

      So those are the games opted to be used.

    1. national security”

      Again, why scare quotes? The author has argued that the US needs to play this bully game of trade war bc of what is at stake for the US ruling class.

    Annotators

    1. What I want to see more of is senior researchers listening more to ECRs, to their experiences, their problems, their requests. I want them to embrace empathy for those who haven’t won the game, or refuse to play it.

      Good requests.

    1. Content cadence & showstopper

      A good community has a content cadence with a showstopper, where the cadence is a "minimum required cadence" with a reliable, anticipated prompt. Content types could include events series, product ideation, curated networking, a user blog, AMAs, and a game-ified swag program. The showstopper is something you know your audience will love, and gives them a reason to open the community.

    1. A class of people achieve economic benefits like a priesthood, work jobs where they tell others how to think, and promulgate nonsense “values” as a tool to achieve their own ends. Could that possibly be related to the rise of a pseudo-religious political movement that tells people what to think and promulgates transparent nonsense to achieve its own ends? It’s not a coincidence that Barack Obama always used the quintessential corporate phrase “our values.” 

      "Wokeism" is a project of capital

    2. Many members of the elite earnestly believe the most radical tenets of woke thought. They have nothing but contempt for conservatives.  The classic Marxist response is that this doesn’t matter. The ideology of the upper classes grows out of their class position, obscuring that position in a “false consciousness.” The Bolsheviks disregarded all objections because they considered them a stalking horse for class interest. The Nazis pulled the same trick by replacing class with race. Western liberals did the same thing with the “authoritarian personality,” replacing class with “therapy.”

      The terms change; the principles do not.

    3. Conservatives should spend more time thinking about what it would mean to build effective 21st-century labor unions or guilds.

      Yes. There's too much sympathy between older, blue-collar dems and the new populist right to not be exploited.

    1. She was scandalizin' my name, She took my money She called me honey But she was scandalizin' my name, Called it love but was playin' a game . . . '

      This a basically an old spiritual song.

    1. The preceding tale is given almost in the precise words in which I heard it related at a Corporation meeting at the ancient city of Manhattoes,

      Like a game fo telephone -- this was a tale found and written down which was heard somewhere else.

  7. www.atension.space www.atension.space
    1. And I love that the rules actually say you can take back your whole turn if you realise you’ve made a mistake half way through. I’m normally about table chat, but here I love the experience of experiments being rewarded – both by the game and fellow players high-fiving good combo moves.

      take back turn combos

    2. his game is abstracted, it will make your brain ache and you will want to ignore your cards before its your turn as the whole board may change before then. For some this will be nothing but frustration – but for me, and everyone I’ve played with so far, it has instead been a delicious challenge perfect for those who love a tactical head-to-head – with a rather brittle layer of strategy placed precariously on top.

      tactical head to head

    1. Really the only knock I have against short games is that there’s not more of them to enjoy. I’m not a believer in any arbitrary dollar-to-hour formula, and I prefer compact, complete experiences to meandering, padded-out ones. Games like Tiny Dangerous Dungeons are a great example of the quality you can wring from short romps, in part by limiting the potential for frustration and confusion. It’s a game that’s over as soon as it feels like it’s getting going, but if that’s the worst thing you can say about a game, I’d call that a keeper.
    1. It kills me this game didnt end up a classic in the minds of all gamers. People should scoff at new games and say "Dear god, why couldnt you do what a disney game thats demo was given away for free with kids meals at mcdonalds do, why cant you even manage to be as good as "Battle at Procyon"
    1. I created an account just to combat the negative reviews for this game as it is just unreasonable to give this game anything below a 6 quite honestly.

      .

    1. ☼ Graphics ☼☐ Bad☐ Alright☐ Good ☑ Beautiful☐ Fantastic ♬ Music ♬☐ Bad☐ Alright☐ Good ☐ Beautiful☑ Fantastic ☠ Difficulty ☠☐ Easy ☑ Average☐ Easy to learn / Hard to master☐ Hard☐ Unfair§ Bugs §☐ Bugs destroy the game☐ Lots of bugs☐ Few Bugs☐ You can use them for speedrun☑ Nothing encountered☯ Story ☯☑ There is none☐ Bad☐ Alright☐ Good☐ Fantastic⚔ Gameplay ⚔☐ Frustrating☐ Sleepy☐ Boring☑ Fun☑ Challenging$ Price / Quality $☑ Full price ☐ Wait for Sale ☐ Don't buy☐ Refund it if you can

      Interesting rating scale/rubric. Kind of like the use of words instead of simply numbers. (Of course each level in scale is still quantitative; it's just the numbers are hidden.)

    1. Sometimes experience is the best teacher.

      Most escape room hosts have pre-game warning lists they have built from this experience, many of which are quite amusing, including items such as "nothing is hidden in the ceiling" and "nothing in the room is intended to be eaten or tasted"

    2. But be careful, don't get too confusing and put only items whichare related to the game flow, otherwise you will get participants lost in information

      I think this is unclear as written, I'd suggest "But be careful to limit items which are not related to game flow,otherwise participants may get confused and lost in information that is not part of the game's puzzles or narrative"

    3. Another thing to try, as agame master, is to pretendthat you are locking the door,but in reality, just leave thedoors unlocked. Participantswill play really hard just tofind that they could finishthe game any time theywanted just by pushingunlocked doors. It's a little bittricky and dangerous, butworth trying at least once.

      Current best-practice for safety in escape rooms is to never actually lock the exit doors. For this reason, I'd discourage using this "trick" in designs, because the doors shouldn't really be locked in the first place.

    4. game cues

      It might be helpful to note these are sometimes referred to as "signposting" (which I'm sure you know, but it would help promote understanding of common terminology)

    5. This means designing a hint-free game

      While a hint-free game is possible, I see hints as the grease that keeps the solving machine running when the players have a bit of grit in their gears. It is very common for even experienced players to simply miss some information or have a blind spot in their thinking. So it is still desirable to plan for hints and figure out how to make them fit the game (as in your previous monkey example).