10,000 Matching Annotations
  1. Nov 2019
    1. There were four packs respectively containing 25, 50, 150 and 500 superpowers. We increased the biggest power pack from 500 to infinity. Practically, nothing changed. 500 superpowers were more than enough for the entire game, and very few users had spent all of it. However, after the change was made, the revenue from this pack grew by 50%

      Word "infinity" might work well for your sales

    2. I decided to compare how those who got it for free and those paid for it went through the levels in the game. There was a hypothesis that those who got it for “free” should stop using the game faster and sooner than those who paid for it. The hypothesis turned out to be wrong. The users of both the free and the paid version had identical behavior in the first 40 levels However, after level 40, the “free” players started quitting the game much faster. I interpreted this as those who received the game for free appreciated it less, so their motivation to go till the end or return to it after a couple of days was less

      If you get something for free, you tend to appreciate it less, although it's of the same quality as the paid version

    3. If you want to change the rules of the game in a field that you are about to enter, try to portray your product as something new and different. Doing so will enable you to set the rules of the game from scratch and be the first one to establish the anchor. And when you install the anchor, do not lower the price; there will still be time for that (making a discount always sounds better than raising the price)

      Tip for establishing new product: visualise your product as a new solution and do not start with a lowered price. Later you will attract customers with a discount

    1. The second wave of Reali-TV programming, ushered in by the ratings success of the game show Who Wants to Be a Millionaire' in 1999 and Sur-vivor in 2000,

      I never thought of game shows as being reality television. I don't think people look down at Who Wants To Be a Millionaire as much as they do shows like Keeping Up with the Kardashians. Is it because people want to participate in the game shows and can't relate to the Kardashians?

    2. he second wave of Reali-TV programming, ushered in by the ratings success of the game show Who Wants to Be a Millionaire' in 1999 and Sur-vivor in 2000

      These two shows I believe preformed very well, because they were shows that regular people participated in, and something the audience watching had the chance in trying. With money in the end being a goal that everyone wants. This makes the audience picture themselves in those people shows saying that they could do it.

    Annotators

    1. At the capital arose a similar problem for the Han ruler: how toavoid domination of the court by the family of an empress. When a Hanemperor died, power resided in his widow, the empress dowager, to ap-point her husband’s successor from the Liu clan (the clan of the Han em-perors). She might appoint a minor of the Liu clan as emperor, and astrong-man regent of her own clan to rule for him. Half a dozen familiesof empresses played this game. An emperor, however, could rely withinthe palace on the staff of eunuchs, whose castration fitted them to lookafter the women selected for the emperor’s harem. There, by having sev-eral sons, the emperor hoped to find one worth selecting as his successor.Eunuchs, being entirely dependent on a young emperor as his servantsand companions, might be his only reliable supporters against an em-press’s family. The palace was a center of intrigue.

      The empress family vs the eunuchs and the reasons for so much intrigue (apart from the standard facts of palace life).

    Annotators

    1. By 1955, Richard had scored more goals, 422, than anyone in the history of the NHL — 98 more than the next guy on the list. He had become the only player to score 50 goals in the 50-game season. He held the record for most goals in a playoff game, with five. Not only did he score often, he scored meaningful goals, when his team needed them the most, the game-winners in a record eight playoff games and more than 60 regular-season games.

      Not only could he score for the heck of it, but also when his team needed him. This man had ice in his veins!

    2. “Because I always try so hard to win and had my troubles in Boston, I was suspended. At playoff time, it hurts not to be in the game with the boys.

      Sports culture to put others ahead of yourself.

    3. They shattered display windows and carried away what they could. They crashed windows of banks and the post office. They terrified patrons of a restaurant and bar with the objects they flung through windows.

      All of this because of a hockey game. Many could say this is all due to Campbell's unfair decisions.

    4. No longer distracted by their team’s losing effort on the ice, disgruntled patrons turned their attention to Campbell, and the deluge in his direction intensified.

      This was probably hard for the players to play through. They should of cancelled the game and rescheduled when things had calmed down.

    5. Yet if he did not go, he feared people would see him as a coward, his own pride trumping common sense.

      I understand this, but he knew what he was doing by showing up late. In my opinion he deserved the treatment he received. If the Rocket needed to deal with the consequences of making an unpopular decision during a game, I think Campbell should be held to the same standard regardless of position he held in the NHL or which language he spoke.

    6. Not surprising, then, that a French paper published a cartoon of Campbell’s bloody head on a platter with the caption, “This is how we would like to see him.”

      Wow! Somehow this did not scare Campbell off from coming to the game though...

    7. . During 18 seasons total, he was assessed 1,285 minutes in penalties.

      He was targeted by players and referees because of his popularity and what he represented. Also, probably because he was so talented. Hockey is a game that is physical even now, I can't imagine what it was like then.

    8. ot only did he score often, he scored meaningful goals, when his team needed them the most, the game-winners in a record eight playoff games and more than 60 regular-season games.

      I can see why he would be a fan favorite and why he meant so much to the people in Canada.

    1. y. I am John Smith, the one who created this world. I was obsessed with computers from a young age and constantly fiddled with them. I had never truly fit in with the people around me, so I always wanted to find out a way to do so. As I grew older

      this sentence feels a little too direct

    2. For a second, he thought he saw that her eyes might have been pixellated but as she opened them fully he saw that they looked normal.“Just a loading bug or something

      Foreshadowing is great but I think this could benefit from being a bit more subtle

    3. dark

      Your story is very plot heavy, which isn't bad, but it makes it more difficult to really go in depth and make efficient social commentary. I think you have an interesting idea, but I'm missing that depth that you would get from adding imagery and metaphors. That is something you can't really do in dialogue, or I guess you can, but I find it difficult to do.

    4. “Well, that was quite a day.” Adam says, “I’ll see you guys tomorrow.”

      Nothing really stuck out to me as needing to be changed, besides the points I already made about adding more imagery and maybe introducing some symbolism and allusions in the future.

    5. room.

      You add more description into the dialogue which I appreciate, but I think there could be a little more. Maybe describe the setting, or their facial features and body language. You could also add some symbolism in imagery to help add layers to this story.

    6. ADAM!

      Just another preference: I don't typically see completely capitalized sentences in literature. I would advise keeping correct grammar by putting it in lowercase, but better emphasizing the action verb. So instead of "yells" you could use "squawk" or "wail" or something

    7. “Sorry! Sorry!”

      Just a tip, maybe you could put some action and description between the two sorrys. For example, "Sorry!" she rushes out, face inflamed from embarrassment, "sorry!" she shamefully repeats. This goes with any other dialogue you have. I think occasionally adding description helps incorporate speech into a predominantly imagery-heavy story.

    8. mouth.

      I might just be OCD, but I kind of want another example here with the squirrels and birds. Right now it feels unfinished with just two examples, but again, it might just be me.

    9. signs of its old age

      instead of saying "signs of its old age" describe how it is aging, whether the wall paper is torn and speckled with mildew, or however you want to describe it.

    1. The melee, which forced the game to be suspended, ushered in arevolution

      Crazy how one fight can change it all and hockey can have so much political pull in Canada.

    2. French-speaking Quebecois listening to the game on the radio

      He represented so much more to the French-Canadians than just a good hockey player.

    1. "Charity has been the function of the church. Now it's the team who is taking charge of the social life, visiting children in hospitals, inviting children to see a game or giving money to charity…

      This shows that the team realizes how big of an impact they have on the community and are trying to do the right thing by doing the things they did and leave a positive impact on the area.

    2. Students in the class might have some fun with a pastoral activity Bauer plans to assign. "Maybe invite Guy Carbonneau to speak at your church, or maybe you can create a hockey team in your church. Maybe organize a hockey tournament with different ethnic or religious communities," he said. Topics will change each week. Students will find themselves examining religious metaphors, behaviours and ethics, and drawing links between them and the Habs. Certain religious behaviours, like praying, surround the Canadiens, Bauer pointed out. "The fans, they pray for two things. The first is that the Canadiens will win. The second thing is that they pray for the Canadiens to crush the Maple Leafs, but I think you don't need any God for that," he said with a laugh. Another example of religious behaviour is an expectation of sacrifice, Bauer said. "You know, you have to suffer if you want to win. Jesus had to die and resurrect. That's the kind of thing we expect from our players. You must be ready to suffer in order to win or earn us some victory. You must risk everything and sweat and fight or be knocked out," he said. Other parallels can be taken from various media, Bauer said. Newspapers, for instance, have called Patrick Roy St. Patrick, and referred to Carey Price as Jesus Price. Ethics also offers an interesting study topic. "Charity has been the function of the church. Now it's the team who is taking charge of the social life, visiting children in hospitals, inviting children to see a game or giving money to charity… Does that mean they have kind of a religious role?" he asked. "I hope [people] will be moved by what I teach them," he said. Bauer, who is from Switzerland, has lived in France, French Polynesia and Washington, and said discovering sport has been a way to discover society. "Sport is part of culture and a good way to learn about another country… To discover why people are so passionate about it, it's like, 'Tell me what your sport is and I'll tell you who you are,' " he said.CBC's Journalistic Standards and Practices|About CBC SportsSend FeedbackRelated Stories Montreal Forum: An event not to be missed Memories of Red, white and blue BLOG: Elliotte Friedman: Patrick Roy nearly left Montreal in a much different way Roy welcomed back to Montreal Roy, religion and the HabsPopular Now1BreakingHomegrown hero Andrew Harris helps Blue Bombers end 29-year Grey Cup drought2LiveWatch the World Curling Tour: Ashley

      You can see how deep and serious this is to the culture based on the responses and it strikes somethign in so many people.

    3. … When you have a lot of people passionate about hockey, and not about religion, it's interesting to see people's reactions to the question," she said. "If they can make connections between religion and sport, it helps get people involved; there will be a lot of diversity." In Bauer's class, students will compare and contrast the Montreal Canadiens and other religions. Bauer said he might demonstrate his neutrality on the subject by lecturing in a referee jersey. He knows the class will attract students who are unfamiliar with religious studies and says that's okay. He noted, however, it's still an academic course. "We don't just want to look at some games and drink beers. You have to work, but even if you're not a theologian student you can follow the class," he said, adding that those who don't believe the team is a religion can still earn high marks. Course assignments include studying media coverage of the Canadiens, reading chapters from the book La religion du Canadien de Montréal (co-edited by Bauer and Jean-Marc Barreau), and writing essays. Bauer's book has six chapters, one of which was written by Benoît Melançon, author of the book Les Yeux de Maurice Richard (The Eyes of Maurice Richard, which will be published in English in April 2009 as The Rocket: A Cultural History of Maurice Richard). Melançon said he's pleased that Bauer is bringing attention to the topic. "[Bauer] has really touched something deep in Quebec society, something that is so obvious nobody has taken the time to mention it," he said. "It really strikes something, and it's really fun too. Serious, but with some humour." Students in the class might have some fun with a pastoral activity Bauer plans to assign. "Maybe invite Guy Carbonneau to speak at your church, or maybe you can create a hockey team in your church. Maybe organize a hockey tournament with different ethnic or religious communities," he said. Topics will change each week. Students will find themselves examining religious metaphors, behaviours and ethics, and drawing links between them and the Habs. Certain religious behaviours, like praying, surround the Canadiens, Bauer pointed out. "The fans, they pray for two things. The first is that the Canadiens will win. The second thing is that they pray for the Canadiens to crush the Maple Leafs, but I think you don't need any God for that," he said with a laugh. Another example of religious behaviour is an expectation of sacrifice, Bauer said. "You know, you have to suffer if you want to win. Jesus had to die and resurrect. That's the kind of thing we expect from our players. You must be ready to suffer in order to win or earn us some victory. You must risk everything and sweat and fight or be knocked out," he said. Other parallels can be taken from various media, Bauer said. Newspapers, for instance, have called Patrick Roy St. Patrick, and referred to Carey Price as Jesus Price. Ethics also offers an interesting study topic. "Charity has been the function of the church. Now it's the team who is taking charge of the social life, visiting children in hospitals, inviting children to see a game or giving money to charity… Does that mean they have kind of a religious role?" he asked. "I hope [people] will be moved by what I teach them," he said. Bauer, who is from Switzerland, has lived in France, French Polynesia and Washington, and said discovering sport has been a way to discover society. "Sport is part of culture and a good way to learn about another country… To discover why people are so passionate about it, it's like, 'Tell me what your sport is and I'll tell you who you are,' " he said.CBC's Journalistic Standards and Practices|About CBC SportsSend FeedbackRelated Stories Montreal Forum: An event not to be missed Memories of Red, white and blue BLOG: Elliotte Friedman: Patrick Roy nearly left Montreal in a much different way Roy welcomed back to Montreal Roy, religion and the HabsPopular Now1BreakingHomegrown hero Andrew Harris helps Blue Bombers end 29-year Grey Cup drought2Live

      I am anxious to hear what people have to say to the questions.

    1. hare the exact same problem set?

      I don't agree with this statement. They share some overlap in implementation, but are conceptually different. I'm game for considering an API that tried to eliminate boilerplate on implementation, but I'm not super excited about completely mixing these concerns.

    1. These experiments such as stem cell research and human genetic engineering will harm test subjects, but will result in saving millions of more lives.

      interesting--such experiments are a form of "play" with human genetics. Would you consider "The Lobotomy" a kind of game?

    1. She changed her life course just so he could be satisfied. Flanagan and Nissenbaum describe values as "properties of things and states of affairs that we care about and strive to obtain." (5)

      note that F and N are speaking about values in VGs. How does Facade as a game put values (like Grace's) into question?

    1. Does the technology allow students to focus on the task of the assignment or activity with little potential distraction? Does the technology motivate students to start the learning process? Does the technology cause a shift in the behavior of the students, where they move from passive to active social learners? Does the technology tool aid students in developing or demonstrating a more sophisticated understanding of the content, creating opportunities for creation/production over consumption? Does the technology create scaffolds to make it easier to understand concepts or ideas? Does the technology create paths for students to demonstrate their understanding of the learning goals in a way that they could not do with traditional tools? Does the technology create opportunities for students to learn outside of their typical school day? Does the technology create a bridge between school learning and everyday life experiences? Does the technology allow students to build skills that they can use in their everyday lives?

      A few years ago I had a very small English 9 class and our school had just purchased a class set of laptops available for sign out. My department head wanted to see students more mindfully engaged in vocabulary development. Just as he was presenting his vision to me, I discovered Vocaulary.com. My students loved it. A couple of my boys got into the competition aspect of the website and worked on vocabulary outside of class even when it was not assigned for homework. I was very pleased with how engaged they were, but after reading these guiding questions I am wondering if the site was as effective as I thought. I am including my answers in relation to the site below.

      1. The competition aspect and the slowness or other loading glitches were possible distractions.
      2. It did motivate students to work on vocabulary but I am not sure it placed the words in context or helped them be more useful/used in everyday speech.
      3. I think the site did help them become more active.
      4. I think it was a lot about playing the game and not very creative.
      5. It was designed to scaffold but it was too easy for students to bypass the scaffold on the way to completion or competition points.
      6. Other than quizzing with the computer it was a lot of the traditional methods transferred to the screen.
      7. It did draw students into optional participation outside of class. There was no bridge fro the activities to non-class usage. Somewhat if they choose to transfer the words to daily use but otherwise no. I hope these answers show ho theses questions are very helpful when evaluating a certain tech option for class.
    1. We played until 3 A. M. I won forty-six dollars. (I usually do win … I guess over a period of six months or so I’m about five-hundred bucks ahead of the game. Which is why I like to play over at Joe’s, even though I am always so damned tired when I leave. Guess I’m not as young as I was.)

      "MESSAGE!" Draining your life force to obtain currency without realizing your life force is being drained. Be aware of your greed, don't let it consume your life force. The Bittersweet Symphony of Life.

    1. “I have suffered, more than I can ever describe. But seeing you again, and the prospect of spending the rest of my life with you, has more than compensated for my sorrows. Even during the twenty years we were apart I found an ironic joy in learning of your progress in college, and in your American game of football.”

      Many vampire stories have been told over the years and the evolution of the vampire has taken many drastic turns. Most have lumped these vampires into two categories the “old” and the “new” vampire. As you read “Doom of the House of Duryea” you will quickly understand that it does not fit into either, this is much more than a vampire horror story. This is more about a father and son meeting for the first time, and despite his son being raised to believe his father is a monster, he is willing to overlook what he has been taught and try and get to know his father. The vampire takes the back seat in the story, the author dives deep into character development and details about their past

    1. Game Makers will most likely punish her harshly.

      Marcus just states that she will be punished by the Gamemakers. Doesn’t he care? Where are his emotions?

    2. Trying to convince the Game Makers I failed each requirement will be difficult. For the first task, I decide to eat a non-food item. Maybe by the Game Makers seeing that did not eat food, then I was unable to find a food source and thus failed the task.

      I thought the gamemakers were trying to eliminate Marcus. ?? Confusing

    3. A sea breeze cools my face as I look around and try to determine where the Game Makers just placed me. Directly in front of me is a beach with small, crashing waves. I have never been to a beach before, and the smell of the saltwater and the calming breeze are very refreshing.

      I’m at the beach too! I am right there with Marcus and can practically taste the saltwater

    4. 12-hour shifts regularly, Game Makers are expected to work at least 14-hour shifts

      That doesn’t really seem that big of a different when you consider the that just two more hours of work earns you luxurious items not not made available to the rest of the world. Heck, I’m in!

    5. House after house is gray concrete with mold growing on the corners. Old bricks are used to pave the roads because the Goldsfield mayor is too cheap to have nicely paved roads. There are no natural parks where people to have leisure time in. Houses have no lawns unless they are the rich apartments close the Game Center.

      Love this! It creates an image of the city in my head.

    1. to bridge game-based learning and game-based assessment, particularly in assessing complex  problem-solving processes and outcomes in a digital game-based learning environment

      I would be very curious to see an example of game-based assessment. It makes sense that assessment should match the learning experience, but I can't quite envision this assessment.

    1. the war photographer taking images of suffering and death without stepping into the fray

      Taleb would say - no skin in the game for the photographer

    1. America the safe haven and America the self-absorbed, even the self-righteous America that assumes the right to impose enlightenment on foreign nations

      America was the place you ran to. We were base in a life or death game of tag. We have also been the country with the biggest "stick" for so long that it almost seems laughable that someone would try to take over our country. Americans have this hero mentality and a good guy complex.

    Annotators

    1. Why Do People Need Mindfulness?

      Fun Fact: The best professional athletes in the sports world are turning to meditation--which has been shown to reduce stress and improve focus--to boost their game and ease the anxiety of high-pressure performances.Athletic greats, such as Joe Namath and Kobe Bryant have spoken out about the benefits of meditation as a tool for athletic success.

  2. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. When non-Somali clients whose tanf benefits are re-duced or denied because of household changes blame Somalis for their loss of benefits, he patiently explains that “everyone is getting exactly what they’re eligible for and Somalis don’t get any more than anyone else.” He is frustrated by the accusations that somehow Somali eligibility impacts the eligibility of other Mainers, and when I suggest it may reflect a perception of a zero-sum game—t he more they get, the less there is for me—he replies, “It’s not about the division of resources. It’s about prejudice.”

      It's hard to conceptualize this because our society thought they had moved past the discrimination when in reality nothing has changed when it comes to racism.

    1. Each finger will be trained individually to enhance sensory discrimination between the digits (Prudente et al., 2018). As progress is observed, multiple fingers may be trained simultaneously.

      how do you do that concretely with your uno game?

    1. Reading Braille in a card during a game of Uno is more fun and motivating than just reading from a book, while also requiring a conscious cognitive effort from participants to keep playing as they will need to read the cards correctly to win.

      so is that what you propose?

    1. • circulate(by blogging, podcasting, or forwarding links)• collaborate (by working together with others to produce and share information via projects, such as Wikipedia)• create (by producing and exchanging media via platforms like YouTube and Flickr)• connect (through social media, such as Facebook or Twitter, or through online communities, such as game clans or fandoms)

      These seem important. All of these have to do with ways young people use media

  3. www.psychometrics.com www.psychometrics.com
    1. “Leading from good to greatdoes notmeancoming up with the right answers and motivating others to follow.... It means understandingthat youdon’thave all the answers and thenasking the questionsthat will lead to the best possi-ble insights” (italics added)

      I love this quote. It is important that having all the answers is not the name of the game. Getting to the right answer through inquiry is more of the focus.

    1. Some women felt those who played longer should get more money, but the WTA decided that all players should be equally paid. Editors’ PicksGulf Oysters Are Dying, Putting a Southern Tradition at RiskHow to (Gently) Help Your Aging Parents Manage Their MoneyReading This While Walking? Here’s How to Break That

      In this way, we can appreciate the equality between all the players. Nobody deserves more or nobody deserves less, everyone deserves to receive a fair salary for their effort and dedication in each game. In sports, there should be no salary discrepancy between athletes but a fair payment for each game. Finally, the WTA decided to pay 5000 instead of a pension.

    1. We had arrived in England at the beginning of October, and it was now February. We accordingly determined to commence our journey towards the north at the expiration of another month. In this expedition we did not v3_025intend to follow the great road to Edinburgh, but to visit Windsor, Oxford, Matlock, and the Cumberland lakes, resolving to arrive at the completion of this tour about the end of July. I packed up my chemical instruments, and the materials I had collected, resolving to finish my labours in some obscure nook in the northern highlands of Scotland. We quitted London on the 27th of March, and remained a few days at Windsor, rambling in its beautiful forest. This was a new scene to us mountaineers; the majestic oaks, the quantity of game, and the herds of stately deer, were all novelties to us.

      Time is passing quickly in this section!

    1. Quantum Realism: A virtual reality would be subject to virtual time, where each processing cycle is one "tick." Every gamer knows that when the computer is busy the screen lags—game time slows down under load. Likewise, time in our world slows down with speed or near massive bodies, suggesting that it is virtual. So the rocket twin only aged a year because that was all the processing cycles the system busy moving him could spare. What changed was his virtual time.

      Thought exercise. Modern "Zen koan".

    1. ue to the many factors mentioned above inthe paragraph above, the ability to train the mus-cles to improve core stability and/or strength relieson the training being functional and specific to theeveryday or sporting movement that is to be per-formed.

      core strength movements should be trained specific to sport, which means that it is beneficial to train functional core exercises because they simulate game-like movements.

    1. All of them were also accompanied by a gigantic virtual reality rig, which he knew is how they could really get some of the players in the game. He remember seeing how players would load up in the virtual reality, and then their virtual character would appear in the arenas, but they would always look so lifelike. Not only did they have equipment for virtual games though, he also recognized the cybernetic mech suits that his brother would be seen playing the rougher contact games like Potshot, where the players would constantly be running into others, and tackling each other. Rory found it quite cool that these suits would basically shield the player from all harm, even though they were capable of literally throwing each other into the sides of the arena.

      This paragraph is definitely exciting, you get the sense that you're about to get into the main bulk of the rising conflict, and I feel like the plot is about to start really kicking off.

    1. The UN's guidelines for REDD projects are also easy to game. Developers are required to define an "imaginary" emissions baseline, or the rate at which logging and other forces would degrade the environment in the event that the proposed project didn't go into effect. "In essence, the purpose of this offset policy is to ensure that greenhouse gas reductions are 'in addition to what would have happened anyway,'" Martin and Walters wrote in the International Journal for Crime, Justice and Social Democracy article. While this might be easier to prove on a factory retrofit, by, for example, using an emissions device to measure how much carbon dioxide is released before modifications, determining how nature and markets will act on a forest in the future is a guessing game subject to significant corruption. "One can imagine situations where local collusion might occur in relation to future land use and, in establishing a baseline, propose … degradation activities that may never have been undertaken in reality," the authors continue. If developers imagined a scenario where half the forest was logged, for example, the carbon credits would be worth more and the returns on the market would be much higher, even if that amount of logging was unlikely.When Nilsson was initially considering his carbon projects, the proposed baseline was already an area he planned on fudging.

      This is what Nilsson was doing

    1. terrupted by the glittering bayonets of the soldiery; who poured in upon them from every quarter, and hemmed them in, with a bristling chevaux-de-frise of steel. The Vampyres, surprised but undaunted, unsheathed their sabres, and drew up in a gallant style, as if determined to die game; being, indeed, assured, that like so many Phœnixes, they would rise from their own ashes, as often as they might be cut down.

      under siege

    1. “Great, you can slide the block across to extend it, or you can add more walls and connect them.”Eve moves the block first to the right, then to the left to create one longer wall. “This will be the back wall,” Eve says. She proceeds to add the side walls and the front, leaving room for a door to be added.

      Sorry, I'm a little bit confused. Are they editing the building manually or is there a certain science fiction element at hand that I missed? They talk about drills and knives, but the description of building the layout is so blatant that it seems they're doing it out of nothing. My current depiction from this is that they are choosing tools from a backpack, sort of like a video game, and building walls and cutting out doors. Like a cross between fortnite and the sims, but I don't really know, it's a little ambiguous.

    1. Very nice job! You certainly know how to tell a story! I felt very connected and in tune with Marcus. However, there are a few points where I wanted to see more of him as a person, where I wanted to see some emotion. When Marcus describes how Kristina is panicking and goes to be punished by the Game Makers, he seems sort of seems callous and detached from the situation. She’s a sobbing mess and he just goes on about his escape. How does Marcus feel in this moment?

      I want to know more about the ways in which the city was set up and its founding principles. How do the people inside the city interact, and how does the city function as a whole? I want to know more about life outside of the Games. What do people do in their free time? Virtual reality? What’s the culture like in the city? How do people treat each other? I love the detailed descriptions you give as Marcus faces the obstacles the Game Makers throw at him; I can really feel myself there with him. It would be nice if I could feel the same about the city. I want to become more aware of the world in which the story takes place. Describe it for me!

      I also want to know more about the Games. How many Game Makers are there? How often do the Games take place? Can more than one person win? Do the Game Makers design the whole city or just the Games? How do the Game Makers stay in power, or is there someone higher up that they report to? Why is there this need for the Games? I just don’t understand the purpose of it. Wouldn’t it make more sense for a person to be trained to be a Game Maker from birth rather than just host a big competition? Readers are missing key background information that would explain this.

      At the beginning of the story, the Game Makeer mentioned “judgement” and how it would be unkind to those who do not do well in the Games. I understand how Marcus might not know what it means at the time, but the concept isn’t explained down the road. The same goes for the concept of coming out of the Game with permanent injuries. Why would the Game Makers purposefully injure those who lost the Game when they need able bodied workers?

      I love your description of the challenges Marcus faces as he goes through the Games. There is one part that I was put off by. I don’t understand why Marcus takes Sophia’s word for it when she talks about how the reward for winning The Game is a lie and winners being forced to work long hours. Marcus has been waiting for the Game all his life and looking for a chance to escape the hard reality he faces everyday. It doesn’t make sense for him to just give up hope on his dream of a better life just because someone tells him that it’s not true. I was surprised when Marcus just accepted Sophia’s intel and didn’t question her purpose in the Game. What if Sophia was just another test the Game Makers introduced to weed out some kids?

      Overall, I’m very happy with your piece. The time and effort you put into it shows! It flows beautifully, and I’m not experiencing Marcus’ journey; I’m taking it with him. With the addition of a few things, this story will turn into a real gem! Well, it already is a gem, but just a shinier, more polished one!

    2. Winners of The Game are forced to work tirelessly and are abused worse than normal workers.

      Who forces them to work? Who is in charge of the city?

    3. “Excuse me, what? Who are you and why are you interrupting me right now? I am trying to win The Game so just leave me alone,” I replied annoyed.

      Why is Marcus annoyed? Why doesn't he suspect that this is part of the Game Maker's test.

    1. As the circuit is incrementally closed, or intensified, it exhibits ever greater autonomy, or automation. It becomes more tightly auto-productive (which is only what ‘positive feedback’ already says). Because it appeals to nothing beyond itself, it is inherently nihilistic. It has no conceivable meaning beside self-amplification. It grows in order to grow. Mankind is its temporary host, not its master. Its only purpose is itself.

      Nick Land imagines capitalism to be a big cancerous thing. This is not necessarily how capitalism works in reality, but certainly how Nick Land imagines it to work.

      Clicker games are the best metaphor for this idea of capitalism. In a clicker game like cookie clicker, you make cookies not to eat them, but convert them to capital:

      In economics, capital consists of assets that can enhance one's power to perform economically useful work.

      Cookies in this game loses all of its previous meaning (things to be eaten), but becomes pure capital, made to make more capital, until infinity.

      Nick Land imagines our capitalism to become like this cookie-clicker-capitalism: a giant complex of machines that sustains itself and makes more machines, growth for the sake of growth, utterly meaningless in human eyes. Humans would be like their "bootloader", discarded once the machine complex becomes self-sustaining.

    1. As it stands, exploring the entire dungeon usually ISN’T a choice. It’s something most players just do automatically. Players very rarely leave any stone unturned in a dungeon. That’s partly because the game has made the costs of turning over every stone really cheap and easy and partly because, in most dungeons, players can’t really see the path to their goal anyway. And if they can’t see where their goal is, they can’t divert resources from pursuing it.

      Great point.

    1. Duolingo offers a fairly convenient, free, and basic mobile learning application whichcontains motivational DGBL [digital game-based learning] features that give it enough of an addictive edge for many learners to stay engaged. However, its strict linear curriculum,lack of authentic language, and limited assortment of activities prevent its full realization,relevance, and utility as a DGBL opportunity. (p. 8)

      So it seems that Duolingo needs more authentic language and more activities design in the future. I don't think it needs so many research on how it works well, most of APPS has the same problem which is limited activities design and no enough authentic language input.

    1. On the screen, the console will also show the participants center of pressure; giving them visual feedback on top of the somatosensory and vestibular feedback.

      So it's feedback forever? Is this good?

    2. typically developing (TD) individuals to individuals with DCD using the Yoga tree pose

      Be consistent when you talk about a control group. You use different language throughout your text.

    1. twenty participants with cerebral palsy underwent an 8-week training session using the Table Tilt exercise as a new therapeutic intervention to improve static balance and saw almost immediate improvements. As previously mentioned, DCD is thought to be on the continuum of cerebral palsy; therefore the study may be significantly correlated to how patients with DCD can improve their balance.

      Need to be way more explicit about this.

    1. With the power to remove obstacles such as the geographical location of employees or clients, technology is making learning more holistic and embedded in daily life.

      The future of technology in adult learning settings is explored in his article. It discusses current abilities that technology provides to adult learning, particularly in the private sector. Potential mental health benefits for keeping the brain active through game based educational technology. Additionally, technology has it's challenges as it is still difficult to accommodate all personality types. Rating 8/10

    1. One of the most common behaviors in anxious kids is not doing things or refusing to go places, also known as avoidance.

      One of the main reasons some of our teachers send students to the office is their refusal to do work. I get it; it is hard as a teacher not to take it personally or feel the student is intentionally disrespectful. I need to do a better job of educating our teachers of trauma and anxiety in our students. Sometimes it is not because of anxiety, but the students don't know what they are supposed to do, and it is easier to refuse to do work than admit they don't know what to do. That is why teaching is an art. It is one thing to understand a complex concept youself, and it is a whole other ball game to explain it in a way that someone else can understand or apply it.

    1. they prescribe for one a dog feast; for another, that a game of crosse or dish should be played; for another, sleep on such and such a skin, and other stupid and diabolical extravagances; another still, an emetic, to make the charm, if there be any, come forth,—

      Well I have never heard of those treatments before?

    1. What strategy could be used to reliably guess a number in much fewer than 12 tries? Describe your strategy clearly enough for others to use to play the game.

      Welke strategie kan worden gebruikt om betrouwbaar een getal te raden in veel minder dan 12 pogingen? Beschrijf je strategie duidelijk genoeg zodat anderen deze kunnen spelen.

    2. Play the game a few times and keep track of how many guesses you made to identify the computer's secret number

      Speel het spel een paar keer en houd bij hoevaak je hebt geraden om het geheime nummer van de computer te identificeren.

    3. One simple version of the Unit 2 number guessing game is in the project link below; click the picture to open it.

      Een simpele versie van Hoofdstuk 2 Raad-Het-Getalspel is in de project link hieronder: klik de foto om het te openen.

    4. On this page, you will revise your number guessing game from Unit 2 to make the computer guess your number.

      Op deze pagina, zul je je het Raad-Het-Getalspel van Hoofdstuk 2 herzien om de computer je nummer te laten raden.

    1. The area indicated by the hatched region representsthe total amount of heat input into the bottom of the boundarylayer from sunrise until time t1

      Conserved variable with height diagram, subject to a stability limit. Energy flux "fill the area" game.

    1. Research Interests Dr. An's research interests include digital game-based learning, gamification, constructionist gaming (game design by students), scaffolding complex problem solving in virtual/augmented environments, learner-centered technology integration, and teacher professional development.

      Always curious about gamification done right.

    1. Conventional wisdom: video games are a distraction at best.While conventional wisdom has it that video games are largely a waste of time, distracting youth from other, far more meaningfulpursuits, some educators and developers view video games as powerful learning tools

      Game based learning

    1. Do you remember playing double-dutch (the jump rope game, with two ropes) as a kid? Do you remember ever standing there — frozen in self-doubt — just watching the ropes twirl by while your friends all shouted, “Jump in! Jump in!”?

      metaphor

    1. which psychological outcomes can be strictly considered to stem from game

      do they feel that way because its like a game or would they have already felt that way?

    1. self-developed English learning game helped elementary school students e ff  ectively acquire vocabulary items

      I remember to this day, many of the computer games I played in elementary school. I remember how fun they were and how much we all enjoyed them. I think that for this age group, online games are great! I teach high school now and while my kids do love games I don't think they have as much of an impact as with younger students.

    2. DGBLL researchers tend to use custom-built games through which they canmore  󿬂 exibly align the gaming goals with the learning objectives

      This is probably best for teachers to have the game align with curriculum and objectives, but I don't know how practical this really is.

    3. nto six main categories: language acquisition,knowledge acquisition, contemporary competences, participatory behaviors, a ff  ective or psychological states, and correlationaloutcomes.

      6 different learning categories - I think these are a wide range of categories which show the great value in game based learning

    4. as a playful activity that is structured by rules for the pursuit of quanti 󿬁 able outcomes (e.g., win states and points), andincorporates educational objectives (e.g., knowledge acquisition) as its own end.

      Definition for a learning game: combo of quantifiable outcome and educational objectives

    1. An example of this type of game design is token curated registries, which aim to use game theory to decentralized the curation of ranked lists. Rather than relying on a list owner (such as a newspaper editorial team) to rank items by quality, users of the registry vote on which content should be accepted to the list. The token economics are supposed to guarantee that users only accept high-quality content to the list and don’t accept low-quality content. The claim is that since users must buy tokens to submit content to the list and stake tokens to vote on content, and the token will increase in value as the list becomes more popular, users will want to maximize the popularity of the list, and they will do this by voting for the highest-quality content.

      token curated registry

    1. forms of learning within a dynamic media ecology that has the participatory andsocial nature of gaming at its core.

      participation is one of the key elements to gaming. individuals that play the same game have a lot in common , they have a common voice/language. they have something to talk about and relate to.

    1. And, yes, poorchildren and teenagers do play video games, even if they have to find a com-puter or game console at school, in a library, or community center, or at afriend’s house.

      playing games is one of the mostly "fun" things that a child can do. its visual, its involved, its challenging . everything that a child may want is in from of them.

    2. If a game has poorlearning principles built into its design, then it won’t get learned or playedand won’t sell well

      true that! i've experienced plenty of not so good games and they sucked, they simply a bore to play.

    1. Your online survival relies on beautiful photography for your social media feeds and e-commerce sites. Followers and customers make an instant judgement about you and your products based on the the way your photos look. If you want to own the photo game, then you need amazing photo content. My book reveals the cheat code to easily take stunning photos with any smartphone to get the attention you need to drive engagement and grow sales for your online business or social media feed.

      add line breaks

  4. Oct 2019
    1. Determinacy is a subfield of set theory, a branch of mathematics, that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Alternatively and similarly, "determinacy" is the property of a game whereby such a strategy exists.
    1. Moreover, children's thinking at this stage is egocentric by nature, and they are likely to evaluate others and events based on their own viewpoint. For instance, 3-year-old Dana told her older brother Chris that the moon was following her while they were walking outside one evening. Likewise, children at this stage have a hard time understanding the function of rules. You have probably noticed that young children often change the rules of a game to suit their needs.

      While this is pertinent in younger ages, it is important to remember some children never fully outgrow this phase. The phase may develop to be a lesser form. This causes a problem of identity in later years as students try to 'find themselves'

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    Annotators

    1. Gaming is way more mainstream than it used to be, with the most popular game streamers earning millions of dollars.

      This podcast seems interesting to me because as a casual gamer and someone who watches other game, I'd like to know more about the topic.

    1. improve fluency with multiplication and division. Students learn a new game, Remainders Win, in which they work with division problems with remainders. 

      public

    1. 7-Eleven Reducing Environmental Footprint Jul. 11, 2016 FacebookTwitterLinkedIn View All Slides IRVING, Texas -- 7-Eleven Inc. is working with nonprofit group Conservation International to set measurable corporate social responsibility (CSR) goals to reduce its environmental footprint. 7-Eleven’s goal is to:Reduce its energy footprint in stores and offices by 20% by 2025.Reduce its packaging footprint by 20% by 2025.Increase corporate giving to 1% of operating net income annually, beginning in 2017.Using 2015 as a baseline, 7-Eleven will continue to reduce its carbon footprint and increase community engagement in the United States and Canada by concentrating on energy, packaging and philanthropy, it said.“These goals are specific and measurable,” said Joe DePinto, 7-Eleven president and CEO. “We’ve already taken important steps to reduce our carbon footprint, and these new targets will help us focus our efforts to make even greater strides.”7-Eleven's CSR mission has three focus areas, it said: “planet, products and people.” Click through for details.Next Slide  View All Slides Planet7-Eleven has decreased electricity use in store operations by an estimated 21% over the past seven years through projects including installing LED lighting, energy management systems and high-efficiency HVAC units. The retailer has also joined CI’s Business and Sustainability Council, a forum for corporate leaders taking positive environmental actions in their businesses, to explore mutually beneficial ways to further reduce its environmental impact.CI is a nonprofit organization “dedicated to building a healthier, more prosperous and more productive planet through science, policy and partnerships.” It seeks to protect the nature people rely on for food, fresh water and livelihoods.“It is no secret that the conveniences that make each day better for us all require resources from nature,” said Peter Seligmann, chairman and CEO of Conservation International, Arlington, Va. “7-Eleven’s 2025 goals reveal how a company can make decisions that support their business as well as our planet’s future. Conservation International is thrilled to support 7-Eleven in this endeavor.” Previous SlideNext Slide  View All Slides ProductsIrving, Texas-based 7-Eleven, which operates, franchises and licenses more than 10,700 convenience stores in North America, is designing eco-friendly packaging in order to reduce waste, including a recyclable stay-hot coffee cup, private-brand beverage bottles made with recycled materials and hot-foods packaging made with less material.  Previous SlideNext Slide  View All Slides PeopleStarting in 2017, 7-Eleven will tie its corporate giving to its performance, giving back 1% of its operating net income annually with a focus on expanding participation in two of its most successful programs benefiting youth: Project A-Game, which has awarded nearly 1,800 financial grants totaling more than $900,000 to local schools and youth sports organizations; and Operation Chill, which partners with more than 900 local law-enforcement agencies to reward young people caught in the act of “doing good” with a free Slurpee drink coupon.  Previous SlideprevnextTrendingFuelsPump Price Slippage ResumesRetailers gain gasoline margin { "@context": "http://schema.org", "@type": "Article", "headline": "Pump Price Slippage Resumes", "mainEntityOfPage":{ "@type": "WebPage", "@id": "https://www.cspdailynews.com/fuels/pump-price-slippage-resumes" }, "publisher": { "@type": "Organization", "name": "CSP Daily News", "logo": { "@type": "ImageObject", "url": "https://cdn.winsightmedia.com/platform/files/sites/media/cspdn/images/logo-cspdn-json-ld.png", "width": 600, "height": 60 } } ,"description": "Retailers gain gasoline margin " ,"image": { "@type": "ImageObject", "url": "https://cdn.winsightmedia.com/platform/files/public/2019-10/background/shutterstock_691363474_1572279552.jpg?UE69APIEq5718xsWrjCRtM_CSjjhElZB" } ,"datePublished": "2019-10-28T14:46:24+00:00" ,"dateModified": "2019-10-28T17:03:42+00:00" ,"author": [ { "@type": "Person", "name": "Trilby Lundberg", "url": "/profile/trilby-lundberg" } ] } Foodservice7-Eleven to Offer Halloween Pizza SpecialsDeals include buy one, get one free pie, as well as other offers through 7Now app { "@context": "http://schema.org", "@type": "Article", "headline": "7-Eleven to Offer Halloween Pizza Specials", "mainEntityOfPage":{ "@type": "WebPage", "@id": "https://www.cspdailynews.com/foodservice/7-eleven-offer-halloween-pizza-specials" }, "publisher": { "@type": "Organization", "name": "CSP Daily News", "logo": { "@type": "ImageObject", "url": "https://cdn.winsightmedia.com/platform/files/sites/media/cspdn/images/logo-cspdn-json-ld.png", "width": 600, "height": 60 } } ,"description": "Deals include buy one, get one free pie, as well as other offers through 7Now app" ,"image": { "@type": "ImageObject", "url": "https://cdn.winsightmedia.com/platform/files/public/2019-10/background/7ELV-19-0003_1572279334.jpg?cbooL9v4RLLOSwXqUxX0xX7DArArhNy2" } ,"datePublished": "2019-10-28T14:21:56+00:00" ,"dateModified": "2019-10-28T18:57:45+00:00" ,"author": [ { "@type": "Person", "name": "Brett Dworski", "url": "/profile/brett-dworski" } ] }
    1. they would deserve to be classed and punished with those mischievous persons who put obstructions on the railroads.

      It seems a bit ignorant to say that regulations/checks/legislative barriers are put in place as frivolous obstacles that government officials have to try to get over and citizens can just be angry at. Makes the legislative process seem like a game solely motivated to "win".

    1. Walmart is a place of opportunity. Here, you can go as far as your hard work and talent will take you.Our associates are building better lives for their families, and we’re proud to be a part of their success stories. We’re investing in our associates by offering competitive pay, advanced training through Walmart Academies, career development through our Pathways training program and, most of all, a chance to move up. No matter what goals our associates set for themselves, we want to help them grow professionally and personally. To that end, we offer a variety of education benefits.Training and Opportunity Walmart Academies is an immersive training program that is tied to a working supercenter, allowing associates to receive both classroom and sales floor training in advanced retail skills and soft skills like leadership, communications and change management. In 2018 alone, we trained 450,000 associates including frontline supervisors, department managers and assistant managers in our Academies.A new video game called Spark City lets anyone “play” as a department manager. Through the game, associates enrolled in Walmart Academies learn the same techniques and processes that they will use on the sales floor in real life. The game is free to the public on the Apple app store and the Google Play store.In Walmart’s fiscal year 2019 we promoted more than 215,000 people to higher-paying jobs with increased responsibility.More than 75% of our salaried store management teams started as hourly associates.Store managers, on average, earn $175,000 annually and manage and help mentor 300 associates.Full- and part-time associates are eligible for quarterly bonuses based on store performance. In Walmart’s fiscal year 2019, hourly associates earned nearly $800 million in bonuses.We’ve converted nearly 175,000 associates from part-time to full-time in fiscal year 2019.
    1. Making a bigger community impact with a smaller footprint 7‑Eleven expects to grow dramatically over the next 10 years. Our CSR strategy demands that we limit the impact of this growth on our planet and the people in the communities we serve. To help us set long-term goals for reducing our carbon footprint over the upcoming years, we partnered with Conservation International, a nonprofit organization dedicated to building a healthier, more prosperous and productive planet. Our strategy focuses in on three measurable goals: Reducing our energy footprint in stores and offices by 20% by 2025 Increasing corporate giving to 1% of operating net income annually, beginning in 2017 Reducing our packaging footprint by 20% by 2025 People 2025 Goal: Increase corporate giving to 1% of operating net income annually. Communities built for youth 7‑Eleven stores play a vital role in healthy, growing neighborhoods. We’re committed to making a difference in these communities by getting involved and giving back through programs that directly benefit the well-being of youth. The Project A-Game program is a community outreach program created to provide meaningful youth development opportunities through education, fitness, safety and hunger relief, so children establish a strong foundation that supports their future success. Learn more A tasty reward for staying cool – that’s the Operation Chill program. This 7‑Eleven community outreach program is designed to reduce crime and enhance relations between police and youth. Learn more
    1. stickball

      "Stickball" is a game kind of like baseball that I think of as often being played by kids in urban settings in the past, during times when kids didn't have many other forms of entertainment.

      It sounds like the kind of thing that old people might tell nostalgic stories about -- though there are probably not many elderly people who still remember playing stickball.

    1. This addictive game plunks you down somewhere in the world using Google Street view. You literally start on some country road and the whole point of the game is to figure out where in the world you are. You can navigate down the road in the app, and you can turn around and zoom in to look more closely at things, but because the game often chooses the most remote locations, you often find yourself traveling for quite a while before you see any clues. Once you do see something—a road sign, ideally, or something at least with language on it—you can start figuring it out.

      Sounds super fun. Maybe a geography lesson?

    1. Developing gaming fluencies with Scratch: Realizinggame design as a design process.

      I coded a game for my final comprehension exam and really hoping I passed! I just started using Scratch and can definitely see the benefits to using the program with kids.

    1. It’s in the humans’ use of the goose to issue meaning for their empty lives in the first place.

      This is honestly a very shitty thing to say about people, and it is the icing on the cake against any claim by Prof. Bogost that he is not dismissive of other people.

      And I'm done for now.

    2. The delight of beholding Chang’s perverse accomplishment is eclipsed only by the terror of pondering actually carrying out the act yourself. Thank goodness you don’t have to.

      Again: this is YOU speaking for YOU. Other people may react differently. Myself? I'm actually excited to give it a try, because I occasionally enjoy a challenging video game, especially when funneled through some dorky graphics and a silly premise.

    3. A painting or a television show just blares at its viewer, requiring essentially zero effort to enact that viewing.

      Unless you're a brainless automaton, this is bullshit. It may require less effort from certain parts of the brain, but the notion that watching TV or observing a painting requires "essentially zero effort" is absolute bullshit. If you are actually watching something out of a desire to do so, your brain is doing a lot of intellectual work to put together pieces, identify patterns, create connections for analysis, interpret information, etc. Most of that activity is done by the viewer. Deliberately. That's how you can get to the end of that TV show episode and get into a 30 minute conversation about themes, etc. You were already thinking about that stuff while watching.

      Thinking, as it turns out, is effort.

      Maybe as academics, we forget that because we do it all the time. I don't, but then again, I had to fight my way up to a PhD.

    4. And in the process, they spare the majority of goose fans the need to pick up the controls and operate the game to get there.

      How? This is an unsubstantiated claim. The "meme-ness" of Untitled Goose Game has no immediate and obvious relationship to the "need" to play the game. Indeed, I'm led to wonder: do you think you were required to play this game for some reason? Is that how you think games work? By some kind of implied social force?

      I've got news: YOU DON'T HAVE TO PLAY IF YOU DON'T WANT TO. You're a fully grown adult person creature. Make better choices or whatever.

    5. But as images both real and fake have proliferated, their volume has become oppressive. The hundreds your Instagram or Facebook friends post daily. The thousands on Pinterest that show up, welcome or not, with every Google search.

      You sound older than my late grandmother when she first discovered email. She would go on to use Facebook and text messages. Odd how she managed to figure out how memes work on her own in this supposed sea of whatever. It's almost like maybe, just maybe, this is all bullshit.

    6. Only the eyeballs move in the skull. An image, even a disturbing one, always goes down smooth.

      At this point, I have to ask: What the fuck are you even talking about? What doe this have to do with your claims about Untitled Goose Game? I get that this connection is coming up, but holy hell, my dude, this is pointless.

    7. It might please or it might disturb, but either way, it ends as quickly as it begins.

      Again with the general, universal statements of truthiness.

      MOST memes fizzle out. SOME are shared, re-shared, remixed, re-purposed, and continually adapted. I seriously question someone's understanding of digital media if they don't know this about memes. So much of the research on memes is about how they are replicated, shared, etc.

      Memes are also packed with cultural references and meaning, so much so that there is an entire website dedicated to attempting to catalogue, historicize, and analyze memes.

    8. Memes are remixes, and taking them out of their original context erases some—and sometimes all—reference to the material they sample. Memeification doesn’t necessarily return any spoils to the thing memed.

      To quote Star Wars.

    9. Instead, they delegate the effort to a smaller group, which delivers parcels of enjoyment by condensing them into bite-size memes.

      This is literally how all games work. There's an entire industry of meme makers, actual plays, etc. designed to give people who may or may not play vicarious enjoyment. We've had this for about a decade or so now. Any game created today could fit into this paradigm. Untitled Goose Game isn't unique here...

    10. The walking simulator offers one response to the risk of instrumental reason: Remove as much game-play as possible in order to guard against transforming play into a means for measuring, and maximizing, utility.

      Or it's just a different kind of gameplay for a different kind of gamer. Why does this need to be an oppositional practice? People who play games come to games with a variety of interests and needs. The fact that there are games for people who would prefer to simply wander around a virtual world for fun just tells us that a need is being met. At the same time, there are others who would prefer a more action-oriented FPS or a strategy game or whatever.

      Again: I understand perfectly why people have accused Prof. Bogost of dismissing games and gamers. This oppositional framing makes it very clear that he views games as hierarchical, with some having more value than others.

      Loathe as I am to point to popularity in an argument, the vast majority of gamers aren't playing these games, certainly not with any regularity. Am I to believe that these gamers have been duped into wasting their leisure time by working? If so, I'm not buying it.

    11. The work quickly devolves from curiosity to chore.

      FOR YOU.

      Again: Prof. Bogost constantly asserts as general things that apply only to himself. It's a chore FOR YOU. the easy answer to this problem is that you stop playing games that make you feel this way and use your time for more productive activities, such as ones that actually make you happy as opposed to a miserable curmudgeon who poopoos on the things that others do for their own pleasure.

    12. The certain sight gag of piloting a virtual goose around gives way to the nuisance of piloting a goose around. The bird’s awkward lumber gets in the way of the tasks it’s supposed to make funny.

      Or, for those of us who are actually fun at parties: we'll still get a giggle out of the game because the wonky play is part of the fun.

      And as I keep implying throughout these annotations: sometimes the release from completing a difficult task (you chose) is incredibly valuable.

    13. to carry out a set of tasks, recorded for you on a to-do list, by any means possible.

      Translation:

      The game's function is that of a game, but it's bad because games being games is making you do game things or whatever...

    14. “doing the job of a goose.”

      Translation:

      The game about playing a goose asks you to do things that a goose does. I am so annoyed that I have to do goose things while playing a game that asks me to play a goose. I could have gone and done literally anything else with my life, but instead, I'm going to be annoyed that I chose to play a goose game that asks me to play a goose by doing goose things.

      CTFO...

    15. unknowable, really, but surely unconcerned with our civilization and its trials

      It's a fucking goose game, dude. It doesn't need to deal with anything but a goofy goose doing goofy shit. It doesn't have to be about "our real world."

      This is the kind of thing that people despise about academics. Everything must be a Very Serious Subject (TM). Prof. Bogost has essentially admitted that Untitled Goose Game is anything but a Very Serious Subject (TM), so rather than just say "well, it's not that, and that's cool," he has to make dismissive statements about it.

    16. It’s the same catharsis that violent or antisocial games such as Hitman or Grand Theft Auto offer up, but rewritten in the dialect of English pastoral politesse, appropriate for all ages.

      If only your article took seriously the value of catharsis in the context of games.

    17. As Brexit looms, the seas rise, and private wealth balloons, what a pleasure it is to upend the sleepy lives of a small band of villagers: to soak the gardener by luring him into the path of his own sprinkler;

      You're not dismissive of games at all. No, sir. You couldn't possibly be accused of being dismissive by making a passing reference to Very Serious Subjects (TM) while highlighting the silliness of a game.

      After all, grown adults must take seriously Very Serious Subjects (TM) when considering whether to play a game where you run around as a goofy goose that ruins the day of imaginary characters.

    18. Even when a game does not literally exploit its players’ leisure for its creator’s gain, it orients the player toward formal, often numerical goals that structure progress and, by extension, define enjoyment. The fact that consultants and entrepreneurs have applied game metrics such as points, levels, and badges in institutional settings, dubbing the effort “gamification,” only further entrenches the connection between games and work.

      So does building a chair, going on vacation, etc. Leisure in and of itself is structured by a measure of progress, especially when we engage in certain activities we find pleasurable that have structure to them.

      Basically, this is a criticism of games on the basis that they have a structure to them and, therefore, a goal for the user. But the same could be said about books, movies, etc., which explains why some people who are more structurally oriented than others may react negatively to media products that lack such structure.

      Structure, however, is not the same as framing games within the rhetoric of labor. It may define the contours of the type of enjoyment on offer, but, again, the user's agency comes into play here: if they don't want that kind of enjoyment, they can simply do something else.

      As for the claims about gamification in the job market: that is hardly the fault of games, which have fought for decades to be taken seriously as a field of humanities research, but a fault of corporate and work culture. If you have issues there, take it up in the correct context.

    19. Likewise, when you feel obliged to check work email or Slack at all hours, you confuse work with leisure until no boundary exists between the two.

      This example has nothing to do with games, which, again, are played for personal enjoyment.

    20. The game theorist Julian Kücklich even coined a portmanteau, playbor, to describe the fusion of work and leisure in contemporary life.

      It is incumbent upon you to provide an alternative that would be pure leisure. I submit that no such thing exists that would be appealing to most people.

    21. Role-playing gamers sometimes talk about “grinding”— completing boring, repetitive tasks to advance their character’s abilities in order to make progress—a term that exactly mirrors the drudgery and toil of labor.

      This is horribly reductive. For RPG players, the act of grinding comes with a payoff that materially changes the game experience. Grinding takes time and effort, but it is distinct from the type of labor/work Prof. Bogost refers to here. The payoff of grinding is the product of the player's agency and choice. They choose to do this; it is not something thrust upon them by necessity. So the repetitive tasks involved in grinding share superficial similarities to the kind of labor/work I have to assume Prof. Bogost is referring to: the everyday, just doing it for a paycheck even though I am not fulfilled by what I'm doing work.

      That is NOT a description of work in games.

    22. It’s easy to pass the eyes over the pages of a book, or to bathe in the waves of image and sound at the cinema or in your living room.

      As someone who has taught a LOT of literature in his time as an educator, there is nothing "easy" about reading a book. Some books may "read easier" for some, but that will be based on personal enjoyment, not the fact that books are inherently easy.

      The notion that a book is not work is, for someone who presumably earned a PhD that involved reading, bonkers. The same type of work (for pleasure or enjoyment) we find with games exists for books, too. The mechanisms may differ (one is more intellectual than another and requires an active imagination -- depending on the work), but you can approach both fro the same position of desire.

    23. Game-play—the work of working a game—is fundamentally irritating, at least in comparison with other media forms.

      Only if you don't actually enjoy playing games.

      The problem with this article thus far is its incessant need to make universal pronouncements about games that really only apply to the individual writing the article. Based on Professor Bogost's Twitter feed, he is aware that his perspective will rankle feathers, which raises the question: Why take a universalist approach to your subjective claims if your intention is not to confuse the reader by giving the wrong impression of what you actually think?

      Well, we have the answer to that: https://twitter.com/ibogost/status/1187004935487004673

    24. And like all labor, the best way to get it done is to farm it out to others. Let the memers honk their geese so you don’t have to.

      Or, here's a novel idea: if you want to play the game, play it.

    25. t might even be more fun not to play the game than to play it.

      Then...don't? Like, a goose didn't come into your house a month ago and say, "You better play Untitled Goose Game or I will cut you." Even as a so-called academic of media studies, this is a bizarre framing to take.

    26. That’s not a slight or a dodge. It doesn’t disrespect the game, its creators, or the fans who truly do enjoy actually playing it.

      I am aware of Professor Bogost's efforts on Twitter to make this particular line stick, but given the bulk of the content of his article, I am hard pressed to take seriously his claim that he is not dismissing or slighting games and the people who play them. If his position were solely personal, he might have led quite clearly with a declaration of both facts; that he chose not to do so may be a consequence of the medium (entertainment "journalism"), but given that we share a connection by field in academia, I am, again, disinclined to accept this reasoning largely because engaging in clickbait practices is unethical.

      We are also left with the same questions I raised at the start:

      Why are you doing this in the first place? Having a professional interest in something only goes so far here. At some point, your inability to truly enjoy the material you are studying should lead you to consider studying something else. I didn't enjoy Troubadour poetry during my undergraduate education, and so I have not dedicated part of my professional career to interrogating why Troubadour poetry requires work, why I don't enjoy it, etc. I went on to study postcolonial literature, digital rhetoric, and science fiction (and all permutations therein) because those things interested me and I continue to get genuine enjoyment out of the work that I do.

      Why have you reduced work to a singular definition that removes its potential for pleasure through productivity? On what basis should we accept this interpretation of work that excludes work for pleasure, which is embodied in all forms of leisure activities outside of literally sitting in a chair staring at nothingness? That is not apparent here.

    27. of the quandary of game-play’s fundamental aggravation: Someone has to play the game, but that someone needn’t be you.

      Have you ever talked to the average video game player? The only one who seems aggravated about playing this game is you and the colleague you'll mention later on. And the question the becomes: why are you playing video games in the first place if the act of play is, for you, an aggravation? What are you doing with your life that you're deliberately doing something you don't enjoy so you can write an article rambling out nonsensical defenses of your unenjoyment?

      I answered my own question.

    28. The only problem is that you have to play the game to do so.

      This is not a problem to literally anybody who actually enjoys games, whether video, board, card, or RPG. It becomes clear here that the "it's fun" was, in fact, sarcastic.

      I'll also add that there is nothing inherently wrong with putting in effort on something you actually enjoy. This can, in fact, be fun. Folks who like carving wood in their spare time do it because it brings them pleasure. Carving wood is, arguably, far more difficult than playing a goofy goose in a video game, and yet people still do it because it brings them pleasure. Video games -- and all games, for that matter -- bring a lot of people pleasure even if they take time and effort.

      But we'll come back to this shortly...

    29. It’s fun!

      This is where the review should have ended. "It's fun." Fin. Done.

      But we're not going to stop here. No. You just can't help yourself, you curmudgeonly goose hater.

    30. geese are notoriously annoying

      Anti-goose propaganda. Geese are notoriously delightful creatures with wonderful personalities. Respect the goose and the goose will respect you.

    1. Howmanyofthemaredead?Likewhatpercentage?KELLYAsinfulltimers?(shrug)Eighty.Eighty-five.

      Most of the people in San Junipero have already passed over. There were several mentions before that gave a hint that this was a virtual reality game. Here, virtual reality has advanced enough to retain a person's conscious even after death.

    Tags

    Annotators

    1. In order to find genuine excitement in learning a subject, students need to be comfortable with the game.

      I think this applies to not only games but just about anything that people have to learn or want to do.

    2. he way we understand the expectations and promises of today’s game-based approaches will have a long-term impact on how we imagine and implement them in the future.

      Games for learning in the future will be something that is going to be expected for new generations to have.

    3. Teachers see this motivation translating into academic performance too: 78 percent of teachers using digital games saw improved performance on curricular subjects due to gameplay and 71 percent saw improvement in extracurricular subjects

      Students have to engage in the game making it easier for them to learn.

    4. Civilization is sometimes criticized for not being historically accurate, but Gilbert sees that flaw as a teachable moment. “You can turn the things that might not be necessarily correct into learning experiences,” he said

      This is smart, if a game does not meet the learning skills of a student then the teacher should fill in those gaps and fix the wrongs.

    5. He’s been using game simulations in his classroom since 1995, but when he started playing the commercial game Civilization IV for fun, he immediately recognized its potential to get 6th graders hooked on history

      Is this the earliest adaptation of game-based learning?

    6. “Game mechanics” learn to adjust settings and manipulate the relationship between components within a particular framework

      I worked with a similar program in 8th however it was not very well developed and left us stuck about what to do.

    7. When you engage with the game, you not only try to see the game from the perspective of your students, you also understand how the game presents the material.

      Games help with students being able to critically engage with their situation or surroundings.

    8. What platforms (hardware) do you have available in your class? Is yours a BYOD (bring your own device) classroom, or do you have school-owned hardware to work with? Will games be a full-class activity or just one station in a room full of learning activities

      This could perhaps be a new problem with game-based learning. Not everyone has access to these resources.

    9. Just adding the alphabet to popular games like Angry Birds or Temple Run might make parents more willing to whip out their credit cards, but it won’t necessarily teach their children how to read.

      Would this be considered game-based learning?

    10. Students experimented with the digital model prior to doing an actual DNA extraction in the lab

      Minecraft in itself is a good platform for students to learn. They even have a "educational edition" that is different from console and pc versions of the game.

    1. We are resolved to force no oneto drink more than he wants.

      I think it would be fun if ancient philosophers had a drinking game they played before philosophizing

    Annotators

    1. The Institute of Play provides game design and development exper-tise for students and teachers and serves as a primary conduit to the professional game-development community.

      When creating these games, its not like they have one set of mind and they go with what they said. They have multiple people who have different mindsets that do different games workers or works with students to creative something magical and different for the students to love

    2. Students not only will develop these capacities within the curricular experiences of the school but will be supported in their development through internships, community service, service-learning opportunities, and capstone research projects, especially within the upper grades.

      They will reflect back on their own life from what they have learn form this game based learning system

    1. But as for this little one here, it is the key to the closet at the end of the great hall on the ground floor.

      This is a game of trust otherwise there would be no reason to give her the key.

    1. Unreal City Under the brown fog of a winter noon

      Eliot's depiction of this wasteland is enhanced even further with the menacing backdrop of a thick dusty fog. It reminds me of the horror video game Silent Hill 2, which uses a thick fog in certain segments to great effect and creates an intense atmosphere of dread.

    2.   II. A Game of Chess

      Portrait of Chess Player

      Eliot's naming of the second part of the epic poem, 'A Game of Chess' reminded me of Duchamp's painting, 'Portrait of Chess Player' in the Armory Show. What links these two images most specifically for me, is the chaos in which surrounds a simple game of chess. Eliot employs an abundance of differing and contrasting voices, speakers and images in this part of the poem, while Duchamp's use of cubism in his painting gives the portrait a chaotic and confusing feel. This disorganisation and confusion is somewhat ironic in both instances as a game of chess is, traditionally, very simple and plain, in other words, in black and white.