10,000 Matching Annotations
  1. May 2019
    1. Charon

      In Dante’s Inferno, Charon was known as the boatman that brought doomed souls across the Acheron River or the River of Pain. Loved ones would place two coins on the eyes of the person that has passed to pay the boatman who brings them to the next level of Hell. Without the payment, Charon leaves the souls on the far side of the river and takes only the damned souls that pay.

      Charon is in the Inferno in Cantos III when he refuses to transport Dante and Virgil across the Acheron river to the underworld. He knows they are mortals when they come to the river and try to cross it, so he advises them that they should not be there near the dead. However, Virgil has been there before and is familiar with the system of getting across the river. He tells Charon that they have been sent by a higher power and he ultimately bring them across to the lower world.

      To play a Greek mythology game and learn more about Greek gods like Charon, click here.

    1. Conceptually, our working metaphor is that we “deal a hand” of sentence starters, though we don’t render that visual idea literally in the interface. Students “play a card,” choosing one challenge to tackle with their peer’s response. Inspired by the physical metaphor, we experimented with the notion of “scarcity”—perhaps once a sentence starter is used once, it can’t be used again, or perhaps particularly odd sentence starters appear occasionally. We can also vary the distribution of “cards” with students’ proficiency, pushing for more nuance or precision when appropriate.

      Although this metaphor looks pretty, it brings it's borders. Thinking is not a card game

    1. Senate Committee on Indian Affairs began to circulate various proposals for federal reform in 2008

      Only when a piece hit the media and garnered attention did officials turn their focus to the issues at hand. It seems like an old game, but in some cases media popularity does help to facilitate change.

    1. Andrea celebrates this, saying “unhappy is the land that breeds no hero.” Galileo corrects him: “Unhappy is the land that needs a hero.” Well-run societies don’t need heroes, and the way to keep terrible impulses in check isn’t to dethrone antiheros and replace them with good people.

      Eugene Debs: “I would not be a Moses to lead you into the Promised Land, because if I could lead you into it, someone else could lead you out of it.”

    2. Arguably, the dominance of the psychological and hero/antihero narrative is also the reason we are having such a difficult time dealing with the current historic technology transition. So this essay is more than about one TV show with dragons.

      Yessssss.

    1. constructive yet still controversial would be fair game for one of these punchy handouts

      Ungrading; open textbooks; ditching the LMS; student-led discussions; student-designed LOs, collaborative syllabus

    1. I am not trying to suggest that the list makers don’t understand the difference in scale between leering and assault, but rather that the blurring of common (if a little sleazy) behavior and serious sexual harassment reveals a lot about how they think. For them, the world is overrun with leering monsters you have to steer around, as if in a video game.

      It is precisely, in my opinion, because the writers knew the difference between assault and leering that they wrote the list in such a manner (specifically, a spreadsheet to be presented). It seems as though at least some of them were trying to hit somebody with it and that makes it a particularly disturbing example of refined cruelty to me.

    1. When I click on Twitter or, say, the Asphalt 6 driving game, I have a mental orientation that says “Hey! Let me entertain myself, enliven my brain, take a break, and maybe find something funny.” But when I clicked on War and Peace, I felt myself assume a kabuki seriousness: I shall now immerse myself in a Work of Art.

      going back and fourth between these two very active and slowed down parts of the brain must throw off concentration levels when going back to reading.

    1. Networking, at least for electronic mail, was previously confined to groups of computer scientists and research institutes

      The ability for people to communicate via electronic mail changed the game in regards to communication. People where able to communicate with friends quickly and meet new people located far away from them at a speed pst mail just could not keep up with. In a mere 30 years the way we predominantly communicate with people has changed completly.

    1. Here, performance in the game of baseball is related to a biological idea that organisms prefer to be in their natural habitat, where they will thrive best.

      Here is a moment where I decided to go on a bit of a tangent away from my main focus. I let my mind wander as I made connections, and let my writing follow it. Even though it wavers from the idea of the fan-athlete relationship, I think the part about animal behavior makes it so the essay flows better from examples to possible explanations. My essay doesn't answer a question, but this explanation of how home field advantage could be part of a larger theme in animals makes it more credible for the reader. Before, I would have been unsure about doing something like this in an essay, but I thought it was a useful connection to make as it relates the topic to something like animal behavior that I was only able to come to by letting my thoughts go down the rabbit hole.

    2. After looking into the legitimacy of how athletes performances are influenced by their surrounding, especially fans around them, I again returned to the memory of me missing that penalty kick 7 months ago. Even though I took the fault of missing the kick and think that I should have done better, I think that the presence of rival fans had enough of a psychological effect on me to influence my body to miskick that ball. This lead to my team eventually losing the game. The difference between the field behind our school when it was empty during our practices and when it was packed with fans of our school and our rivals for this Friday night game now seemed like night and day. After thinking about the personal experiences of both me and Talmage and researching studies about home field advantage in professional sports, I am now positive that home field advantage is directly related to fans off of the field and how they impact the players on the field. Thinking of the cultural and financial implications of how athletes react to fans around them, especially at home, it is not surprising that the world of sports is so focused on the idea of home field advantage.

      In the conclusion of my first draft, I tried to "wrap things up" neatly and write the kind of conclusion that I liked to write in other types of classes. But, I realized that that would be what I didn't want: unauthentic and boring. I decided to not try to answer a question or to summarize my argument. By going back to my personal experience missing the penalty kick, I closed up the essay with the second half of the bookend I started at the beginning. I also made it clear that I didn't have any one answer to the question of what the relationship between fans and athletes is and how it can influence the outcome of an event. There is no one answer to this question, and the purpose of my essay was to merely explore a few options and to let my thoughts go down a rabbit hole.

    3. Here, performance in the game of baseball is related to a biological idea that organisms prefer to be in their natural habitat, where they will thrive best.

      Here is a moment where I decided to go on a bit of a tangent away from my main focus. I let my mind wander as I made connections, and let my writing follow it. Even though it wavers from the idea of the fan-athlete relationship, I think the part about animal behavior makes it so the essay flows better from examples to possible explanations. My essay doesn't answer a question, but this explanation of how home field advantage could be part of a larger theme in animals makes it more credible for the reader. Before, I would have been unsure about doing something like this in an essay, but I thought it was a useful connection to make as it relates the topic to something like animal behavior that I was only able to come to by letting my thoughts go down the rabbit hole.

    1. Indians of the Pacific Northwest in line with state fish and game laws

      Where Indian fishing rights had been independently negotiated through treaties, the government was now assimilating native fishing right jurisdiction.

    1. The relations between reader/story and player/game are completely different - the player inhabits a twilight zone where he/she is both an empirical subject outside the game and undertakes a role inside the game.

      Question this: can't a reader also insert herself into a narrative, through an empathetic impulse? What about second person literature (Adichie, The Thing Around Your Neck), including choose your own adventure books, which function as games? The process of identifying with a character is a process of insertion.

    1. And that's not all. In 'The Last of the Starks' alone, the writers stuck two fingers up at Brienne after using her to service Jaime's internal struggle regarding his twisted devotion to Cersei. Then there was Sansa Stark's conversation with The Hound about the abuse she suffered at the hands of Ramsay Bolton, Littlefinger, and Joffrey, and the way in her suffering was, in the words of actor Jessica Chastain, used as "a tool to make a character stronger".
    1. The writing staff on Game of Thrones has always been male-dominated, with only four episodes in the show’s history being credited to female writers. Season eight is written and directed entirely by men (only one woman, Michelle MacLaren, has ever directed Thrones), although there has been at least one woman in the writer’s room, Gursimran Sandhu, this time around.

      These statistics are saddening. Fess up, HBO!

    2. I forgave the show for its cruel treatment of Sansa a season ago, when it became clear that her story was one of survival rather than victimhood. But Thrones rarely passes up an opportunity to remind us of her rapes. It undermines a character who has refused to be beaten or defined by her suffering, especially when, in the latest episode, she credits her abuse for transforming her from a ‘little bird’ into what she is now. As Jessica Chastain pointed out on Twitter, it was Sansa and Sansa alone who transformed herself into the strong and savvy leader she is – not the men who abused and manipulated her. If the writers don’t understand that, how can we trust them to tell Sansa’s story properly?

      Why did people let this go live?

      Because sexism is rampant, and more "allowed" than nazism, I reckon.

    1. found the best way to understand this was to put myself in their shoes. Imagine you are a professional athlete. You are supposed to be good at what you do and you do not want to fail at that. Things go well when you wear a certain shirt or when you listen to a certain song before a game. So you keep doing it to make sure you keep playing well. On the other hand, if you are playing in your towns recreational league you may have a superstition or two, but you also know how good you are. You know that you are not a world class athlete and do not have to perform at the highest level.

      I'm not sure I love how this turned out but I kept it in anyways. I needed more things to really help the reader connect to the paper, and using second person was a way we had seen in an example that I liked. So I added it in here to help explain this idea that did not seem to come across clearly. Once again though, I'm not sure it came across great but I wanted to keep it so there was a little more connection between the reader and the essay.

    2. , Hall of Fame NHL player Wayne Gretzky always shot his first warm-up shot wide right of the goal. He has a specific action — shooting wide right — that he repeats — before every game — and that does not have a causal effect on the event — one wide right warm-up shot would not change anything

      I changed this example from one about Sydney Crosby wearing the same hat after every hockey game. It was an example I had heard about before and I may have left out him wearing it before but I was not sure so I changed it. I found that my new example was clearer and I could still analyze the three parts of it. I also think that Gretzky's name is just a little more recognizable than Crosby so that could help people understand the example just a little easier.

    3. And many are more personal: someone may use the same pencil for their exams or a hockey player may wear the same shirt to every game. Yet these things do not physically change anything, so why do people do them? And what about when they do not provide someone with success:

      I changed the examples here from someone eating a specific food before a test or a game just to make these examples a little clearer. I also added the lines about nothing physically changing and the situation where success does not occur to make a clearer connection to my questions. Previously the example jumped directly to the question without much of a connection. i think I could have made a stronger connection than I did but it is still better than before.

    1. “I am not attuned to this environment, and I don’t want to spoil a decent record by trying to play a game I don’t understand just so I can go out a hero.”

      Just an excellent story.

    2. What player do you think is most undervalued? Get him for your team. What basketball axiom is most likely to be untrue? Take it on and do the opposite. What is the biggest, least valuable time sink for the organization? Stop doing it. Otherwise, it’s a big game of pitty pat, and you’re stuck just hoping for good things to happen, rather than developing a strategy for how to make them happen

      Finding inefficiencies and efficiencies and finding advantages that will be lasting.

    1. t root, the player is tasked with learning a combination of actions and responses. The game does one thing. The player responds with another. In order to beat the game, the player needs to master the system.

      This is similar to working out math. You have to learn it, understand it, and master it. If put into a game format to where students are more attentive, it will be beneficial to their motivation.

    2. Good math games are like mathematical instruments. They are sophisticated digital manipulatives that are able to provide instant feedback. Just playing with a great math game will teach you something about numbers. Just fiddle with it and you’re already doing math.

      This is true! Another form of learning. Since math games is able to provide feedback, it can give student's a better response to their work. This is very useful when the classroom has independent studying times.

    1. The 300, 600 or 1000 figure is exaggerated from Abd's troll blog

      Again, that story is told. The numbers don't come from me. At one point, a Smith sock -- not sure which one yet -- claimed about 700 RatWiki accounts. Oliver claimed that of the accounts I was listing, as "Anglo Pyramidologist" only 0.1% were him. Since he was obviously a few accounts, and if he was telling the truth, that would make thousands of accounts. But that was not my claim. AP was the two brothers, not just Oliver. And There were many many accounts created impersonating me, and apparently others. Oliver may claim these were Mikemikev, but in some cases, that is very unlikely. But impersonation socking doesn't seem to be Oliver's game, so those many impersonation accounts would not count for his total.

      Smith socks make claims but don't provide links. I have always asked for corrections, and comment is open on the blog, but they don't point to errors, they just cry "Lies!"

      I have started many times to make a comprehensive list of socks for Oliver and Darry,l, and it's always been too much work. So far.

    1. he UNIVAC was thefirst step intoan age of‘‘automation,’

      The UNIVAC was a game changer for industries as a whole and that Harvard prick was naive as fuck to assume it would not be hailed by the masses, which is why the government had to see it for themselves. Then, it would be able to become much more widespread.

    1. A new generation of digital writers is building on video games, incorporating their interactive features—and cognitive sparks—into novelistic narratives that embrace the capabilities of our screens and tablets

      Red Dead Redemption is a great example of video game storytelling as a form of art. It submerges you in a culture that we are not accustomed to with a main character that has goals, desires, and needs and you must resonate with that in order to survive and beat the game. That is why Rockstar Games are amazing!

    1. were taken advantage of in that way on both the reservation and in the cities.

      These sales people were more aware of the cultural aspects that guide respectful engagement of strangers and it suited their game.

    1. “It’s become like a thing people say when they can’t make their rent,” says Jenna, 22, a New York video-game designer. “ ‘Well, I could always just get a sugar daddy,’ ‘I guess I could just start camming,’ ” or doing sexual performances in front of a Webcam for money on sites like Chaturbate. “And it’s kind of a joke, but it’s also not because you actually could. It’s not like you need a pimp anymore. You just need a computer.”

      THIS is the epitome of being a college student living in NYC. When finals comes around, EVERY college student will have said "I'm dropping out to become a stripper" at least twice and posted as a caption 3 times. When the going gets tough, the tough gets going. I feel like this is a to-go-to common phrase because there is obviously the belief that these sort of work styles are thought to be an easy way to make money. No shame in working with what the lord gave you. I say LIVE AND LET LIVE!

  2. Apr 2019
    1. Game of Thrones has several plots and a large ensemble cast, but follows three story arcs. The first arc is about the Iron Throne of the Seven Kingdoms, and follows a web of alliances and conflicts among the noble dynasties either vying to claim the throne or fighting for independence from it.

      helllo added by sneha

    1. In the first place, the Indian, when the white man came to this coun-try, lost his buffalo; and in the second place, he lost the elk and deer; and in the third place, he finds himself hard-pressed for a place to hunt even small game; and in the fourth place, he has lost this vast territory of land involving his health and bringing about a high death rate and therefore a future that is mighty gloomy, indeed.

      The term "lost" is so much more innocent than what actually happened. All of these are a direct result of the white settlers taking and exploiting what belonged to the Indians.

    1. Authorities feared a sequel to Thursday night’s rampage at Saturday’s game against the Rangers. The police took “emergency measures” in advance to prevent that.

      this would make since in that violence and chaos increases in the mist of retaliation

    2. The suspension seemed especially harsh because of its likely consequences. At the time, Richard led the league in points.

      They feared his game, so they underhanded him and took him out of the equation.

    3. He refuses to talk to reporters who ask what happened, why the two fought,

      This would get him a hefty fine these days, to refuse post-game interviews.

    4. 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.

      this shows how Richard contributes to the team

    5. “There is no sound quite like it in the whole world of sport.”

      That is quite an interesting thing to say because you could say that about almost any sport. When there is a goal scored in a live hockey game it is pretty spectacular.

    6. Forty-five, maybe 60 seconds later — at 9:11 p.m. — the bomb exploded. Twenty-five feet to Campbell’s left, a canister of tear gas detonated by Latreille’s group from the auto repair shop. The acrid smoke in the building gnawed the throats and scorched the eyes of those nearby. Suddenly, fear gripped the crowd. What next?

      It must have been so scary for the fans to have to go through this when they just wanted to go to a hockey game

    7. his five-goal game in 1944; the single-handed goal against the Bruins in 1952; his 325th goal that made him the NHL’s all-time leading goal scorer the following season

      i wish i could have seen him play.

    8. The punishment is worse for Richard. Udvari kicks him out of the game.

      There were two equally responsible peoples in this fight and they should have been punished accordingly.

      • It was a lot of fun reading through your 'choose your own adventure' story, even if I only had two choices (and it was quite clear which was the 'good' choice :-). Actually, I ended up reading them all!
      • This said, I'm not completely sure what the objectives were of your creative piece. Could you have included comments along the way (your own annotations or comments on the bottom of the page)? Was the point to create a more posthumanist version of Detroit: Become human? If so, there needed to be a little more development of how this creature, AFHI combines the 'best' of bacteria, plant, animal, human, machine... (maybe think Butler's Dawn here?) I'm also not clear on why a human is still the first person narrator if you are working to counter anthropocentrism. Including the intent behind the different choices and moments in the story would have been really helpful.
      • General comments on the project - Your choice of a video game was clearly appropriate, and I appreciate the amount of time it must have taken to play and record different scenes in the game. Part of the problem, though, was the narrative driven objective of the game that centres on the problem of 'machine becoming human' but doesn't really address many of the other questions raised in class with respect to posthumanism. You point to the need for a feminist critique, biopolitical and necropolitical reading of the game but you do not really develop these yourself. I wonder if you could have organized your project differently, actually, to be able to dig deeper into the humanist/transhumanist, anti-humanist (feminist, race studies), and posthumanist threads in the game. These could have been the three main components of the project rather than using Cara, Connor, Markus from the game. I think you could have made quite a few more connections to class discussions, reading, material if you had chosen a different organization for the project.
      • Evaluation - 1) how your chosen topic engages with the complexities of posthumanism - 6/8 ; 2) how you situate and critically analyse the posthuman lens used in the project - 4/6; 3) how you integrate SCALAR's functionalities - 3/6 TOTAL = 13/20
    1. This is not the only time in the game that these android animals are referenced, as we see Markus interact with Carl's android birds and can find a magazine article on the first cyberlife zoo.

      Again, a few video clips would have been great (rather than just still photos). Why do you think the game includes these android animals? Is it trying to make a point about species extinction, like raise awareness? or is this simply part of the reality of our planet's future?

    1. Questions about what it means to be human, treatment of the environment, relationships with animals, gender and sexuality, and how technology fits into our perception of ourselves and our lives are all within the game, yet they fail to fully step out of their perspectives to extend their questioning further.

      I'm glad you are bringing some feminist, eco, animal studies critique in here. But you could also have used these lenses to analyse some of the scenes from the game - ex. Connor as white, male authority figure...

    2. he sees the humanity in the deviants he was assigned to hunt and comes to realize his assignment is against his new beliefs in androids as sentient beings. 

      Through your understanding of how the three characters become humanity, you could make a slide which presents both the game's full definition of "humanity" and juxtapose that with an anti-humanist critique (or posthumanist alternative) of that definition. Where does the game fall short or succeed in creating room for new subjectivities?

    1. Connor's Cyberlife handler, inside of Connor's mind palace, turns out to be a reproduction of a friend of Kamski's, Amanda. This also brings about questions of Cyberlifes plans for these androids: are they planning on merging human consiousness with android bodies? Merging human consiousness with android consciousness? Was Amanda more of a ptrototype to help them learn about AI or does it show where they want to head? 

      Since I don't know the game, these questions do not actually give me a sense of the connections you are making to class material and discussions.

    1. allowing them to go free. It forces us to question our assumptions on what we would do if given the choice.

      What exactly does 'free' mean here? how does the game play on our liberal humanist notion of freedom as an ultimate value?

    1. the robot can include the user in its process in a dynamic encompassing all of the interlocutors, the affective expression, and responses evoked by the expression and interaction. (Dumouchel, 127-132)

      This seems like a place to bring in the question of animal emotions. Are there any animals in the video game?

    1. This page needs an introduction to the project, its objectives, its connections to the larger questions of posthumanism; ex. I read the game was inspired by Ray Kurzweil's predictions about the Singularity. We have discussed transhumanism in class and Kurzweil is one of the most vocal proponents of transhumanism.

    1. You are missing the colon in the game's name. It's an important grammatical element if you want to discuss the possible overall humanist, anti-humanist, posthumanist meanings of the game - Detroit can be seen as place so emphasis on a non-human element; and the 'become human' that follows the colon would be a kind of command possibly directed at the city or coming from the city.

    1. Yet, we can contrast all of this with the immense opportunities on the internet for learning (e.g., courses and demonstrations on YouTube, Coursera, TEDx talks) that are game-changers and enhance our educational options.

      Sehen trotzdem Chancen für Lernszenarien (YouTube Coursera, TEDx, ...)

    1. Even organized sports teach children about mathematics, rules, teamwork, planning, and so on. Likewise, a family game like Scrabble is about linguistics, psychology, mathematics, memory, competition, and doggedness. It’s about mastering the rules.

      even sports and family games help...

    1. The importance of the concept is that there is a much stronger binding to the artifact than to other resources which are just downloaded and / or used (such as a picture taken from an internet search)

      They have some stake in the game.

    1. You Can’t Root for Both Teams!

      But you can root for more than one team, when one sees the teams as part of a larger team, call it Team Human. The reactive brain sees the world as a zero-sum game, so if one wins, the other loses. It is in that world that the conflict arises. And that is a world that is doomed to misery and failure. As humans, we have a functional mode that is not just that lizard brain, that survival brain, designed for emergency action. We can identify these reactions and choose to follow them or to set them aside, and there is training in how to do this safely. All this is outside of the world he is describing.

    1. Most of these near clones have and will fail. The reason that matching the basic proof of work hurdle of an Status as a Service incumbent fails is that it generally duplicates the status game that already exists. By definition, if the proof of work is the same, you're not really creating a new status ladder game, and so there isn't a real compelling reason to switch when the new network really has no one in it.

      This presumes that status is the only reason why people would join such a network. It also underlines the fact that the platform needs to be easy and simple to use, otherwise no one enters it and uses it as the tool first before the network exists.

    2. graph-based social capital allocation mechanisms can suffer from runaway winner-take-all effects. In essence, some networks reward those who gain a lot of followers early on with so much added exposure that they continue to gain more followers than other users, regardless of whether they've earned it through the quality of their posts. One hypothesis on why social networks tend to lose heat at scale is that this type of old money can't be cleared out, and new money loses the incentive to play the game.
    3. It's true that as more people join a network, more social capital is up for grabs in the aggregate. However, in general, if you come to a social network later, unless you bring incredible exogenous social capital (Taylor Swift can join any social network on the planet and collect a massive following immediately), the competition for attention is going to be more intense than it was in the beginning. Everyone has more of an understanding of how the game works so the competition is stiffer.

      Perhaps the IndieWeb is growing at such a much slower rate (in this thesis, there is a much higher level for "proof of work") that this sort of social capital is more akin to that of social capital in real life? Some of the value of IndieWeb is that all your "social capital" can be put in one place and better controlled by you.

      Why would one want to game their own sites in these ways? Are personal sites a better reflection of real life social capital? There's also lost personal time in learning and participating in dozens of social silos which is much better spent creating things of greater consequence.

      With respect to his mention of Paul Krugman's Instagram account, it's useful to be able to pick and choose what you might want to follow in Paul's life. If you're a close friend then his Instagram account is awesome, but if you're a young political science student then his bookmarks, reads, notes, and articles would be much more valuable to you.

    4. [An aside about exogenous social capital: you might complain that your tweets are more interesting and grammatical than those of, say, Donald Trump (you're probably right!). Or that your photos are better composed and more interesting at a deep level of photographic craft than those of Kim Kardashian. The difference is, they bring a massive supply of exogenous pre-existing social capital from another status game, the fame game, to every table, and some forms of social capital transfer quite well across platforms. Generalized fame is one of them. More specific forms of fame or talent might not retain their value as easily: you might follow Paul Krugman on Twitter, for example, but not have any interest in his Instagram account. I don't know if he has one, but I probably wouldn't follow it if he did, sorry Paul, it’s nothing personal.]

      In publishing circles, this has long been known as platform or author platform--ie that thing that made you famous in the first place that gives you the space to attempt to try to use that fame to sell books.

    5. The creation of a successful status game is so mysterious that it often smacks of alchemy. For that reason, entrepreneurs who succeed in this space are thought of us a sort of shaman, perhaps because most investors are middle-aged white men who are already so high status they haven't the first idea why people would seek virtual status
    1. Montreal went nuts, both French and English, and with Detroit coming in for a St. Patrick's Day game at the Forum

      Fans are and always swill be very passionate and prideful of their teams.

    2. Richard's story had linesman Cliff Thompson holding him back, arms pinned, while Laycoe was allowed to smack away. Rocket said he warned the linesman three times to let him go before he finally clocked the official. 

      was the fight staged and did the players know about it before the game?

    3. a St. Patrick's Day game

      This would have been an exciting game. Hockey games alone seem to be very intense and exciting, but when you add St. Patrick's day to it, it just makes it that much better!

    4. Sticks were high, fists flew, blood often smeared the ice, and the owners thought this was all manly and a great way to sell tickets.

      I have never been to a hockey game, but I know that they have always been portrayed as violent in movies. Never did I actually think that they were this violent. However this is great advertising because I know some people are into this type of events

    5. it was crucial to know how violent the National Hockey League was in those days.

      Hockey now a days is totally different from how it used to be. The violence that was in hockey was incredible. Guys tried to hurt each other every game. Where no there are so many rules in place to keep players safe.

    6. Richard's story had linesman Cliff Thompson holding him back, arms pinned, while Laycoe was allowed to smack away. Rocket said he warned the linesman three times to let him go before he finally clocked the official. 

      You would be kicked out of the game for this today.

    1. The Richard Riot is generally considered the firstexplosion of French-Canadian nationalism, the beginning of asocial and political dynamic that shapes Canada to this day.

      Wow! Canadians really do love Hockey! The game led to a revolution in history.

    2. On the night of Thursday, March 17, 1955, the haze was aghostly yellowish white. Smoke from a tear-gas canister haddriven thousands of hockey fans into the streets, sparking afour-hour rampage

      This is crazy the fans were just out to watch a game and they all end up being gassed.

    3. Three days later Campbell suspendedRichard for the Canadiens' three remaining regular-season gamesand the entire playoffs. Montreal was aghast.

      This seems reasonable for all the trouble the player costs the game and the surrounding areas he plays in.

    1. Cleveland in the top of the seventh with two runners on

      Uses of metonymy in "seventh" (standing for seventh inning) and "runners" (standing for players at base) hastens the prose, creating an image of a quick game. The narration style is also similar to that of a traditional baseball announcer, a tone establishing setting and subject matter.

    1. Despite widespread worries about their ability to compete, Filipinos bought the theory that their farmers' lack of good transportation and high technology would be balanced out by their cheap labor. The government predicted that access to world markets would create a net gain of a half-million farming jobs a year, and improve the country's trade balance.It didn't happen. Small-scale farmers across the Philippine archipelago have discovered that their competitors in places like the United States or Europe do not simply have better seeds, fertilizers and equipment. Their products are also often protected by high tariffs, or underwritten by massive farm subsidies that make them artificially cheap. No matter how small a wage Filipino workers are willing to accept, they cannot compete with agribusinesses afloat on billions of dollars in government welfare.
    1. Consult how we may henceforth most offend Our Enemy, our own loss how repair,

      What is the game plan, and how will we repair our losses? Satan & Beelz discuss.

    1. So will I, Signior Gremio: but a word, I pray. Though the nature of our quarrel yet never brooked parle, know now, upon advice, it toucheth us both,—that we may yet again have access to our fair mistress, and be happy rivals in Bianca’s love,—to labour and effect one thing specially.

      LOL..... huddle up.... lets come up with a game plan to get the sister married. We can come back to our fight later.... right now we need to fight together..... oh boy this is funny

    2. Let them want nothing that my house affords.

      This is like when you visit your grandma's house. Everything in her pantry and fridge is fair game. She sees you and that is the first thing she asks you. Are you hungry?

    1. While 1300 players have died since the recent inception of the Brain Bank, how many more players have played the game and not had symptoms? Is there something more at play?

    1. — of blood, sweat and tears — will lead them to glory.They are the fans of the Montreal Canadiens.In Prof. Olivier Bauer's class at the Université de Montréal, worshippers can argue that their team is their religion."It's a divine inspiration," Bauer said of the idea behind the theology course that begins in January 2009.Two years ago, shortly after the minister moved to Montreal, he and one of his students decided the university should offer the opportunity to study whether the Canadiens are, in fact, a faith.The graduate course is open to students in all faculties and those in undergraduate programs. ((Phillip MacCallum/Getty Images))"When we learned about the 100th anniversary, we thought it was a good time to talk about the relationship between sport and religion, especially between the Habs and the religious context in Montreal and in Quebec," Bauer said.The graduate course is open to students in all faculties and those in undergraduate programs. Bauer expects to see more than his usual 10 to 20 people in the class."I hope I have enough students to make two hockey teams. Maybe enough to fit the Bell Centre," he joked.In addition to the class, Bauer has launched an essay contest asking the question, "Are the Montreal Canadiens a religion?"Submissions are due Dec. 12 and the top three essayists (determined in a "playoff round") will present their papers at a symposium on Jan. 16. Three others, including Bauer, will make presentations.Others include Denis Müller from the University of Lausanne in Switzerland and the University of Winnipeg's Tom Faulkner, author of More Than a Game, Less Than a God: Canadian Hockey."I wanted to invite Don Cherry, too. I think it could be interesting.… He would probably have a lot of things to say about it," Bauer said.Jennifer Guyver, Bauer's research assistant, is helping to co-ordinate the symposium and said she was "really excited" to hear that Bauer was organizing the event, titled La Religion du Canadien or The Habs Religion.In Prof. Olivier Bauer's class, students will compare and contrast the Montreal Canadiens and other religions. ((David Sandford/Getty Images))"We really want to see what everyone wants to say.… 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 PracticesRelated 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 Habs

      Its interesting how people put sports players up on a high pedistool as if theyre a god of some sort. I will never understand that, but to each their own.

    1. To put it how Matpat from Game theory said it their business model is based on nothing and what they do is as soon as they look big they sell it and cut their losses leaving the creators suffering from it.

      needs to be rewritten

    1. it can be viewed and commented on by other youth as well as by game moderators and teachers

      Literally crowd-sourcing information, ideas, research, and making a de-centralized community work towards one common goal. Imagine how many problems we could solve if millions of people at a time, from thousands of different places in the world, all contributed their ideas and time? Just make it a point to tell the users that you are using them to crowd-source maybe?

    2. online groups where discussions concern sports, entertainment,

      The opposite also happens. The NFL and the movement initiated by Colin Kaepernick shadowed all of the past season, and cost the NFL millions of dollars in lost revenue from people both pro- and against the movement. Ad revenue was lost (most notably during the Super Bowl) because so many artists and companies did not want to be associated with the NFL brand during that time; fans stopped going to games and/or paying for their subscriptions because they were tired by the politics overshadowing the game.

    3. such as the sharing of fan fiction, collaboration around a video game, or the production of YouTube videos.

      All of these thrive not just from the content, but the comment sections

    1. At first, it seemed a kind of game. After dinner each night, the family gathered together to practice "our" Eng

      Everyone in the family worked together to try and learn.

    1. Most chillingly, though, there was a deluge of death threats from crazed fans who, whether they perceived me as an actual threat to the imagined romance between Yunho and Jaejoong or merely an annoyance who should to be silenced, gave me pause in an online game that had become addictively pleasurable. “Let me show you how you shall die,” one began. “@mjjeje has only a 100+ stalkers. One order from his lush lips … and your throat shall be slit!” There were many others, but that one stuck with me — mostly because it was retweeted so many times.

      Uh. So like. @Masooch. Are... are you okay? Not that I care. But like. You and these people are... in the same fandom circles... I... This is nuts.

    1. a mixed-blood senior responded to the administration's concerned query "Full-blood girls to do Shakespeare? Impossible!" by saying, "You don't know [teachers] Miss Allen and Miss Minta Foreman!" implying that these instructors were indeed miracle workers.

      The internalization of white racism by mixed-blood students represents one of the major consequences of the divisive nature of the boarding school dynamic. In-group/out-group division as different categories are arranged in proximity to whiteness, creating conflict to promote white interests and gain allies in Native destruction and subjugation in the late-game/end-game strategy.

    1. We take you several steps beyond looking up educational games in the app store and checking the number of stars they’ve been rated to gauge the benefits of a particular game.

      I feel this is really important, the app market is flooded with games that are strikingly similar (I am guessing this is likely the source of open source data).

    2. Or a teacher might choose to design a game of his or her own, to meet a specific learning goal. The game could be digital or non-digital,

      In this article they were talking about technology and now they go towards non digital.

    3. students who have been labeled and/or diagnosed because they struggle within the traditional school environment benefit from game-based approaches

      I can see this. Many students who struggle in the traditional classroom think outside the box, but they are not allowed to be as creative as they can be.

    1. Online TV Channels

      This source, has a long list of all tv networks providing streaming services. I think this really helps the research by proving the TV networks are stepping up their game.

    1. a caretaking android

      Here you could bring in some anti-humanist critiques regarding the familiar roles assigned to androids, AIs, etc. The positioning of the android in a caretaking role is reminiscent of the humanist inequalities that prove detrimental to the non-human 'other'. Maybe you could propose a way that the video game and its narrative could better move away from humanist discourse.

    1. Learning new languages is very important in the age of globalization. Imagine a module where for an hour each day, the children spend their time walking around Italy in a VR world, hanging out with AI-driven game characters who teach them, engage them, and share the culture and the language in the most personalized and compelling fashion possible.

      Super cool idea! Would you consider coding a language class in your curriculum, of interacting with technology?

    1. The team is broken down into four groups, each with developers, text writers, sound experts and 3-D modelers. They fashion scenes that represent the vision Joyce expressed in his writing, per the project’s website.

      More description of the teams at the Boston College "Joycestick" project.

    2. Students in the English department at Boston College are transforming novels into reality — virtual reality. They are working to transform James Joyce’s “Ulysses” into a virtual reality gaming experience, and what started last April as a proof-of-concept proposal has since grown to a 21-member multidisciplinary project, according to the Boston College website.

      Description of the "Joycestick" team project at Boston College. They have form a cross-disciplinary team that is building a virtual reality world for the novel "Ulysses".

    1. “You’re going to end up with fewer theaters, bigger theaters with a lot of nice things. Going to the movies will cost 50 bucks or 100 or 150 bucks, like what Broadway costs today, or a football game. It’ll be an expensive thing. … (The movies) will sit in the theaters for a year, like a Broadway show does. That will be called the ‘movie’ business.”

      The industry if ever were to reach this point, in my opinion would be extremely far away, this just doesn't seem like something that would happen in my lifetime, it is hard enough for me to comprehend spending a ton of money to see Hamilton on broadway when I can see A Christmas story at the Winter Garden Theater for a fraction of the price. Which to me is the equivalent to seeing a major movie in the theaters when it first comes out or a slightly older movie on a smaller screen (my television).

    1. Brain scientists have discovered that swerving around cars while simultaneously picking out road signs in a video game can improve the short-term memory and long-term focus of older adults. Some people as old as 80, the researchers say, begin to show neurological patterns of people in their 20s.”

      okay--good data--but remember to cite author's last name You also might comment further on this long quotation: I'd like to see more of your own thinking in response.

    2. Video games are a major part of human culture. From the primitive back and forth paddle-and-ball of Pong to the gigantic crossover fighting of Super Smash Bros., the video game industry has made leaps and bounds in growth and development. But what effects do they have on their players? Does playing them have any beneficial effects, or are they simply tools to use as distractions from our daily lives? I seek to answer that question, and I have discovered both the good and bad that comes from playing video games.

      I like this opening paragraph very much: it has an engaging lead and you get to your question in fairly quick fashion

    3. Barder, Ollie. “New Study Shows That There Is No Link Between Violent Video Games And Aggression In Teenagers.” Forbes, Forbes Magazine, 16 Feb. 2019, www.forbes.com/sites/olliebarder/2019/02/15/new-study-shows-that-there-is-no-link-between-violent-video-games-and-aggression-in-teenagers/#54e8149d328e. Bycer, Josh. “A Look at the Addictive Nature of Gacha Design.” Game Wisdom, 27 Sept. 2017, game-wisdom.com/critical/look-addictive-nature-gacha-design. Feeley, Jef, and Christopher Palmeri. “’Fortnite’ Addiction Prompts Parents to Turn to Video Game Rehab – The Boston Globe.” BostonGlobe.com, The Boston Globe, 27 Nov. 2018, www.bostonglobe.com/business/2018/11/27/fortnite-addiction-prompts-parents-turn-video-game-rehab/g4GnBwJANVXtGqlxiZPzMN/story.html. Richtel, Matt. “A Multitasking Video Game Makes Old Brains Act Younger.” The New York Times, The New York Times, 4 Sept. 2013, www.nytimes.com/2013/09/05/technology/a-multitasking-video-game-makes-old-brains-act-younger.html.

      These seem useful sources, although I don't see three peer reviewed sources obtained via database, nor do I see an interview

    1. For one thing, everyone who shows up to collect a creature at a location can catch a copy of that creature if they want. So players have motivation to communicate with one another and share locations of creatures, engaging in deeply collaborative rather than competitive play. Not all gamers like fierce competition, so the collaborative aspects of the game broaden its appeal. For those who do love competition, the three-team structure allows for friendly rivalry and challenge. The ease of joining a team keeps it from being exclusionary, preserving the game’s inclusive style. Because there are only three teams worldwide, there’s a lot of friendly banter online about which team is the best, adding to the fun.

      let players to move and play together.

    1. I learned from my Latin American colleagues that they are essentially forced to cite North American or Western European researchers in all their work in order to get published, even if/when they have fellow Latin American colleagues whose work is more on point.

      Minorities have to play a game to be recognized for their work. It is sad but this is the way it has always been and I am not surprised at all.

    1. Music and the media directly impact the way we view sports, and the way we prepare for our games. Sports depend on music and the media for inspiration, and something to be connected to. Not only can we use music to get us ready for a big game, or a long practice, but we can use the songs we listen to, to connect us to the atmosphere in which we like to play our sports in. The entire world of sports revolves heavily around music, especially the way in which our sports are portrayed in the media. Every season professional sports and the NCAA included will use a popular song in one of their commercials to give you something to tie that sport to when you hear that song. This method of familiarizing the game to a song helps viewers always connect the two when either watching a game, or listening to a song.

      ​Not only can we connect our sports to songs, but we prepare for our games with music. Music can influence the way we feel as stated previously in the about section. This can be a powerful effect for pre and post game activities. For people who are unfamiliar with being in a locker room atmosphere, nothing can bring a team closer together than a song that is consistently played before or after games. Teams will usually have a few songs that have significant value to every player and become part of the teams ritual. When you have a song, or multiple songs that bring you together as a team this can significantly increase the feeling you of joy you have during wins, or loses with your teammates. Music is one of the most important ways to artistically articulate the world of sports.

    1. The number of people who access the Internet through devices other than desktop computers, including mobile phones, smartphones, laptops and tablets, video game consoles, voice-activated speakers, wearables, automobiles, and television set-top devices, is increasing dramatically.
    1. the neurons in the hidden layer (which have their weights arranged along the rows of W1) can detect various game scenarios (e.g. the ball is in the top, and our paddle is in the middle), and the weights in W2 can then decide if in each case we should be going UP or DOWN

      Any ablation experiments? ;)

    1. "You aren't thinking nearly paranoid enough about this," said another, noting that Google is a data mining and machine learning company. "They can learn things about you that you might not know about yourself by analyzing gameplay data."

      google is doing some spooky things

    2. but not everyone has constant access to high-speed internet (which they won't), then it very much limits the diversity of gamers.

      also mess. We want to be more inclusive instead of less

    3. The gaming community had this same conversation when Microsoft announced that the Xbox required an always-on internet connection—something it later walked back because of the negative reception.

      Yeah this is a hard thing to deal with. Also, like the quality of internet needed is going to be intense.

    1. Low-trait EI learners, how-ever, are more likely to engage in achievement-orientedactivities such as trying to achieve the game’sgoals(Herodotou et al.,2011). Therefore, the support of morelearning activities embedded in the game is needed, and thelearning performance would then be improved. Moreover,learners with low-trait EI may not be good at coping withpsychological pressure, resulting in lower learning perfor-mance (Petrides et al.,2004).

      Results.

    Annotators

    1. We have only dogs to draw our sleds, fine strong dogs, but bad-tempered and often half wild, and we feed them but once a day, in the evening, on frozen fish.... Yes, there are settlements, but almost no farming; the men live by trapping and fishing ... No, I never had any difficulty with the Indians; I always got on very well with them. I know nearly all those on the Mistassini and this river, for they used to come to our place before my father died. You see he often went trapping in winter when he was not in the shanties, and one season when he was at the head of the Riviere aux Foins, quite alone, a tree that he was cutting for firewood slipped in falling, and it was the Indians who found him by chance next day, crushed and half-frozen though the weather was mild. He was in their game preserve, and they might very well have pretended not to see him and have left him to die there; but they put him on their toboggan, brought him to their camp, and looked after him.

      This is a story... kind of hard to annotate, easier just to read and take it in.

    1. In Fortnite, Support-A-Creator lets a popular streamer, like Tyler “Ninja” Blevins for instance, earn $5 for every 10,000 units of in-game currency that gets spent by players who decide to pledge their support. In return, Ninja brings publicity to Fortnite by continuing to stream it daily, while the developer earns revenue from the in-game transactions. But that’s for free games like Fortnite. Sweeney says the Epic Store will now let creators get a piece of the full sale price of each paid game, too — though the amount will be up to developers. To keep devs from just setting it to $0, Epic is pledging to cover the first 5 percent of creator-revenue-sharing for the next 24 months — which could be a big incentive for big internet celebrities to plug Epic’s store

      that's so crazy???

    2. Epic says it will only take 12 percent of all game sale revenues within its store, with the remaining 88 percent going directly to developers and publishers.

      !!!!!!

    3. “quality games of all sizes and genres” and is open to expanding the store to Android and even iOS, should Apple allow users to install a competing storefront on its iPads and iPhones. (Slim chance of that.)

      I wonder if the Epic store will accrue the same problem steam has of games just getting lost.

    4. marking yet another substantial threat to Steam’s dominant position as the lead distributor of PC titles.

      actually, no other store was really much of a threat to steam until now. Epic has the money to actually stay afloat.

    1. There’s an elephant in the room that I’ve been thinking about a lot over these last few weeks. It’s the fact that, demographically, if we’re being honest: I have more in common with the fans in the crowd at your average NBA game than I have with the players on the court

      This cuts back to when Korver reports other players sharing they felt like they were "in a zoo"

    1. My failure—the act of my death—was not erased; it was just made more complicated, more interesting.

      I wonder why more games don't use systems like this? It seems to make game play a lot more fun and strategical.

    2. He has a sneering face and a stuffed bank account. And he’s on that FBI watch list, and they did nothing, but they knew, they had to know. googletag.cmd.push(function () { googletag.display('mid_leaderboard_rectangle_4'); }); And his name is William Jones. And I shoot him three times, twice in the back and once in the head.

      The turn from the opening paragraph to these lines is deeply striking, and shows the difficulty in separating one's personal experience from game criticism. Though the author fiercely criticizes the way that 'Watch Dogs' and its systems presents its world and the society in that world, he still enjoyed the feeling of revenge, the power fantasy of being able to hurt, even in a virtual world. It's hard to read this deeply personal experience that Walker has with the game and not come away with questions about what kinds of worlds we want portrayed in the games we play.

      What does the world presented in 'Watch Dogs' say about the people who made the game? The people who play? How can we juggle realism and painful reality? How can we draw on real experiences without dredging up hurtful memories? Should we? Is such an experience cathartic or exploitative?

    3. But by giving names, facts, and faces to the thousands of citizens of the city, it also made me feel like I was in an inhabited world

      Games like Watch Dogs and GTA are really fun games that I really enjoy to play because you are able to drive cars around and make it seem like that's really you driving and being apart of the video game world. It makes the game seem as if it was real world!

    4. Watch Dogs

      Watch Dogs is a great game. I played it because it's kinda like GTA being able to drive cars around and other things similar to that. I love how the plot setting is in the Bay Area where I am from. Playing the game and seeing the freeway signs with the different cities around the Bay Area was very cool to me as well as seeing the different locations in the game that are really in the around the Bay Area was something neat!

    5. avoid killing anyone

      Is he doing this to create a more challenging game experience? Or maybe this has moral and ethical roots in the player? Similar to the chicken and the egg, does the way a player plays the game reflective of his morals? Or does the game affect, and maybe change, the players moral and ethical system?

    6. A couple of accidental deaths during high speed chases.

      I had wayyyyy too many to count on this one. Whoever gave me a video game driver's license needs to be fired.

    1. Especially since you can’t play Pac-Man, or even Ms. Pac-Man,  effectively without doing what has caused that wear pattern on the game.

      It's bizarre that all humans seems to think so similarly, no matter who they are. Young, old, good, bad, it doesn't really matter in this sense. It's almost like we operate under a hive mind.

    2. (Or you could just go to an arcade without witnesses, get your buddy with an internationally recognized scoreboard to report that you played a “perfect game” and spend your life claiming you’re the “Gamer of The Century” like one guy did)

      A humorous reference to the recent Billy Mitchell (featured later in the article) cheating allegations. It is interesting that in an article almost entirely about the feeling of playing games rather than the achievement that can be found in playing, that Mitchell, who abused the system of games as a competitive environment to gain fame, is reduced to a side mention. The author, thankfully, puts emphasis on what makes games fun to play, not what makes them an opportunity to become a celebrity.

    3. You’re either going to lean hard against your left palm as it rests on the control panel which isn’t comfortable for very long or, like most people, you’re going to grab the side of the game and hold on tight.  You have to or you’ll lose your balance. You can’t take the sharp corners smoothly and quickly without doing this, ether. You need the extra stabilization to move Pac-Man around the corners accurately.

      All of these different "stances" speak to the legacy of the game

    4. lthough some people migrated to it quickly,  the press paid it little attention until full “Pac-Mania” finally hit in the Summer of 1981, its shift from a fad to a full-blown craze delayed

      This kind of exponential curve in popularity seems like a parallel to the rise in popularity of Flappy Bird.

    5. Pac-Man is more of a driving game than a maze game. As you’re playing, you’re jamming that joystick left  and right, up and down, movements that shifts your right shoulder forward and back, rocking your body side to side. When the going gets tough, and the ghosts start closing in, all of this rocking motion compels you to lean into the game and, whether you realize you’re doing it or not, you’re going to grab onto the game.

      This reminds me of how popular gaming chairs that are built to look like racing chairs is. It's like you have to strapped in to play a game.

    6. Pac-Man I see a legacy left

      Interesting piece of history. The rubbed off paint of the cabinet is actually fairly fascinating. Lots of good memories and history

    7.  Old, young, man, woman, child.

      Or maybe this spoke to more than just an obsession. A common interest? More of a collective experience? No other video game has probably been so well known

    8. the front left-hand sides of all unrestored and original Pac-Man

      Will have to admit that was kind of a dramatic and random start to the article

    1. At every step the child is faced with a conflict between the rule of the game and what he would do if he could suddenly act spontaneously. In the game he acts counter to what he wants … [achieving] the maximum display of willpower.”

      cite source?

    1. Whatwewantistoexpandthefield—themethOdhereprovidedisall-inclusive,-wheregamesare'“allworthstudying,thusopeningupthepossibilityofdiscoveringsmaller,forgottengames,encouragingthepracticeofgamearcheologyinordertohighlightworksthatmayhavebeenover»looked,andfinding.newmeaningsingamesthatatfirstmayhaveseemedtrite.

      The developing area of video game preservation is important for exactly this reason. Hardware fails, but the preservation of old games through the archiving of their code can last forever, and allows for the analysis of games that never had the privilege of being loved enough to be remade.

    2. “publicapology

      Are video game companies responsible for apologizing to the public when they recreate digital versions of real places? I believe that it is fairly ridiculous to expect companies to ignore recreating familiar and historical places .

    3. amongstplayers

      Multiplayer games add a whole new layer to this media. Combines movies with social media in my opinion. Friends can discuss the game and story within the game itself, enhancing the experience.

    4. playerinput,

      Although games like "The Stanley Parable" sure try to show you how easily your control in a video-game environment can be taken away. Fun and frustrating game haha.

    5. marketing

      If anyone wanted to manipulate public perception of video games or a specific game in general, it would be very easy. Just encourage some big names to write some bad reviews. Then bam, game is dead.

    6. notaproblemof.liter-acy—

      This particular phrase interests me because there definitely a kind of "video-game literacy" that has its own culture, vocabulary, and people. The distinction between critique of video games and other forms of media is very apparent which I believe is due to the fact that analysis in this area is so new and recent that the appropriate "thoughtful critique" is hard to come by.

    7. asonecouldexpect

      Speaks to the fact that video game companies develop a certain reputation for the games for which they create. Customers/gamers learn to expect a certain quality and gameplay experience based on previous games.

    1. I played D&D in the 1980s with a group of geeky guys every day at lunch throughout the sixth grade, slaying vegepygmies in a crashed spaceship and meeting the great demon Lolth in her sticky transdimensional web.

      although he has not played recently he seems to have a passion for the style of game

    1. presents to the assembly a collar of twelve hundred beads of Porcelain, telling them that it was given to smooth the difficulties of the road to Paradise."

      They are so self-righteous that they describe the end game as their "Paradise" and that they have to smooth the way for this to happen in any way possible.

    1. Task Analysis & Curriculum Map

      Carly,

      You did a great job putting together your curriculum map, which shows the progressive objectives/contents to be addressed through the three units of your mini-course. Your mini-course outline is clear.

      A point of thought re. your unit one: I think your first unit is critical to engage the learner and guide the learner into the more detailed units. Based on your map on the left, the two objectives under Unit One are bit too general and may be opening up the landscape too much. Do you think it will be helpful to narrow down the objectives to focus on immersive/game-related tech more specifically? I guess that you are aware, and just that the texts in the boxes are simple/general.

    1. So we have to change the rules of the game.

      It shouldn't be a game in the first places. People's lives shouldn't be treated like pawns on a chessboard. Though if life is one giant game of chess, let me tell you I don't want to be some mere pawn; I want to be the strongest player on the board: Queen. Wouldn't you?

    1. The objectives are what the agent is ultimately optimizing, such as a loss or a reward function. In turn, objectives induce incentives for events that would contribute to optimizing the objective. For example, the reward function in the ATARI game Pong results in an incentive to move the paddle towards the ball.

      So, incentives are just low-level building blocks for objective?

    1. game called World of Warcraft as a basis for looking at inflation over time. The reasoning behind this is that the economy in the game tanks more and more each year. This is because as players play the game they are accumulating wealth that they might not be parting with. Some solutions professionals have looked into that are apart of the game are money sinks (things such as taxes which limit the percentage of wealth accumulated at any one time) 

      for those of us who are not users of the game you might need to slow down and provide info

    2. he game in question is Entropia Online. Finally through games helping to express yourself and improve your own mental functions they can ultimately be used as a foundation for asking questions and getting people to think about real world issues such as resource scarcity and sociological issues like race relations. 

      please say more and in its own paragraph?

    3. In this game there are hundreds sometimes even thousands of people in the world interacting with both the environment and other people.

      good point perhaps you should bring this forward in the paragraph so it doesn't get buried?

    1. Learning STEM Skills by Designing

      Notes from Video

      • Making video games is like writing stories where the audience can pick their own stories
      • understand broader context of game-making skills in other areas (problem-solving skills- can relate to math, literacy, real-life situations, etc...)
      • How is my audience going to perceive my message?- being taught with online game-making but it is being missed in classrooms
      • negative comments- if feedback is more productive rather than demeaning then students can learn what they need to fix what they have done wrong rather than just quitting what they are doing
    1. ​Why Coaching?

      I really like this page. The fact that you personalized it so much was extremely helpful, I think it's really important to humanize ourselves on online spaces. I also appreciate that you speak of the help you've gotten from your coaches, and the lessons that you feel you've learned from them and from the game.

    1. One of those motivation components being an “achievement component”, which explains the “want” to advance in a game, perhaps to win as well as the interest in the rules and system of the game, along with the passion to compete with others.

      fragment

    2. brains in a negative way. Gamers are often ridiculed for having issues that cause decrease in “moral values”, with the point being made that violent video games are displaying a lack of reprimand for bad behaviors where children will tend to “mimic” what is being displayed from a violent video game and find ways to implement these behaviors into the real world.

      cite sources

    1. Then I came along and changed the game. I famously took up smoking just so that I could quit and write about it.

      This one seems to establish a logic that is illogical (same as the Columbus piece) where the action is absurd or not really fixing a problem. In the narrator's eyes, however, it is fixing something which is why this is a ridicule of the type of person who writes essays about quitting things

    1. As a feminist, I believe that it’s more important than ever to support sex workers’ rights, while also being wary of the fact that I’m not sure if it’s oppressive or not and what I’m trying to say is it’s good and bad and certainly a problem disguised as a solution.

      establish the game well--basically paraphrases the title in an equally funny way without repeating

    1. Gordon explains that the most intimate entry into the host society and the “end-point of the assimilation process” was intermarriage, “upon which the minority groups, separate identity, having lost all value, would cease to be even a memory”2. In this, Gordon refers to a model of acculturation referred to as ‘unidimensional acculturation’. The unidimensional model of acculturation assumes that assimilation happens in a linear manner, along with a line from being not accultured, to completely accultured, referencing the extent to which immigrants are immersed in the dominant culture of a host country. Often referred to as a ‘zero-sum game’, the unidimensional model of acculturation means that as the immigrant becomes more connected to the core culture, they abandon and lose elements of their original culture (Lara et al., 2005). In contrast, bidimensional acculturation posits that an immigrant’s exposure to and immersion in a core culture does not depend on the abandonment of their original culture. Rather immigrants can adhere to norms of the core culture while maintaining elements of their original culture. This model of acculturation considers integration in both original and core cultures a form of bidimensional acculturation (Lara et al., 2005). This could mean that a second generation immigrant from the Latinx community speaks English proficiently, and uses exclusively English in the workplace, but only speaks Spanish at home with family. Integration in both cultures could mean embracing and valuing both cultures. Integration means that the immigrant would be able to maintain a dual cultural identity. The bidimensional model means that aspects from both cultures are incorporated into the immigrant’s life and that they have the ability to alternate between dual identities of both the core and original culture (Lara et al., 2005). As a scale of bidimensional acculturation, it considers degrees of immersion in both cultures. In this model, assimilation – complete ‘acquisition of the new culture’ and lack of desire to maintain original culture – is a degree of biculturalism. This model considers things like cultural resistance on the scale of bidimensional acculturation. Cultural resistance occurs when the immigrant resists acquiring elements of the new culture, and fully maintains the old culture. In this way, the bidimensional acculturation model considers the many facets and degrees to which acculturation occurs for immigrants. Unidimensional and bidimensional models are fundamentally distinct, in that one (unidimensional) assumes that acculturation occurs exclusively on a line (from no immersion in the core culture, to complete immersion in the core culture and surrender of the original culture), whereas the bidimensional model acknowledges the immigrants ability to alternate between and feel more comfortable in either or both cultures. Both bidimensional and unidimensional models of acculturation provide context for understanding the multiple processes of the health effects of assimilating into the ‘core culture’ in America.

      You could condense your argument about the two types of acculturation into one paragraph and focus the end of your essay to focus on health impacts, it would be helpful.

    2. The unidimensional model of acculturation assumes that assimilation happens in a linear manner, along with a line from being not accultured, to completely accultured, referencing the extent to which immigrants are immersed in the dominant culture of a host country. Often referred to as a ‘zero-sum game’, the unidimensional model of acculturation means that as the immigrant becomes more connected to the core culture, they abandon and lose elements of their original culture (Lara et al., 2005).

      Okay this reads confusingly but also... you could condense this into one sentence about Unidimensional acculturation and simply cite Gordon's book. That would really help your argument

    1. 36 SHAKESPEARE QUARTERLY maiden's organ-an absence of other visible male appendages-is precisely the somatic and professional privilege of the evirato singer. Orsino's punning infatuation with Viola's small pipe recalls, or perhaps anticipates, the many sexual legends that grew up around the castrati as much sought-after heterosexual and, still more, homosexual fetish ob- jects.'06 The fact that Olivia is equally captivated by Cesario's corporeal and vocal charms ("Thy tongue, thy face, thy limbs. . ." [1.5.296]) doubles the stakes of the game and confirms the spectacular triumph of Viola's "musi- cal" seduction. The very scenes in which Viola puts into effect her abnega- tion and self-mortification-concealing her desire for Orsino or acting as go-between for Orsino's desire towards Olivia-are the scenes in which she achieves erotic dominion over both as captivating castrato. Her eviration is simultane

      eunuch who sings as irresistible fetish object

    1. since your game seems to be based around the ugliest photo competition I would consider giving the competition its own tab, rather than hiding it under other.

  3. Mar 2019
    1. Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties.

      Video game addiction is a critical issue when discussing the impact of games on people, particularly children. The link between games and mental illness is often discussed - do games cause illnesses, or can they be affected by those people already have?

    1. Adding "KeepRes=1" and "Video Mode=1280" (Where 1280 can be any resolution mode supported by the monitor) will cause the game to crash.  Users should remove one or both of these lines.

      Not an acceptable answer.

    1. an ancient Chinese chess game

      Wtf? Go is not "an ancient Chinese chess game" ... Try abstract strategy game, not some reference to a different game entirely that screams euro-centrism.

    1. Bridging Formal and Informal Learning Through Technology in the Twenty-First Century: Issues and Challenges

      From Springer Link, this is an abstract from a book titled, Bridging Formal and Informal Learning Through Technology in the Twenty-First Century: Issues and Challenges. While the entire content is not here, if purchased, this book/download could offer a large amount of useful information about this topic. It covers learning typically associated with technology such as social networking, game-based learning and digital making.

      Rating 7/10

    1. Early Greek sources talk about a Golden Age of peaceful, pastoral abundance, followed by a Silver Age, when jewels and luxuries made life more opulent but also more complicated.  There followed a Bronze Age, when weapons and guards appeared, and also the hierarchy of have and have-nots, and finally an Iron Age of blood and war and Troy

      Does this suggest that history can be viewed as an zero-sum game; when certain progress is made, compensations are also created?