10,000 Matching Annotations
  1. Apr 2019
    1. 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!

    2. 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!

    3. 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?

    4. 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. 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. 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

    2.  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

    3. 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. “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 .

    2. 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.

    3. 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.

    4. 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.

    5. 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.

    6. 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. 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. 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. 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.

    2. 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. 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.

  2. 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?

    1. Hasbro Inc. announced November 22 that it will be taking a wide range of steps in the coming years to build upon its successes in the areas of corporate responsibility and environmental sustainability. Beginning in 2011, the company will eliminate all wire ties from its packaging. In addition, for 2011 the company has set a goal that at least 75 percent of its paper packaging will be derived from recycled material or sources that practice sustainable forest management. By 2015, Hasbro has set a goal of 90 percent usage of these materials and sources for all of its paperboard packaging and in-box game content. Hasbro is also working with its core toy and game licensees to help them put similar standards in place. To further support and ensure the success of the company’s efforts in sustainability, Hasbro will be hiring a director of product and packaging sustainability, reporting directly into the global chief development officer.

      source reasoning

    1. And that feels really good because unlike many other majors where it is easy to feel trapped or to feel stuck in this routine that everyone who has graduated with your degree has gone through- the same process; this study has me standing alone and in this case, that isn’t a bad thing.

      Another really great perspective, and a game changer for me! It can be really scary to feel alone, especially at this point in life where so much change is occurring, it can be comforting to have the constant of someone you can relate to. But this educational experience in interdisciplinary is unlike any other you will ever receive and the feeling of standing alone for once is comforting and personal proof of solitude, not bad at all.

    1. transformouroutdatedandbrokensystemofeducation.

      There are many of us who are transforming education. I'm not sure a specifically video-game simulation is the absolute answer. As we have learned, there are many paths and many solution to a problem: I think student inquiry, tinkering, creating, real-world play, simulations, engagement, teacher as facilitator is the key. However, essentially yes - we can learn a lot about the processes of gaming to apply it to educational situation.

    1. “Kim Kardashian: Hollywood” launched in June, and more than 22.8 million players have downloaded the game, with more than 1.2 billion sessions, and more than 5.7 billion minutes played.

      Honestly crazy

    1. It plays off the absurdity of Kim’s entire career (she’s famous for “nothing”!),

      Kim is like the christ figure of the game it's so funny

  3. www.feralhogtaskforce.com www.feralhogtaskforce.com
    1. Improve your trapping effectiveness through our equipment sharing program...​Wireless Traps, Cellular Game Cameras & Standard Game Cameras TPWD LOA Which Programs are Right For You?

      This needs to get updated with correct contact and logo - is there any other info that you want to update on here? Where can I find this document (don't want to edit the wrong one by accident)?

    1. Part of the problem is accessibility. For many disabled gamers, both hardware and software of game design is inherently inaccessible (something groups like Special Effect and AbleGamers hope to change)—and if console companies, who often double as game publishers, aren’t making their hardware accessible, then developers get let off the hook.

      Quote from Naseem Jamnia's article about disabled gamers. Using this for a class.

    1. Second, success in being good at philosophy often requires a very different set of epistemic, practical, and interpersonal competences, many of which are often classified as vices. ‘Playing the game’, in terms of institutional and disciplinary politics, typically rewards traits such as aggressive ambition, insincerity, and self-interestedness. Not always, for sure, but to play that game is to step into an arena with ever-finer lines between legitimate self-interest, pragmatic acquiescence, and more Machiavellian traits.
    1. three sets of video game experiments

      Getting access to the full document would be invaluable to get our hands on the research collected in these experiments

    1. the behavior of children is modified in that by playing fewer violent video games children are less likely to act out or misbehave.

      This relates to our other topics

    1. Retrieval-based learning could be be a game changer for you and your students.

      Trying to retrieve informations could be a practical way to enhance learning but it cannot be always applied because for some kind of arguments it is not really efficient imho.

    1. This is one reason games have such potential as tools for learning: they are really nothing more than complex problems waiting to be solved by players in a way that is both fun and challenging.

      Informal learning at its finest. Chances are you're playing a game because at one point you were interested in it, and you slowly learn about the mechanics of it. Once you know the rules you can then elaborate on them or break them; just like writing or skills you learn.

      This brings to mind some of those really good modded Minecraft Youtubers, like direwolf20. Complex problems that can be solved with a bit of ingenuity.

    1. Instead, people need the ability to make sense of information, to tell the difference between what is important and what is unimportant, and above all to combine many bits of information into a broad picture of the world.

      This is such an important statement. It is the difference between a student (such as myself) from creating a memory game to pass an exam and actually being able to break down and understand a topic. Often times a boat load of information is presented to a group but the truly vital pieces aren't pointed out or the information (however it may be presented) is full of too many small minute details that distract from the bigger picture,

    1. Some children have it bad. Some are miraculously unaffected. But millions of seven- to 15-year-olds are hooked, especially boys, and it is time someone had the guts to stand up, cross the room and just say no to Nintendo. It is time to garrotte the Game Boy and paralyse the PlayStation, and it is about time, as a society, that we admitted the catastrophic effect these blasted gizmos are having on the literacy and the prospects of young males.

      This is the opposite of what he later said here.

    1. The NCAA’s rules act as more of a hindrance to student athletes and impede on their educational success. “Once a player has signed a national letter of intent and enrolled in an institution under the NCAA, the player’s financial aid covers only books, room and board, and tuition. Additionally, a player’s scholarship may be renewed on a semester basis or a yearly basis and at any given point, a coach can deny the renewal of an athlete’s scholarship or standardized compensation” (McCormick & McCormick, 2010-2011). In 2013, the National College Players Association issued a report concluding that 86% of college athletes live below the poverty line (Hayes, 2013). However, on average, Power 5 football coaches earn $3.26 million dollars every year, the head coaches of basketball teams earn $2.88 million and Power 5 athletics directors on average earn $698,775 (Harper, 2016). The NCPA also found that the top 25 highest paid basketball coaches whose team played in the 2011 NCAA tournament averaged about $2.4 million. While these coaches and directors make a great deal of profit, players on the Duke Basketball team were valued at $1,025,656 but many of these athletes lived just $732 above the poverty line and were dealing with a scholarship shortfall of $1,995 (Staurowsky, 2011). The statistics reveal the financial injustices of these athletic institutions. Coaches, commissioners and athletic directors make substantial wealth off of the athletes, yet many of these players still struggle with poverty or financial aid issues. Given the time-consuming nature of D1 practice and game schedules in combination with the rigor of a college curriculum, not many of these students have time to get a job in order to earn some money. And according to the NCAA Recruiting Facts Page, only 59% of student athletes at D1 Collegiate Programs receive some form of financial aid through athletic scholarships (NCAA, 2018). Additionally, even though full scholarships cover tuition and fees room, board, and textbook costs, most student athletes only receive athletic scholarships that cover some portion of these costs (NCAA, n.d.). Thus, NCAA Division One Athletics, in revenue sports like football and basketball, make it increasingly harder for student athletes to move up in social mobility by not allowing them to get compensated for their labor on the field or on the court.

      This paragraph needs more explanation and support of your argument more. There are a lot of statistics and sources, which is good, but I would like you to elaborate on what that means, how it is using black bodies, etc.

    1. total shots, shots on goal, effectiveness, assists, crosses, offsides committed and received, fouls commit-ted and received, corners, ball possession, crosses against, corners against, yellow and red cards, and venu

      the author uses enough game related statistics to apply the study

    Annotators

    1. should be seen as gateways to engagement and opportunity.

      About four years ago, a grade 9 student came to me and asked me if she could create her Iroquois settlement model using Minecraft. My own children were very young and nowhere close to using Minecraft yet. I had heard of it but knew nothing about it. I asked her if I could think about it, and did some research. After learning how interactive the game is and how it allows players to create entire worlds, I decided to let her go for it. Her final project was incredible and went way above and beyond my expectations and my requirements. She was so excited to come in and show it to us-she was able to use a laptop for this-and her presentation was the one the other students were most engaged in, because they all played Minecraft too. I was glad that I had said yes, and I still think on that whenever a student wants to try something new. Think about it, research it, allow it if possible!

    2. it becomes increasingly difficult to prepare students for a networked future without equitably engaging them in networked learning in schools.

      I think students are already prepared at my school. Some schools have pro-active parents who are a great means to generating funds for the school. This is definitely the case at my school.Our school offers 19 different computer studies courses and there are designated computer classrooms just for those courses which are off limits to the rest of the school. Some of the courses being offered are Game Coding, 3D Graphics, Computer Apps, Computer Graphics, Digital Sculpting, Computer Repair, Graphic Design, Print Shop, Video Game Design, Video Production, Visual Effects, and Computer Science Principles. Our school is certainly not lacking when it comes to preparing students for a networked future!@

    1. problema psicológico

      Se o tema é video-game, deveria-se ignorar outros fatores. Se você começa a associar isso à outras coisas, como comportamento familiar e problema psicológico, você suja sua opinião. Como é que você pode dizer se o comportamento é causado pelo video game ou por outros fatores?

    1. While Walmart was late to the party when it came to selling other goods online, it was an early mover as an e-commerce grocer with in-store pickup.

      showed up late now starting to take over the game!!!!

    1. m

      It is cool reading about the women in this book. I had to look up historical information and family trees to understand some of the basic info. I found the politics intriguing. It seems a lot like Game of Thrones. I see a lot of Cerci Lanaster (Game of Thrones queen) as Catherine of Medici. Also the series "Reign" helped me understand more of the Mary/Elizabeth connection.

      I thought Jane;s story was tragic, especially because she was so young and had so little say, only ruling for 9 days. Every girl wants to be princess when she is young, but this little girl died at 17 with her husband and than father afterwards. Yikes.

      I think the fight between the Catholics and Protestants is an important historical event we need to remember so that history does not repeat itself. Today in Israel we can see a religious war. Too bad people cannot have peace and acceptance of one another. The women in power here did the best with what they had and considering the time and the opponents constantly waging against them. These women were some kick-butt leaders.

    1. “I could of hoed in the gardenand washed dishes for them guys.” He paused, and then went on in a singsong.And he repeated the old words: “If they was a circus or a baseball game . . . . wewould of went to her . . . . jus’ said ‘ta hell with work,’ an’ went to her. Neverast nobody’s say so. An’ they’d of been a pig and chickens . . . . an’ in thewinter . . . . the little fat stove . . . . an’ the rain comin’ . . . . an’ us jes’ settin’there.”

      Old Candy and Curley's Wife was also been glad to be busy at the garden and wished dished with guys as while doing pigs and chickens in the winter as doing in a little fat stove at the rain comin'.

    1. becoming digital citizens, empowered learners, and computational thinkers.

      This reminds me of some Health Curriculum aspects- teaching students social and community health and well being. I recently used a lesson about Video Game Avatars that can affect body image.

    1. technological spaces and gaming spaces

      Technology and game are on the same path. Technologies defines the games, and people who love to invest time in playing games, sometime take courses on "game design". Game also triggers the kids and other age group to determine what they wanna do with their life.

    2. Can I try?

      Every people who sees the game , they love to try it and feel the environment of the game. Thats where people start learning more about the game and show interest in it.

    3. 10The Ecology of Gamesinnovation to transform the conditions of learning and play is shared as a cautionary taleabout the difficulties of reforming existing social and cultural structures even with the bestof intentions and innovative new technologies.Similarly, despite the range of perspectives offered, there is an implicit assumption carriedon every page of this volume of a need to identify the kinds of questions not yet asked, thekinds of research not yet done—the failings, in other words—of the current approach to afield that is only now beginning to take shape. With regard to this point, there are a numberof simple, yet often overlooked premises that have shaped the volume as a whole. I list themin abbreviated form here by way of quick introduction:Gaming can include interaction with nondigital media. While video games dominatethe discourse around game-based learning, many qualities of games as learning systemsare present in nondigital games as well, and many games take both digital and nondigitalforms. Play across media is one way games are mobilized within everyday activity.24The relationship between games and learning has a history that predates the advent ofmodern video games, including a rich history in the design of children’s software.Learningaboutgames and learningwithgames take place simultaneously

      People who play games can give better feedback than the one who dont play or play less. More we play more we learn about the games and we open the door for more ways of understanding game.

    4. Gaming constitutes the sum totalof activities, literacies, knowledge, and practices

      Game truly triggers our ability in brain for solving problem. New games have new ideas, and knowledge to solve mystery or to go to next level. This can make people productive and performative.

    5. “Gaming as a Technique of Analysis”

      Having grown up with video games since a young age I can attest to the level of critical thinking, situational analysis, and game strategy that is required in order to be competent at interfacing with games. This has given me a one of my most powerful lifelong skills

    6. lusory attitude

      "The lusory attitude is the psychological attitude required of a player entering into the play of a game. To adopt a lusory attitude is to accept the arbitrary rules of a game in order to facilitate the resulting experience of play." - Wikipedia

    7. understanding the ways in which the structures of gamesthemselves elicit particular attitudes toward action, interaction, and knowing is endlesslybeneficial

      If you could find a way to make a student attack learning the way a pro-gamer attacks the mastery of game... the results would be simply incredible.

    8. video game play is one deeply “tangled up” with other cultural practices.

      Video games - both as a medium for learning and a large-scale industry product - are still rooted within the realm of "hobbyist" or "recreational" industry, that's why I think it is so common that video games aren't taken seriously. The largest consumer base just wants to play on the weekends outside of work, but I'm genuinely interested to see how it will be reformed for education to become more "woven" and less "tangled"

    9. To sitdown and play through a game is to be convinced as by no argument, however persuasivelypresented.”6

      It took me a minute, but I can really relate to this. When you find a good game (much like a good book), it grips you. It becomes it's own reason to complete it. and due to that investment coming from inside the player, the comprehension and desire for mastery become exponential. Somewhere usually early on, you stopped needing to be convinced to play and it becomes an itch that can't be scratched until the game's completion.

    10. Jonah had never played the game before, and Eric started explaining it to him. We did not intervene.This mentorship went on for over thirty minutes, with a growing sense of excitement.

      When you discuss peer-peer learning, it's much more engaging than peer-teacher learning because it's accessible, and the students can relate more to each other.

    11. His chapter offers a theoretical model forvideo game-based learning environments as designed experiences, focusing on open-endedsimulation games, modeled by both theGrand Theft AutoandCivilizationseries with whichhe has been working for a number of years.

      Each time a gamer goes to play either of these games, they are consciously entering another universe and are pretending to be something there, knowing it's a crooked mirror of the real world.

    1. I predict that shooting will be less important and talkingmore important in many games, even shooter games. Even now, many shoot-ing games stress stealth, story, and social interaction more than they used to.

      Nowadays, if your story and interactions within the game are more complex, you're guaranteed to sell it. I really like conversation and story-heavy games, and I definitely feel more engaged playing something like Warframe vs Call of Duty (or Fortnite). Everyone learns how to shoot when they first play a video game. It takes some effort to learn to not kill everything on sight, in most non-shooter games.

    2. Furthermore, with several major exceptions, these woman are often notthe main characters in the games. However, as more girls and women playgames, this will change.

      Some of the most notable examples of games doing a greater job of broadening the gender of protagonists over the past year or so include Fornite, as it's a random avatar each new game, and most recently, Apex Legends, which allows you to sort through a variety of characters both male and female.

    3. A typical problem in the game isdeciding how to convince a talking wooden boat that wood floats, so that theboat, which is afraid of water, can feel free to go “boating” on the water andtake Pajama Sam where he needs to go

      Why would Pajama Sam want/feel the need to enter a boat in the middle of darkness?

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

      I can relate this with the mobile app. Some of them are very poorly design.

    1. howtocreategamesthatusherteachersandstudentsfrombeingknowledgeconsumerstobeingproducers

      While I think this would greatly assist in digital technologies entering school, I also think the challenge is to immerse student's in a game that will educate them as well.

    2. “strategicreading,”

      The trick here is priming the investment in the reader to read strategically. I would love to see school as a video-game of comparable interest to the latest and most popular video games, but as it is the material just isn't there. I play competitive video-games to be the best, because in a way that goal is clearly defined within the techniques of the game play. "Being the best" in school, by comparison is not quite as easily defined.

    3. studentsallplayedwiththesameclassmembers,asopposedto,say,playingingroupswithmoreadvancedlearners.

      It would undoubtedly be more difficult to have this game on a grandeur scale, as it may not necessarily coincide with each curriculum.

    4. game-basedlearningasamodelforeducation

      This is interesting that student can learn varieties of thing from video game. Video game are not just about war game, escaping, running etc. Some games can enhance the brain activities and the expands the abilities to solve the problems.

    1. they all say they are my friends, and that I shall have justice, but while all their mouths talk right I do not understand why nothing is done for my people. I have heard talk and talk but nothing is done. Good words do not last long unless they amount to something.

      Chief Joseph is giving out free game to anybody reading this - the concept of people making promises they can't or never intended on keeping is an issue that is still going strong to this day

    Annotators

    1. all of my relationships are more important to me than any tour I’ll ever do. If my relationship with Simon or my relationship with Angelo started to flounder a bit now, I would pull out of my tour. My life is more important to me than anything I’m doing because how the fuck am I supposed to write a record if I don’t have a life? If I don’t have a real life, then it’s game over anyway.”

      Ends with the interviewee's strongest belief

    1. Bill McKibben, a former New Yorker staff writer, is a founder of the grassroots climate campaign 350.org and the Schumann Distinguished Scholar in environmental studies at Middlebury College, where he was the faculty adviser to the Nordic ski team. His forthcoming book is “Falter: Has the Human Game Begun to Play Itself Out?”

      Bill Mckibens persosa

    1. [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.]

      Very interesting, possibly relevant

    1. chalk-white arrows

      Hopscotch, a children's sidewalk game, holds the abstract appearance of an arrow and in addition has a fixed direction from 1 to 10

    1. 125       Fair was this yonge wyf, and therwithal As any wezele hir body gent and smal. A ceynt she werede, barred al of silk, A barmclooth as whit as morne milk Upon her lendes, ful of many a goore. 130 Whit was hir smok, and broyden al bifoore And eek bihynde, on hir coler aboute, Of col-blak silk, withinne and eek withoute. The tapes of hir white voluper Were of the same suyte of his coler; 135 Hir filet brood of silk, and set ful hye. And sikerly she hadde a likerous ye; Ful smale ypulled were hire browes two, And tho were bent and blake as any sloo. She was ful moore blisful on to see 140 Than is the newe pere-jonette tree, And softer than the wolle is of a wether. And by hir girdel heeng a purs of lether, Tasseled with silk, and perled with latoun. In al this world, to seken up and doun, 145 There nys no man so wys that koude thenche So gay a popelote or swich a wenche. Ful brighter was the shynyng of hir hewe Than in the Tour the noble yforged newe. But of hir song, it was as loude and yerne 150 As any swalwe sittynge on a berne. Therto she koude skippe and make game, As any kyde or calf folwynge his dame. Hir mouth was sweete as bragot or the meeth, Or hoord of apples leyd in hey or heeth. 155 Wynsynge she was, as is a joly colt, Long as a mast, and upright as a bolt. A brooch she baar upon hir lowe coler, As brood as is the boos of a bokeler. Hir shoes were laced on hir legges hye. 160 She was a prymerole, a piggesnye, For any lord to leggen in his bedde, Or yet for any good yeman to wedde.

      This whole thing is imagery riddled with similes and metaphors. Also, the colors white and black appear a lot too. Maybe this is juxtaposition? White is the color of innocence and purity and black was the color of farmers from a quick google search. The way the narrator (or Miller?) describes her makes it seem like she is too good for the carpenter and to be his wife, like maybe she is meant to be the wife of someone with higher social standing.

    2. That she her love did grant him at the last,

      Well he has some serious game to change her mind so fast just by crying. She went form get your hands off of me to I promise to give my self to you.

    1. We did "school" well.

      I ALWAYS struggled with this. My mom referred to it as "playing the game". I hated it. I was a GATE kid and so, most times, things came easier to me than some of my other students. I'd finish things early and then get bored in class, which led to talking with people who weren't done yet or "disrupting" the class. I got so many progress reports saying that I was "gifted but seemed disinterested in the subject matter." To me, if I was done with classwork, why would I need to just sit there bored out of my mind? Why not give me more or something to challenge me? It was a constant struggle, which manifested into some bigger issues in high school. I've been able to communicate these kinds of stories to my kids in my internship and some have used me as an example for their own lives.

    1. Gotsis believes that families with younger children should be especially cautious with virtual reality, even if they purchased the game for teens or young adults.

      With the potential risk of VR having on our minds, parents should be very vigilante with how there children uses VR and how much they use it because there minds are in early development.

    1. There was even the 2008 case of a Russian man dying after becoming embroiled in conflict resulting from the (virtual) death of one of the members of his game. A physical violent brawl ensued and the man died. Although such extremes tend to be rare, they do happen, and the introduction of VR into mainstream culture means that unexpected social problems will inevitably come to light.

      I think the comparison between VR and other forms of technology is a fair one because of the amount of screen time people will be exposed to if VR really starts to take off.

  4. Feb 2019
    1. less than a minute into a nationally televised game against archrival North Carolina, Williamson injured his right knee when one of his Nike sneakers “exploded.

      they should make the shoes better

    1. attempting to solve this by focusing on supporting titles that are low cost or free to play, that already have more diverse audiences and — importantly — we have decided to focus on playing a collection of games as a triathlon instead of a single game during each esports tournament

      Good to know there are active attempts at solutions already. Hope even more ideas rise to surface!

    2. If esports is the new football, then internet bandwidth is the new football stadium. Without a big enough field, schools aren’t even able to play the game, let alone attract the right players, recruiters and donor funds

      Great analogy.

    1. Virtual-reality sickness (also known as cybersickness) is a side-effect experienced by some when using VR. Symptoms are similar to those of motion sickness, including nausea, disorientation, pallor, headaches, sweating and even vomiting. It’s widely thought that this is caused by a conflict taking place within the brain. Despite technological improvements, cybersickness is still experienced by some when viewing virtual reality © Getty Your visual and auditory sensory inputs tell you that you’re moving through space, whereas your inner ear doesn’t detect the corresponding motion. Similarly to motion sickness, the ‘area postrema’ in the brain senses this conflict, assumes you’re hallucinating after accidentally ingesting a neurotoxin and tells your body to eject the offending substance post-haste. This phenomenon is more likely to affect children between two and 12 years, which is why some VR unit manufacturers advise caution or even for their units to be used only by children of 13 and over. Thankfully, many of these short-term side effects have been reduced by technological developments over the last few years and will continue to do so as time rolls by. Increased resolution and screen refresh rates have had a positive impact, as has game design itself, with developers gaining a deeper understanding of what makes a truly immersive and stable VR experience. Rat reality Research is, however, being carried out to uncover whether the impact VR has on the brain is more significant than the superficial symptoms of cybersickness. Professor Mayank Mehta and his colleagues at UCLA (University of California, Los Angeles) have been conducting experiments to explore the effects of VR on the brains of rats. Experiments on rodents show VR activates less neurons than true reality. But, say the researchers, it’s too early to draw any concrete conclusions © UCLA By building an environment in which the animals can explore a virtual space on treadmills, the team have been able to monitor activity in the hippocampus – an area of the brain important for spatial awareness, learning and memory. They found that around half the neurons that fire in a real-world environment simply shut down when in VR. Research is ongoing to what impact this may have on the brain, but it at least intimates that the industry and researchers are taking the issue of VR and physical and mental healthy seriously. Social immobility Truly understanding the long-term neurological impact of VR in humans will take time, but what of the social ramifications? We’ve already seen the dangers that immersive gaming can pose in the MMO world, with isolation and reclusive behaviour, depression, suicide and even virtual-world conflicts spilling over into real-world violence. One of the key concerns of VR use is how the user manages the return to reality from these exciting VR worlds © Getty There was even the 2008 case of a Russian man dying after becoming embroiled in conflict resulting from the (virtual) death of one of the members of his game. A physical violent brawl ensued and the man died. Although such extremes tend to be rare, they do happen, and the introduction of VR into mainstream culture means that unexpected social problems will inevitably come to light. Having spent a lot of time in VR ourselves, one of the most peculiar sensations isn’t being in the virtual world itself, but the act of removing the headset at the end of the session, which is followed by the dull thud as you return to a comparatively beige reality, devoid of the wonder and boundlessness of the synthetic. It’s all too easy to see how, as the technology advances with ever greater velocity, users young and old will become ever-more reluctant to return to reality. Imagine trying to get a teenager to do their homework when they’re busy in the cockpit of an X-Wing, taking down the Death Star single-handedly. You’ll need more than Jedi mind tricks for that one. This escapism isn’t just limited to gaming. As with so many technological developments, much will be driven by the porn and sex industry. Teledildonic sex (remote sexual activity) is already bedding in, as products that allow partners many miles apart to control mechanical sex toys in real time are flying off the shelves. Combined with VR and social media, this opens up a whole new frontier of sexual exploration. That’s fair game for liberal, single individuals but what ethical rules apply if you have a partner and are having a virtual sexual encounter with a digital avatar? Perhaps it will simply be up to each and every individual, but it’ll only be a matter of time before such cases are raised in court. Try 3 issues from just $9.95 Promoted by Science Focus .str-adunit-article .thumbnail-wrapper{height:95px !important;}.str-advertiser{color:#c4218c !important;font-size:14px !important;line-height:1rem !important;margin-bottom:5px !important;}@media only screen and (max-width:500px){.str-adunit-article{width:100% !important;max-width:none !important;}.str-adunit-article .thumbnail-wrapper,.str-adunit-article .str-thumbnail{width:70px !important;height:70px !important;}.str-adunit-article .str-text{padding:0 0 0 10px !important;vertical-align:top !important;}} Into the unknown As is so often the case with new technology, there are many unknowns. Further studies into how VR impacts brain function are required to understand the potential pros and cons, while discourse on the social implications of the technology is equally important. Like most things in life there are potential risks but, used wisely, virtual reality will bring positive experiences to millions. Clinicians continue to research the potential side-effects of time spent in VR © specialeffect.org.uk Even now, organisations like the charity Special Effect, who develop and supply video-game control systems for people with disabilities, are taking advantage of the latest technology. As founder Dr Mick Donegan suggests, these systems “could allow people with severe mobility challenges, even those who are completely paralysed, the opportunity to ‘move freely’ in both the real and virtual worlds”. And it’s through applications like this that VR will truly unlock its full potential, regardless of the possible downsides. Follow Science Focus on Twitter, Facebook, Instagram and Flipboard Facebook White twitter White Page 1 Page 1 Email White Tags Future tech Virtual reality Latest Photo overlay Nature Underwater photography | 39 stunning photos from the UPY 2019 competition Magazine Focus Magazine Collection | The Ultimate Guide to the Solar System Space What would happen if there were no Moon? The Human Body Aphantasia | Life with no mind's eye Want to be updated when there is Science Focus news? Thanks! Our best wishes for a productive day. Email Address Sign up By clicking “sign up” you are agreeing to our terms and conditions. You can unsubscribe at any time. For more information about how to do this, and how Immediate Media Company Limited (publisher of Science Focus) holds your personal information, please see our privacy policy.

      This is very interesting, ever since we have been learning about VR I haven't thought much about the negative effects of VR. These side-effects are much more intense than I would ever imagined and now has a large impact on my thinking of the use of VR, I don't think they're worth these symptoms.

    2. There was even the 2008 case of a Russian man dying after becoming embroiled in conflict resulting from the (virtual) death of one of the members of his game

      Hear about this stuff all the time when told not to play videogames.

    3. the introduction of VR into mainstream culture means that unexpected social problems will inevitably come to light.

      Going back to something our class previously talked about, when VR's are introduced into classes, do you think there will be more in school violence, especially among younger ages? I feel as though more research has to be done before this is accepted as a norm in society because even though it poses benefits for visual learners like the students in the history classroom, it could have more downfalls like distracting students by game options and could result in these violent instances. Although this article says it's rare that could just be because they are not commonly used yet.

    4. Even now, organisations like the charity Special Effect, who develop and supply video-game control systems for people with disabilities, are taking advantage of the latest technology.

      This is very cool and it emphisized the idea that AR can be used for many different things for many different people.

    5. who develop and supply video-game control systems for people with disabilities

      this could be a cool new design that could help many people. people who have disabilities could have trouble hearing or talking and these new apps could help them with that. I think that it would be really beneficial for our enviroment if these kind of apps come out to the public.

    6. Increased resolution and screen refresh rates have had a positive impact, as has game design itself, with developers gaining a deeper understanding of what makes a truly immersive and stable VR experience.

      With this would that mean there's a time limit to how long you can use VR?

    1. with younger children should be especially cautious with virtual reality, even if they purchased the game for teens or young adults.

      I think the younger generation of kids are becoming less sociable due to the amount of technology they have access to. I think VR should be used for more educational purposes instead of entertainment for kids.

    2. Gotsis believes that families with younger children should be especially cautious with virtual reality, even if they purchased the game for teens or young adults.

      This seems dangerous and if I had a child I would not want them to play with AR at any age due to these risks.

    3. with younger children should be especially cautious with virtual reality, even if they purchased the game for teens or young adults.

      maybe VR should not be introduced in school because it may harm the kids instead of being a beneficial learning tool. schools should e careful if they are planning on using it and read the warning signs.

    1. The study concluded that brain-training video games improve children’s performance only on very similar games, an effect that likely results from practice.

      This is interesting that the gaming did not significantly increase performance of working memory and other skills. The students only achieved results through the act of practicing the same game repeatedly. Perhaps this indicates that gaming increases motivation and interest in learning, but not necessarily develops greater skill sets.

    1. Jack kept shouting at him that if any fellow tried that sort of a game on with his sister he’d bloody well put his teeth down his throat, so he would.

      Jack - the son - was protective and violent / aggressive towards people that toyed with Polly. Will he do something similar to Doran?

    2. She was sure she would win. To begin with she had all the weight of social opinion on her side: she was an outraged mother.

      Mrs. Mooney views this whole interaction as a competition of sorts, her influence on her daughter's life is some game she can "win"

    1. Their online role playing is not about murder and mayhem, but about trying out varieties of selves, informal storytelling, meeting new people and crafting a sense of themselves as writers

      The games the article refers to right here still can have children walking away learning something, just not as high of value as the other game.

    1. The problem is the entire business model around user-generated content, and the whack-a-mole game of trying to stay one step ahead of people who abuse it.

      User generated content must be moderated - but by whom?

    1. Delingpole incorporates this quote to impress upon readers the economic motivation behind big game hunting.

      This is a very good example of what should be done in a discourse-analysis essay. The student should be analysis WHAT the author says about his own point of view by HOW he writes the essay, not so much analyzing how what the author wrote about. How the authors of the discourse-analysis write is just as important as what they write about.

    2. geologist Trevor Nace expresses his concern over support of big game hunting.

      I think it is critical that the author included the word 'geologist' in his brief description because the allows the reader to automatically infer what some values he will possess since he looks at the situation through the lens of a geologist.

    1. Large analyses of violent crime and video violent game use find no evidence that increased sales of violent video games leads to a spike in violent crimes. Researchers make the case that if violent games directly led to violent behavior, the data would show increases in violent crime on a large-scale as more people played violent games. In fact, there is some evidence that as more youth play video games, rates of youth violence have decreased.

      Many people who say that video games cause violence fail to see why that is simply not the case. If video games were directing linked to violence, then the crime rate would rise with the release of new violent games.

    2. While not overly gory, the premise for Fortnite is inherently violent; the primary goal is to kill other players. The popularity of these types of games, and this one in particular, raises clear questions about the effects of violent gaming. Specifically, do violent video games lead to real-life violence?

      The premise of the game is to come out on top of the other 99 players. Yes there is killing but that is not why it is popular. It's a free to play game with the graphics of a cartoon. Its meant to attract younger players with the quirky dances and skins, not with the violence.

    1. Others have tried to tease out the aftereffects of playing violent games. In a 2012 study, Andr Melzer of the University of Luxembourg, along with Mario Gollwitzer of Philipps University Marburg in Germany, found that inexperienced players felt a need to “cleanse” themselves after playing a violent video game (the so-called Macbeth effect: “Out, damned spot!”). Researchers asked subjects to play either a driving game or the mayhem-heavy Grand Theft Auto for 15 minutes, then pick gifts from an assortment, half “hygienic” (shower gel, deodorant, toothpaste) and half nonhygienic (gummy bears, Post-it notes, a box of tea). Inexperienced players who played Grand Theft Auto were more likely to pick out hygienic products than were experienced players or inexperienced players who had played the driving game.

      Calling Grand Theft Auto a driving game makes it sounds more innocent than it actually is. It's a sandbox game, meaning your player avatar can do whatever you want them to do. This of course, can lead to violence in the game, but that violence in the game does not translate to real world violence. The reward for playing the game does not even add anything to the argument. The gift doesn't really symbolize anything.

    2. But those weren't the games that possessed Lanza at the movie theater. The title that so consumed the Sandy Hook shooter? Dance Dance Revolution—an arcade staple that has players dance on colored squares to the rhythm of Asian techno-pop. That discovery not only surprised investigators, it also was at odds with overheated speculation in the media and around dinner tables that violent video games had helped turn Lanza into a killer.

      This short paragraph shows that Lanza didn't only play violent video games but that he also played a dancing game. Games like these can help relax people and release frustrations.

    1. . Should it be for more mature audiences with a higher age rating, or a should it be more family friendly? Should the game appease to a casual market who just want to have simple fun, or should it have a harder edge to appeal to hardcore players who seek a challenge?

      good questions

    1. Onestudy found that boys who played a violent video game were more aggressive afterward thanwere boys who merely watched the same game

      For one of my english classes I did a research paper on the effect video games have on young children. I found that children who played violent video games were more likely to show violent actions and attitudes towards friends, parents, and animals. Are children who played violent and killing video games growing up more likely to find killing someone acceptable? If people look at killer that are currently locked up, would they find that they had a violent childhood and played violent video games? Im curious if the effect on violent media would have anything to do with the view that murders had.

    2. One study found that playerswere more aggressive after playing a violent game that rewarded violent actions than afterplaying the same game that punished violent actions

      This interests me. As a nanny of two 8 and 9 year old boys I see this 100%. My boys are definitely more aggressive with one another after they have played Call of Duty or WWE with one another. They argue more, they "play fight" more, and they tend to be more aggressive with the non-animate objects they come across.Which in turn for me- can be super discouraging. I have actually done more research about this in the past to help better understand how to fix this issue. Here is one article i have read before! https://www.businessinsider.com/video-games-and-violence-2018-3#the-release-of-games-like-grand-theft-auto-didnt-seem-to-increase-crime-rates-and-may-do-the-opposite-4

    3. Second, video game players are more likely to identify with a violent character than TVwatchers.

      This makes sense because unlike when someone is watching a movie, you can control the characters actions when playing a video game.

    4. Onestudy found that boys who played a violent video game were more aggressive afterward thanwere boys who merely watched the same game

      Has there been a study on what it does to females???? Another example of males being put in a bad light. (refer to my previous annotation)

    1. Big game hunters who operate within the law are often adamant that their sport can be an investment in conservation. Palmer, in fact, paid $45,000 at an auction in 2009 to hunt elk in Minnesota, the proceeds of which went to preserving the elk habitat, as the New York Times reported.

      This bit shows just how much some people end up paying for the opportunity to go on a trophy hunt. It also goes on to explain what the money is then used for.

    1. Be then advised, and hold me free from blame; Men should not be too serious at a game.

      Stating not to be angry and blame him. It's just a story and not to take it so seriously to heart. Its just to be entertaining.

    1. He said: “Since I must then begin the game, Why, welcome be the cut, and in God’s name! Now let us ride, and listen to what I say.” And at that word we rode forth on our way; And he began to speak, with words of cheer, 860 His tale straightway, and said as you may hear.

      Its interesting as to how it is describing the knight's tale as taking a ride along with him.

    1. “We’re in a tit-for-tat dynamic where both sides have taken actions that are outside the normal procedures of international commerce,”

      This just seems like a tug of war is happening, where one side wants the opposite of what the other side wants. So, by doing this there won't be any improvement or progress in the debate about trade. This "tit-for-tat" is basically uselessly inflicting pain on the consumers while the government plays their game.

    1. His minimalist Javascript game “Let’s Play Ancient Greek Punishment: UI Edition” recalls several of the punishments meted out to figures in Greek storytelling by inviting players to interact with digital dialog boxes.

      Iframe Embed of Pippin Barr's Javascript game “Let’s Play Ancient Greek Punishment: UI Edition.”

      <iframe src="https://wisc.pb.unizin.org/wiwgrangerized/wp-admin/admin-ajax.php?action=h5p_embed&id=14" width="919" height="943" frameborder="0" allowfullscreen="allowfullscreen"></iframe><script src="https://wisc.pb.unizin.org/app/plugins/h5p/h5p-php-library/js/h5p-resizer.js" charset="UTF-8"></script>

      Barr, Pippin. “Let’s Play Ancient Greek Punishment: UI Edition,” GitHub, 2019. Permalink.

    2. His minimalist Javascript game “Let’s Play Ancient Greek Punishment: UI Edition” recalls several of the punishments meted out to figures in Greek storytelling by inviting players to interact with digital dialog boxes.

      Iframe Embed of Pippin Barr's Javascript game “Let’s Play Ancient Greek Punishment: UI Edition.”

      <iframe src="https://wisc.pb.unizin.org/wiwgrangerized/wp-admin/admin-ajax.php?action=h5p_embed&id=14" width="919" height="943" frameborder="0" allowfullscreen="allowfullscreen"></iframe><script src="https://wisc.pb.unizin.org/app/plugins/h5p/h5p-php-library/js/h5p-resizer.js" charset="UTF-8"></script>

      Barr, Pippin. “Let’s Play Ancient Greek Punishment: UI Edition,” GitHub, 2019. Permalink.

    1. It was most probably IH who accepted the settlement at the last second.

      People without knowledge toss around "probably: to mean :"I imagine." As I recall, Rossi had refused to settle the day before the trial was opening and Lukacs asked to speak with the Jones Day lead attorney. My opinion is that Lukacs

      1. Told Rossi that if there was no settlement, he could not only lose all the legal fees, and a judgment, but might also be convicted of perjury. "Yes, I know, Doctor Rossi, it is unfair, but this is life. Next time keep receipts!."
      2. Told IH that Rossi needed to have the IP back or he would go down fighting. So whereas holding on to the IP was a good general strategy by game theory (0,1% chance, say, of a trillion dollars, vs a few million, a good bet any day if you can afford to lose (and they could), they were going to have to put in a few million and five weeks of nuisance to insure it, and since they believed it was bogus . . . why not give it up? Lukacs was kind of an asshole, my opinion, but I think he did a spectacular piece of lawyering. He was hired last-minute, and had a reputation for negotiating settlements.
    1. he holds LENR in a box

      That is an independent issue. Frauds can have something real, but will they deliver it? Will they keep agreements? And if they lie about customers and other issues, why would we imagine them to be truthful about actual performance? This is why before investing anything in Rossi technology, a sane investor will want to see independent ocnfirmation, truly independent. That Rossi says that a customer is paying for heat? That's what he claimed about the Doral plant!

      He is running the same con. What is remarkable is how many lap it up. Reading about con artists in The Confidence Game (Konnikova), it's normal, actually. People can be very, very reluctant to admit they were fooled. This is normal human psychology. Con artists become expert at manipulating it.

    1. All coins get their properties from the shared beliefs of their holders.

      This statement is lacking any appreciation for the individual. I'll be reviewing the source material later, but for now, I can say beliefs don't matter. If an individual believes the properties of Bitcoin are different than they are, their node simply falls out of consensus. Consensus here is an objective thing in time. Right now, the properties are X, moving to properties Y entail a whole hell of a lot more than collectively changing the wet code of the network. There's logistical issues, game theoretic issues, monetary confidence issues. It's not a mistake that the consensus rules of Bitcoin haven't hard forked.

      It's not as simple as saying, 'coins get their properties from fickle shared beliefs of the mob.'

    1. swiftly they were stayed by the beaters

      Are they beating the animals to death?

      beaters definition a person employed to flush out or drive game animals for shooting by striking

    1. A 2017 study published in the Journal of Advertising utilized social media mining techniques to gauge users’ perception of a variety of common brand names.4 The study specifically looked at Twitter, examining tweets about four different brands in each of five industries: fast-food restaurants, department stores, telecommunication carriers, consumer electronics products, and footwear companies. The researchers used a tool called the Twitter Streaming Application Programming Interface (API). This tool, which is provided by Twitter, allows users to pull tweets off of Twitter according to certain keywords.  In this case, the researchers used the Twitter handles of each company (“@CompanyName”) as keywords to pull about ten million tweets about each of the twenty companies studied over a six-month period in 2015. They then used algorithms to sift through the tweets, compile them, and boil them down to a general topic and sentiment. The results were incredibly specific. For example, the study found that 15.7% of tweets about fast-food restaurants were about promotions the chains were offering5  and that 66.7% of tweets about Comcast contained a negative sentiment.6

      This is another study that shows some of the capabilities to predict and game people's behavior, which makes the users totally unconscious to the initiatives of these companies.

    1. Motivating Learners

      Notes from Video -embracing change -hardcore gamers- surprising things that you find- kids are incredibly bottom-line oriented- want to be measured to see how much they are improving -"if i am not learning, then i am not having fun"- embracing change, leveling up, higher order tasks, or the game is changing -Questioning position helps students to embrace change -Compete with each other and collaborate each other -Start looking at other people online to help them to learn new things -kids that have been turned on to learning- there is no stopping them -passionate community interest group that students can join -learning has to do with learning how to join a group with a common interest -what you are doing becomes a platform for something new -trajectories through life pace as opposed to fixed points -power and importance of play- how to I take an idea and play with it to become something new -learn that not everything works- need to be willing to realize that instead of being afraid of things not working- we need to be willing to change what hasnt worked to make it work for us

    1. refer to online Annotation 6

      <br>

      Annotation 6

      Analytic Note:

      Type: Knowledge Production

      Restating the Claim: Section 1.2 of the paper raised the epistemological question about the theory-laden descriptions and hence whether its underlying facts have sufficient epistemological autonomy to serve as empirical benchmarks for evaluating description. Section 1.2 and the conclusion show that descriptions vary in their theory-ladeness and that the epistemological problem is not a severe as constructivists imply. This broad discussion about the theory-laden nature of analysis applies to the Goldhagen debate additional and interesting ways. Its public nature brought out broader sociological factors that potentially shaped either Goldhagen’s own analysis or that of its critics. It thus illustrates that, it is not just theoretical foreknowledge, but also broader sociological and personal factors, that shape analysis. This broader sociological foreknowledge thus goes beyond the structuring effects that theoretical foreknowledge and its epistemological underpinnings might have, I briefly review here some of these factors to make their potential impact as transparent as possible. Source: I encountered three sociological factors. Andrei Markovits (1997) noted that many German reviews dwelled on the biographical details of Goldhagen and his initial American reviewers. The reviewers pointed out that Goldhagen is Jewish and that his father was a Romanian Holocaust survivor. (A fact shared by Goldhagen in his acknowledgements) They also pointed out that many positive reviews came from American journalists who were Jewish. Markovits infers from this pattern a latent anti-Semitism and anti-Americanism among Germans. He attributes those sentiments to an unwillingness by Germans to accept Goldhagen’s premise of Germany’s eliminationist anti-Semitism. Werner Bergman (1998) discusses the interesting and complex interactions between the scholarly and journalist discussions and their very different modes of intellectual engagement. He points out that scholarly debates defer to expert judgments and are guided specific guidelines of empirical validation. Journalistic accounts, by contrast, are driven by novelty, controversy, personalization, and stimulating public debate. (133) He argues that Goldhagen and his publisher were playing a media game, aimed at attracting publicity, while historians were playing a scholarly game, and were resentful of the media game. (141-43) Goldhagen and his publicists were emphasizing the book’s moral message that highlighted in new ways the brutality with which Germans killed and downplayed the shortcomings of his deterministic explanation. They accentuated this point further by pointing out that earlier historians had downplayed this brutality and thus insinuated they were morally compromised. (Deák 1997, 298) István Deák also speculated the professionally jealousy maybe played a role “for the violent professional critique. Historical works seldom become bestsellers, and it is even less common for historians to become public figures. As Josef Joffe put it, ‘one can imagine the resentment of scholars who have worked hard for decades on the history of the Third Reich without getting anything like the attention given to Goldhagen.’” (Deák, 297)

      Analytic Commentary: These various sociological factors may have influenced the judgments of various reviewers. But these effects are almost impossible to empirically substantiate which is why they are usually not considered in scholarly discussions. I have no way to verify them, but I am reasonably confident that they did not play any role in my assessments. But given they could and given my Swiss-Austrian ancestry, it still might be helpful to make them transparent.

      Full Citations:

      • Bergman, Werner. 1998. “Im falschen System. Die Goldhagen Debatte in Wissenschaft Und Öffentlichkeit.” In Geschichtwissenschaft Und Öffentlichkeit. Der Streit Um Daniel Goldhagen, ed. Johannes Heil and Rainer Erb. Frankfurt: S. Fischer: 131-47.
      • Deák, István. 1997. “Holocaust Views: The Goldhagen Controversy in Retrospect.”Central European History 30(2): 295–307.
      • Markovits, Andrei. 1998. “Discomposure in History’s Final Resting Place.” In Unwilling Germans? The Goldhagen Debate, ed. Robert R. Shandley. Minneapolis: University of Minnesota Press.
    1. Deep concern filled Edith’s heart at perceiving how the girl had committed her happiness to the issue of this new-sprung attachment.

      This example of dramatic irony sets the tone for the rest of the story. Edith worries about Anna's infatuation with a man she hardly knows, but in just a few paragraphs it is revealed that she, too, has developed an attachment to Raye. While attempting to distract Anna from her affections towards Raye, her own only grow stronger and harder to stifle. Edith, similarly to Ella Marchmill, lives a double life: there is the domestic Edith, whose goal is to help Anna strengthen her relationship with the man she met at a carnival, and her imitation of Anna, who is madly in love with someone who she has only encountered once. Edith sees Anna as a mirror of her younger, freer self; Anna is vivacious, eager, and has the privilege of pursuing this brief, yet all-encompassing love. These are luxuries unavailable to Edith due to her age and marriage, so she lives vicariously through Anna, but ultimately becomes entrapped by the facade and replaces Anna's feelings with her own, as it is reflected in her letters. Edith is playing a game in which there can be no winner.

    1. He also was able to generate design process ideas from examples in mass media, such as when he picked up the ideas of developing concept art (drawings to guide digital look and feel) and storyboarding from a special feature in a video game

      Luis was able to incorporate examples from mass media into his own work and found inspiration in order for him to improve his work.

    2. He also was able to generate design process ideas from examples in mass media, such as when he picked up the ideas of developing concept art (drawings to guide digital look and feel) and storyboarding from a special feature in a video game

      again, he is using his interests to guide his learning.

    3. T h e c l u b h o u s e c o o r d i n a t o r s i n c l u d e d L u i s i n fi e l d t r i p s c o n n e c t e d t o h i s i n t e rests, including one to the game design company Electronic Arts. Luis remembered, “That was pretty cool. We learned a lot about its history. We got to try some games that hadn’t come out yet.” The coordinators also often promoted his work by showing his movies to guests and new members.

      I think this is an example of an effective learning method that could be applied to a lot of public schools. sometimes people learn better when they'e motivated by interest, even if it doesn't follow the criteria of what they think is best. he even enjoyed learning about history this way.

    4. In the video games, there are a few things you can unlock and it’s in the extras, it’s called extras and it shows you the storyboard of how...um...about the scenes in the game. They look pretty much like a comic and no words. They just like show what they are doing and write down what they do.

      I think this is a great example of how "games" of today take a significant amount intelligence to play due to the level of strategy required, but also provides so much backstory and media that they educate and inform the player

    5. ideo game designer.”

      My cousin actually went to AI for this field, and the fact a kid like him is doing what she did, while she is older, is really cool.

    1. wow guys, really on top of your game)

      I honestly didn't even realize or question the amount of deaths. I guess I kind of just expected this errie stuff considering we were watching a movie with an uncanny lens.

    1. Conversations about games expose flaws in games’ construction, which also may lead to questions about the games’ governing assumptions.

      A simulation video game, say, simulator of performing surgery, presents the core concepts of what it may mean to perform a surgical procedure, though there will be flaws. These imperfections may be that you have to inject a syringe in a semi-random location to lower the patients BPM when the simulation isn't going well. This is a flaw in the games construction. While arguably necessary, so as not to get bogged down in the nuance of surgery, it is nonetheless an inaccuracy that facilitates a type of 'laziness' in the operation. Meaning that further tweaks to the game or different simulations may be required to understand the full scope of events from start to finish.

    1. hundreds of hours of videogame recordings

      This is a very interesting concept, because everyone's experience playing a video game will be different, because everyone has different knowledge, skill, styles of playing, etc. How do they choose what play-through of a game is "correct" or the "most valid"? It would be impossible to get recordings of every single person playing the game ever.

    2. In addition to digital humanities, these techniques can be also used in cinema studies, game studies, media studies, ethnography, exhibition design, sociology, anthropology, and other fields.

      Digital humanities encompasses most of these other fields

    3. Visualization of "Kingdom Hearts"

      Personally, I'm a bit confused as to how these visualizations are able to catch the entirety of the Kingdom Hearts game play. Is it that these are video snapshots of how long the gameplay takes, and that this is on an online interface to see the gameplay? I understand how this works for a singular image, but gameplay is difficult for me to understand.

    1. The potential rewards of helping someone will also enter into the equation, perhaps offsettingthe cost of helping.

      I can relate this to the discussions of cooperation last week. The game that required us to cooperate or defect was an example of this. It can be viewed as people decided whether or not they wanted to help (cooperate) based on how many points they would receive. It was common for people to have the mindset, "what's in it for me"?

    1. .

      Besides the sideshow of food in the beginning Im really enjoying this a whole lot. I kinda wish Gawain wasnt such a basic knight like to me he felt kinda plain. But also the green knight woo wee this dude radiates this bad-ass aura of im the biggest cheese you'll seen. I love the story so far I cant wait to read the rest of this. Im so into this. It reminds me of like video game in a sense bring out this dude thats all powerful and Gawain is like maybe a level 5 basic knight but yet he adheres to his code...for now.

    1. He knew, of course, that the riddle-game was sacred and of immense antiquity, and even wicked creatures were afraid to cheat when they played at it. But he felt he could not trust this slimy thing to keep any promise at a pinch.

      Gollum is a very ancient creature and should be very intimidated by the riddle game

    1. Having a solid library for writing server-side WebRTC applications would have other benefits. For example, most multiplayer browser games I'm aware of use Websockets because there isn't an easy way to write game network servers for WebRTC. This isn't ideal because WebRTC is capable of significantly lower latency and gives you more UDP-like control which is beneficial for game and other latency-sensitive apps
    1. “Why do they go out and do that, then go home and cry about it?”

      The fear of the publics perception holds a lot of weight for many individuals. Having the labels or the public's perception of you tainted forever this has the potential to decrease the willingness to engage in crimes.

    1. Code meshing also be used to add flavor and style, like journalist Tomas Pal-ermo do in the excerpt below from his interview with Jamal Cooks, professor of Education. In his online article “Rappin about Literacy Activism,” Palermo write: Teachers frequently encounter him on panels with titles like “The Expanding Canon: Teaching Multicultural Literature In High School.” But the dude is also hella down to earth. He was in some pretty successful “true-school” era hip-hop recording groups [...]. Meet the man who made it his passion to change the public education game, one class at a time. With vernacular insertions such as “but the dude is also hella down to earth” (not to mention beginning a sentence with the conjunction but) and adding the collo-quial game to “public education,” the article, otherwise composed in mono-dialect standard English, shift into a code meshed text.

      Says: Code meshing..."be used to add flavor and style" in professor Cooks' article, for instance.

      *Does: illustrates how/why code meshing is used in academia; adds further evidence that it is common/effective.

    1. Feel safe in the community2.Participate in community activities3.Be treated with respect4.Have access to safe, appropriate and affordable housing and transportation5.Have access to recreational opportunities and health services 6.Know what services and activities are available and have access to information by a means they prefer (e.g. online, in print, in person)7.Be active, vital contributors to the economic, civic and social life of the community8.Receive appropriate support if they can no longer look after themselves

      AARP does a great job connecting with their audience by layout these general goals and expectations of how livability should work. By doing this they show how elders can still live their every day lives with risks taken out of the game.

    1. “Having played in that offense, they don’t have an answer for all-out pressure,” Hoyer says. “Their answer is for the quarterback to make a play.” BENOIT: Super Bowl LIII Tale of the Tape: Two Dominant Defenses, Gurley’s Disappearance and the Real MVP The flip side? In this cat-and-mouse game, the Patriots knew McVay’s offense had different ways it could crush all-out pressure, so Flores had to be judicious about calling it. New England showed pressure a ton, but didn’t send everyone much at all.

      What the hell? This totally contradicts itself, it seems. I've read it now three times, and I still can't figure out the hell it means.

    1. While those who see gaming as an avenue into certain forms of technical expertise and learning have argued that educators and designers should work to make games attractive to girls (Cassell and Jenkins 1998; Kafai et al. 2008)

      Not just girls, but anyone who wants to learn a skill involving hand-eye coordination can benefit from a well designed game. Surgeons are quickly turning to micro-machinery operated by Xbox controllers. Drone pilots of all kinds are the same way.

    2. 1 MEDIA ECOLOGIESLead Authors: Heather A. Horst, Becky Herr-Stephenson, and Laura RobinsonI get up in the morning and I just take a shower and eat breakfast and then I go to school. No technology there

      Alyssa Zupan: This I find strange because around the time of game cube there were computers in my school. I do not remember a time where computers were not around. The fact that he has a computer at home, but they do not use computers at school makes me feel like maybe using computers in school has become a even bigger concept then I thought.

    1. sychologists use various forms of theprisoner’s dilemma scenario to study self-interest and cooperation. Whether framed as amonetary game or a prison game, the prisoner’s dilemma illuminates a conflict at the core ofmany decisions to cooperate: it pits the motivation to maximize personal reward against themotivation to maximize gains for the group (you and your partner combined)

      I didn't realize there was an actual psychological name for this situation even with all the "who did it" shows I watch. There are tons of shows that prove this dilemma is an actual thing. It is sad to say that someone would rat out someone they are close to just so they are the one that doesn't get blamed. I just watched a clip on Facebook that showed two dogs being in trouble for stealing a cookie off the counter. The owner asked the dog siblings who was it that actually did it, and couldn't help but laugh when the brother ratted out his sister by placing his paw on her head. The owner asked three times, and each time the brother ratted out his sister, causing the sister to sit in shameless silence.

    2. While half of the subjects were urged by the experimenters to“remain objective and detached,” the other half were told to “try and imagine how the otherperson feels.” Though both groups received the same information about their partner, thosewho were encouraged to engage in empathy—by actively experiencing their partner’semotions—acted with greater cooperation in the economic game

      The concept of empathy has always interested me, probably because I am overly empathetic at times. So I often wonder how someone could just simply not care about another person. The fact that a little encouragement makes all the difference is comforting to me.

    3. groups interacting with other groups are more competitive and less cooperative thanindividuals interacting with other individuals,

      This reminds me of when I played softball on my school's team. The teams were always pretty hostile with each other, and we were no exception. Even off the field at tournaments, when we passed a team (whether they were in our bracket to play against or not), we all tended to tense up, scowl a bit, and cast intimidating vibes at the other team, which was doing the same. However, I remember one time, when both teams were warming up right before our game, a huge, heavy thunderstorm came, and we all had to take shelter together in the weight room. at first, both teams were acting closed off and unwelcoming. After about thirty minutes in there, their team on the left side of the room and our team on the right, the rain was still pounding and the lightning was still too close for us to play safely. Finally, someone broke the silence, and small talk began, which turned to jokes and laughter, which turned to both teams singing together and dancing around the weights. I can't even remember if we got to play or not, or which of us won. I just remember it being fun. Our team and that team had a great time playing each other from then on. At first, when we were all in an "us vs. them" mindset, we were all acting in this very competitive, unproductive way. I think it's neat how a strange shared experience can help two opposing groups become friendly, and even encouraging of one another when dynamics return to normal

    1. WhynotJustanswerthequestionsthegameissupposedtoanalyzebyreferringtoanexpertintheareaofthe.^ivenproblem?Whatdoesthegamedcthat8nexpertcannotdo

      What does a game do that expert can't? The more complex the problem the less likely an expert will be found.

    2. Whatcanwepossiblygainbyaddingtoourmachineanelementwhoseunreliabilityandunpredictablenessexceedthatofcurelectronicgear.Inotherwords,whygame?

      The hook and final question, Why game?

    3. Thesensitivityproblembecomesevenhardertohandleifhumandecisionlinksareusedinthemodel,thatis,iftheanalysisemploysgaming

      Finding payoff through game play is difficult because human decision and random variables come into play.

    4. providedasaneceasarybackgroundforcurproblem,hewextensiveasliceoftherealworldistobemodeled.

      How much of the real world should the game include? This is a system problem not a component.

    1. pancratium

      Pancratium was an athletic contest that involved both boxing and wrestling and was introduced at the XXXIII Olympiad (648 BCE). The only recognized fouls in this game were gouging and biting so many contestants would die or lose because they would be unconscious.

    1. For my case, I have included a flipped classroom model to fill in the gap between the game and the teaching objectives.

      I'm lost. Honestly

    2. Interactive games give students purpose and meaning in their language production, and language learning is a by-product of this game playing.

      games are considered useful for promoting authentic and meaningful language production

    1. more

      Singer is saying charity isnt a zero sum game and that people can donate to charities that they have an emotional connection with and the more effective charities as well