10,000 Matching Annotations
  1. Apr 2017
    1. .Fox and Tang (2013)had online game players relate the last incident of harassmentthey had witnessed or experienced; 10% of these incidentsreported sexist remarks ranging from traditional sexism (e.g.,‘‘get back in the kitchen’’) to sexual harassment

      This study helps helps make the point that many interactions between online players have sexist remarks in them.

    1. Affinity 1

      Mike, great job breaking down your affinity space and sharing your experience. I thought it was interesting that the expectation was to come to the table with a certain amount of experience/knowledge about the game prior to really getting involved. From your observations, the site is friendly and helpful, but it does function typically at a higher level. Due to your recent immersion into Terraria, much of your participation in the site was as a consumer. The strengths of the site include the credibility, as it is moderated by the game developers and is therefore an extension of the game. It is also a safe space with clearly mandated expectations for conduct. Three elements that relate back to Gee and Hayes are a shared passion, a shared space regardless of age, and a space where all members are equal. Thanks for sharing!

    2. Affinity 1

      That's awesome that you were able to bond with your son over the game during the semester! Did he participate in the forums as well and did he have any significant takeaways from the game? I had never heard of Terraria until now. I like the options for mobility and the variety of platforms. It sounds there like a somewhat unusual variety of resources the website made use of that would encourage an active prosumer following where contribution would be encouraged. Very cool. I understand the hesitance posting as a newb. It took me quite a while just to understand the language in the space I chose. The dedicated introduction space is an awesome idea! I haven't seen that in the spaces I've searched. I've noticed people introducing themselves, but haven't run across a site with a dedicated space for it. That seems like a very nurturing characteristic. You mentioned that there was no online chat on the site. Is there a chat feature during gameplay? You have some great content here! My only criticism is the audio is pretty rough. During the third background audio track, I can barely hear you over the music. I noticed you're working with WeVideo. I'd recommend using a cellphone to record audio and then import it in.

    1. Comments

      Hi Ben- Enjoyed your prezi! It was nice to control the pace of the presentation so I could jot down the important parts :)

      It sounds like anyone who has prior knowledge and understanding of the game and willingness to learn would be considered an "insider" within the forum-based community. Do you think that people with no prior knowledge but willingness to learn could succeed within the space?

      It sounds like you are pretty familiar with the game and didn't take too much time lurking around. Most of your contributions were around deck building, spoiler alerts, and trading cards. What would you think is the most popular topic in the space? Deck building?

      I understand that one of the biggest strengths of the space is that is really fosters a sense of belonging within the community, which it's an important social aspect of the game. What do you think are the limitations?

      I think the features of affinity spaces you chose make sense and are appropriate for the community. The variety of topics, roles (lurkers and aficionados), and skill / strategy level show how important it is for participants to want to keep learning. The sharing and critiquing support growth, which could not happen by oneself (or at least it would take a lot longer!)

      Great job!

    1. human nervous system and the game architectu

      All I can think of is the episode of fairly odd parents where Timmy and his friends are stuck in the video game and have to beat Vicky the babysitter.

    1. 12/12

      Hi Kait- Loved your creative approach to your affinity space presentation! It really gave me a nice feel for the game Vampire the Masquerade.

      Based on the information you provided in your presentation, it is very important for players to remain in character, not cross the 4th wall or, the human and virtual worlds, and never hijack a storyline. Since this is a roll playing game, I can understand why this is imperative to the overall success.

      Since you have been gaming for quite some time, you're contributions to the affinity space (email and FB group) started out strong. I admire the strength of your character and ability to develop and maintain the storyline.

      You also mentioned that this affinity space is a way for players to gain social skills and cultural competencies that are necessary for participatory cultures, tying it back to Jenkins. I think these are also necessary skills for everyday (real) life!

      I agree with the aspects of affinity spaces you chose from Gee and Hayes and especially think the connection to porous leadership works great here.

      Great work!

    1. In fact, many of the American Muslim youth efforts we encountered were not conceived as explicitly (or even implicitly) political. Nonetheless, they often assume political meanings as they circulate and reach broader audiences.

      This is part of the interesting nature of the Networked World, right? Sort of like the game of Telephone, except not only is the story changing as it gets passed along, so too can the context of the story, and suddenly a non-political parody, for example, becomes interpreted very differently.

    1. Millennial Stereotypes ’n Diversity Bingo™ online game!

      Please make sure our tech head crew has the Augmented Reality app ready to go ... This test did not even feature Pepsi. Can we intimidate our tech heads? Or do we risk a hack? Damn. Times have changed.

    1. Shortly after this im-age was released, the modem environmentalist movement in the United States began

      James Lovelock's Gaia Hypothesis originated slightly before 1967, but he was working for NASA's Jet Propulsion Laboratory, so in many ways, he already was working off a mental image of the Earth seen from the outside.

      Sidenote, but I first encountered the Gaia Hypothesis because the game SimEarth (which is built around modeling and playing with the concept) had a whole essay about it bundled in the game. I was way too young to really grasp the game without blatantly cheating (which feels like a worrying allegory), but I really remember the essay, along with SimCity's hidden essays on urban design and the character of cities. I'm trying to think if any video game since the Sim series has had a similar connection to an academic discipline.

    1. The state of North Dakota is dumbing-down education and robbing our youth of the critical aspects of a liberal education.

      Maybe. But that's a really big claim. After all, one can still get a graduate degree in History at NDSU it seems. UND is not the only game in town. I think this is a bit of an over-reach as written. To claim an all encompassing effect, one would have to consider all the insitutions in the State. I'd suggest go with your strength - keep it local. That should be enough.

    1. oint of the in game protest is left vague which is a good feature for making the game appealing to anybody looking to organize a protest, however, this became problematic towards the end of the game where there is a final decision to make.

      I wonder if a game with a more focused intent would be an effective simulation and get the player more involved.

    1. The researchers implemented a game-based system for algebra in which each student designed an avatar and went on “quests” (printing off related pages, watching instructional videos, completing in-book work) to earn points. The main motivating factor for the students was that the highest scorer would not have to complete the chapter test.

      Interesting setup. If any class could use a change in methods, it is math. Yawn.

    2. he students could ask for help during game-play, but they indicated that “learning on their own” was difficult.

      It is if you don't know how you learn new things and process that information. Where do you start? Am I understanding what I am expected to? I have found through this degree program that I am able to manage just fine, although the added social connectivity we practice via Twitter and Hypothesis is a great help.

    1. Submit a Comment

      Hey Brian- I enjoyed watching your affinity space presentation on the World of Warcraft forum. I'm sure going into your space having so much knowledge and experience about the game differed from many of us who chose a space at random(ish). I'm glad you were able to connect the dots with how affinity spaces behave as an effective learning resource.

      Based on the information you shared, the forum is easy to join, once you have your battle.net login, and participants range from developers to WoW players, newbies to seasoned players, and age doesn't really matter. Forums are moderated tactfully and sarcasm isn't all that usual among members.

      I really liked that you asked participants their thoughts on learning through WoW play. What better way to investigate ways WoW forum supports learning than to ask and get real feedback. It was interesting to see the breadth of responses (from transferable skills to reaction time to encouraging failure) and how learning through play is different for everyone.

      WoW forum depends on a wide community / fan base. As you mentioned, networked individuals creating and sharing ideas and information, forming nodes of interest and knowledge, and continuously learning and evolving within a larger digital organism not only empowers but supports a broader environment to learn. For a game so complex as WoW, a space limited to say, 30 people in a more traditional learning environment like our Canvas discussions, wouldn't get the same experience. Participants would eventually need to pull in resources from outside sources.

      I agree with your connections to our semester readings in that this community absolutely consumes and produces knowledge. It's what keeps the engine running. To your point though, this type of participation requires a huge time commitment. Something I found with my space too. But, as you mentioned, your affinity space is more than becoming an expert player, it's teaching people how to collaborate, become comfortable with failing, and improves the digital literacies often lacking in our educational institutions.

      Great work!

    1. what things are more valuable and whats worth collecting

      My gaming group and I found this boardgame to get too predictable after a few playthroughs. Because some elements are more valuable than others and individuals can pull too far ahead point-wise to catch up and certain strategies can be repeated consistently to score a win in this way, we found the replayability of this game to be low. What are your thoughts on this after playing through it?

    1. I would definitely recommend playing with three or more player

      I have found that modifying the rules a bit tends to make 2 player games more interesting. For instance, instead of picking up only one tile every time someone says "peel," you pick up 3. Or adding an additional element to the game like another word command such as "bananas." My mother and I came up with this rule for 2 player games to keep the game interesting. Our rule for "bananas" is that when someone completes a word with a difficult letter (Q,X,Y, or Z), you call out "bananas" and the opposite player must mix up their scrabble board and start again.

    1. Pleasant frustration is profound in this game

      That seem to be the case with your gaming group, if you have been playing for two years persevering your way to a perfect win on the hardest level, congratulations!

    2. My gaming group and I have been playing this game for a little over two years, gradually increasing the difficulty of the game each time we’ve played (the game is designed for users to customize the level of difficulty as they see fit).

      Do you find that you still enjoy the game or have you gotten bored and over it? Even with increasing the difficulty, I feel like learners can get tired of a game after a while and are ready for a new experience.

    3. Your lives depend on it. 

      Interesting game! Can make playes feel like it is real life. I just spent a week in Arizona and definitely understand the idea of staying out of the excruciatingly hot sun! Not always an easy task :)

    1. understand later on as well

      Great point! Skills need to transfer form the game environment to new environments. Discussion of what was learned in the game is a great opportunity to transfer learning into a conversation.

      I hope you are successful with integrating this game into your practice. Thanks for sharing your analysis.

    1. The game play was geared towards 4-8 year old.  It was straight forward and there was no need for any instructions.

      I have really fond memories of playing games like this when I was really young...especially the elephant/ butterfly catching game! I think the opportunity for kids to have early learning (counting, colors, shapes, etc.) is so important.

      https://youtu.be/bBWJZIbUJOA

    1. Like any circuit, miners give off heat when they're operating. Bitcoin miners are designed to run at full power all the time, which means they give off a lot of heat.Enthusiasts like to emphasize the impressive math involved in keeping Bitcoin secure, but what really holds the whole enterprise together is game theory based on the assumption that the participants are rational actors. The Bitcoin system thus relies on  mathematics, computer science, economics—and anthropology.The exact amount is tricky to compute, because the efficiency of individual miner varies, and each locale in which they operate draws power from different sources at different levels of expense.A hash is the work it takes to solve an equation in the Bitcoin mining process; a gigahash is a billion of them.

      Love this clarification, going to use this in my exploit!!

    1. It must take some serious commitment to become a regular or leader!

      That's a cool feature of the space. It is similar guild ranks in pretty much any MMO game like World of Warcraft. Guild members can be promoted by the owner of the guild, giving that member more responsibility and ways to contribute to the guild.

    1. held by ignorant or intolerant groups like NOM or IOF. Giving those people the chance to vent frustrations in a simulation is awesome

      I think it is brilliant. Use the game to send a message and take out some agression at the same time. Since it isn't purdent to smack ignorant people upside the head in real life.

    1. I think what we learn from them is unique for everyone. With so many variables to consider, how can we really measure the impact games have on learning, therefore, shifting society’s opinions about new media?

      I think our attitudes toward assessment have to change along with our ideas of teaching. I feel it is difficult to evaluate a students' understanding of an idea through game-based learning with a straightforward quantitative test.

    1. The user is presented with a dashboard that shows the statistics for different camp supplies and options for decisions that are made three times during the span of one day in game.

      This sounds a lot like the various Sims games. Perhaps Sim Protest is just over the horizon.

    1. Everyone just runs up and down the field and, every once in a while, a ball accidentally goes in

      she has obviously never played soccer, players run over 5 miles a game and have to focus on a lot of strategy , the ball RARELY goes in by accident

    2. No other "sport" ends in as many scoreless ties as soccer.

      a tie leads to penalty shoot outs. Penalty shoot outs are one of the most exciting and nail biting moments of a game!

    3. very few scoreless ties -- and it's a lot harder to score when a half-dozen 300-pound bruisers are trying to crush you.

      assuming that a score is needed to make an interesting game. also, normalizing violence

    4. After a football game, ambulances carry off the wounded. After a soccer game, every player gets a ribbon and a juice box.

      are you seriously advocating for increased violence in sports? what kind of sadism do you derive from watching wounded players!!!!!

    5. This was an actual marquee sign by the freeway in Long Beach, California, about a World Cup game last week: "2nd period, 11 minutes left, score: 0:0." Two hours later, another World Cup game was on the same screen: "1st period, 8 minutes left, score: 0:0.

      good for ethos i guess

    6. After a football game, ambulances carry off the wounded.

      soccer is a contact sport played with no helmet or gear, concussions, torn acls, and broken legs are common in soccer

    7. r about the length of the average soccer game

      in soccer it is 45 minutes of constant action, unlike baseball or football where there are commercials constantly and long periods of rest

    8. After a football game, ambulances carry off the wounded.

      football is a very dangerous sport but the level of danger present in a sport is not an indication of merit

    1. Plagiarism exists here, Javin. If you use the exact words from a source, like "...was established to recognize and immortalize the greatest players and coaches of the game," you must put quotation marks around the phrase/sentence and in-text citation

    1. Many women directors who produced films during the last decade had been working on televi-sion series.

      I think this is very interesting since in the past there has been a general sense that working in television is often seen as something "lesser than" working in the film industry. However, I feel like in the US today, the production value, in particular the directing skills, in television has increased incredibly (with major shows like Game of Thrones and Breaking Bad). Thus, major Hollywood directors have actually begun to move in the opposite direction as described in the article and go from films to TV. I wonder if this trend will also seep into Turkey's film and TV culture? If it did then perhaps this career path for women (moving from tv to film) may change with it.

    1. This makes trivia challenging however, I think the real challenge is working together to agree on a final answer.

      Did anyone take the lead in the game to be the "final answer" person? Switch off rounds to be the final say? Or was it a majority rules approach?

    2. Each team gave themselves a name, which is what the MC used throughout each round.

      What was your team name?!?

      Where there a lot of spectators? Have most people played before or were that a lot of newbies? I would imagine this changes the game.

    1. Rick Hardy

      As president of the North West Territories Metis Association, Hardy represented a group of people who were of mixed First Nations and European ancestry. His people “belonged to neither White nor Indian societies” (Podruchny). As he put it, being Metis meant that “white[s] and Indian[s] accept you on the surface, but reject you from the heart and soul…For a while we did what we thought was a smart thing; when with the Whites we were White; when the Indian came, we became Indian, but this could only go on for so long without splitting ourselves apart trying to be two people” (Podruchny). The government regarded them likewise, establishing a separate Half Breed Commission that negotiated treaties with the Metis separately from the purely indigenous First Nations Peoples. Unlike those peoples, the Metis were given a choice. The Metis were given the decision to take treaty like the First Nations people, and thus be considered Indians by the government, or settle their land claims in exchange for scrip which entitled the holder to a one-time payment of $240 or 240 acres of land. The second option was an attempt to directly assimilate them into European society; separating them from their indigenous heritage and claims to traditional lands. Subsequently, most of the Metis chose to take treaty. It is important to note that this decision was given to individuals and not the band as a whole as with the First Nations Peoples’ negotiation of treaty. The fact that government trusted individual Metis to make decisions for themselves and their families as opposed to requiring meetings with full First Nations bands led by their senior leaders demonstrates the higher level of respect and trust that was granted to the Metis than was given to the purely indigenous people.

      Camp scene including one Metis man and two Metis women (1918) From the Library and Archives of Canada

      Both the First Nations People and the Metis who took treaty did not interpret the treaty agreement as a forfeit of their traditional lands or aboriginal rights such as hunting and fishing. But during World War Two, government presence and thus tension in the region increased as the Canol Pipeline and Alaska Highway were built through traditionally aboriginal lands. After the war, the presence did not recede. At this time “there were still more sustained interventions in Dene and Métis societies, including the introduction of compulsory schooling, more health care, social housing, and measures to encourage Indigenous Peoples across the north to settle in communities” (Abele). Thus, groups of Indigenous People “had begun to organize politically in the 1950's and 1960's in response to the increased level of postwar state intervention. Some of their concerns were longstanding (inappropriate game law enforcement) while others were a response to the social engineering measures implemented after the Second World War” (Abele). Therefore, tensions over government intrusion on aboriginal lands and rights in this region were already high when the Mackenzie Valley Pipeline was proposed, setting the stage for a significant resistance movement by Indigenous Peoples.

      1. Abele, Frances. "The Immediate and Lasting Impact of the Inquiry into the Construction of a Pipeline in the Mackenzie Valley, 1974-77." Commissions of Inquiry and Policy Change: A Comparative Analysis. Toronto: University of Toronto Press. (2013).
      2. Ens, Gerhard J., and Sawchuk, Joe. From New Peoples to New Nations : Aspects of Metis History and Identity From the Eighteenth to the Twenty-first Centuries. Toronto: University of Toronto Press, Scholarly Publishing Division, 2015.
      3. Podruchny, Carolyn, and Thistle, Jesse. "A Geography of Blood: Uncovering the Hidden Histories of Metis Peoples in Canada." Spaces of Difference: Conflicts and Cohabitation (2016): 61-82.
    2. Migratory Birds Convention Act

      This legislation was established to protect birds that migrated between the United States and Canada. It established closed seasons during which these birds could not be hunted in either nation. This is highly contested because of its adverse effects on some of the First-Nations People of Canada who viewed it as a breach of their treaty with the federal government. Notably, however, “Key provisions of the Migratory Birds Convention Act (1918) were not intended to apply to native hunters when originally drafted” (Gottesman). Thus, the restrictions on First-Nations People, which is the most conflicted part of the legislation, may have actually been unintentional. It is possible that “[The] violations of aboriginal and treaty hunting rights were simply overlooked by policymakers during the negotiation and legislative drafting process” (Gottesman). The act was written and ratified by the two nations involved in addition to Great Britain on Canada’s behalf. Thus, it is possible that the cause of the issue was complications involving the number of nations that collaborated on the act. Multiple nations writing and passing a law together makes the law-making process even more complicated than it already is. They can have different motives in making the law and therefore want it to focus on different things. The problem that the act created mainly affected the Indigenous Peoples of Canada as opposed to those of the United States. Thus, an exemption for indigenous hunters may have been excluded from the wording by the United States policymakers in one of the many drafts of the act and never added back. Even if this is true, it shows a serious lack of awareness and concern by Canadian policymakers for the well-being of First Nations Peoples and the sanctity of their treaties with them.

      Hunters hanging geese and ducks at camp From the Canada Science and Technology Museum Gallery

      The image above depicts white Canadian hunters. Presumably, with game birds that they shot on that day and the rifles they used to shoot them. In the photograph there are four large birds between the two men. It is a fair assumption that each man does not need two birds per day. Thus, this image depicts how white hunters could kill more birds than was necessary for survival. In conjunction with dwindling populations of these birds, this shows a need for legislative interference to protect such birds from over hunting. Even though these hunters did not necessarily need the birds, others did. First Nations People often depended on these animals for survival. In addition, they had less access to advanced technology like the hunting rifles seen in this image because of their economically disadvantaged situation. Because of this, they had a harder time hunting enough food to survive. Their predicament only worsened as the population of game birds declined. Therefore, an exemption in the act for indigenous hunters would have been not only fair but imperative for these people who were already disadvantaged.

      1. Bissonette, John A., and Krausman, Paul R., “Integrating people and wildlife for a sustainable future,” Wildlife Society, 1995.
      2. Foster, Janet, Working for Wildlife: The Beginning of Preservation in Canada (Toronto [Ont.: University of Toronto Press, 1998)
      3. Gottesman, Dan, “Native Hunting and the Migratory Birds Convention Act: Historical, Political and Ideological Perspectives,” Journal of Canadian Studies 18, no. 3 (August 1, 1983): 67–89, doi:10.3138/jcs.18.3.67.
    3. Fort Good Hope

      Fort Good Hope is a community located Sahtu Settlement Area on the Mackenzie River near the Artic Circle. About 585 people live in the community within approximately 180 households. The main food source in this community is harvesting. Of this harvesting, meat is a major part of the communities diet, as there was an annual harvest of 100 kg of edible country meat per capita (McMillan and Parlee 436). The sources of this meat were barren-ground caribou, moose, fish, small rabbits, birds, and woodland caribou. These results were found from a harvesting survey conducted between 1999 and 2002. Of the people who took this survey, 106 reported harvesting large game (including caribou or moose) between 1999-2002. Of these 106 people, only 26 of them were responsible for 70% of the large game harvests. In Fort Good Hope, community hunting strategies may be increasingly important, specifically in the context of highly variable resources and inactive communities. These hunts are typically sponsored by local offices such as the Band Council and Land Corporation, yet they are better characterized as the result of the community assembling its resources. In 2009, the Fort Good Hope autumn community hunt had no payments to harvesters and used a more decentralized system of sharing meat premised based on the fact that the harvesters were more willing to share. Barley is difficult to cultivate at Fort Good Hope, as it is easier to nurture in the valley of the Mackenzie River. On the Mackenzie River, “a few turnips and radishes, and some other culinary vegetables, are raised in a sheltered corner, which receives the reflection of the sun’s rays from the walls of the house, but non of the cerealia will grow, and potatoes do not repay the labour” (Chambers 165). The population at Fort Good Hope and its surrounding area is split into two major groupings of Indians and Whites. These groups are very diverse, as the only thing that brings them together is a poorly organized community club. Other than this community club, there is no traditional structure of social action that brings the various segments of the community into one working social organization. There is an emerging community pattern in Fort Good Hope, that the community decisions are made by the local white residents. The Indians, “are forced by the economics and traditional patterns of their adjustment to the local habitat to maintain a very low level of integration with the Fort” (Balkikci and Cohen 42). Not until there is there is a palpable economic basis for residential life in the Fort Good Hope, the Indians participation in the community life will remain minimal, and the community itself will remain a post or trading centre.

      http://data2.archives.ca/ap/a/a100410-v8.jpg

      Finnie, Oswald S. Group at [Fort] Good Hope, [N.W.T.] 1921. Indian and Northern Affairs. Departmental library albums. Library and Archives Canada.

      McMillan, Roger, and Brenda Parlee. "Dene Hunting Organization in Fort Good Hope, Northwest Territories: "Ways We Help Each Other and Share What We Can"" Arctic 66, no. 4 (2013): 435-47.

      Balikci, Asen, and Ronald Cohen. "Community Patterning in Two Northern Trading Posts." Anthropologica 5, no. 1 (1963): 33-45.

      Chambers, Ernest J. The Unexploited West: A compilation of all the Authentic Information Available at the Present Time as to the Natural Resources of the Unexploited Regions of Northern Canada. Canada: Library of Alexandria. (2016): 165.

  2. loganpriess.wordpress.com loganpriess.wordpress.com
    1. Telling a story over the course of many dozens of hours is a huge and incredible feat unto itself, and by virtue of both well-written characters and the amount of time a player spends with the characters

      It is safe to say that this series of games could be condiered a franchise? Do you think other players of the game, have been enticed to play the other editions in the series, like yourself? Longetivity is a huge success, especially when there is an abundance of games.

    2. That narrative momentum, that sense of awe and mystery at what will happen next—it plays into the deeply human trait of storytelling and pulls you along through all of the hours of gameplay.

      This is a great takeaway regarding recent games, especially because most games do not have a very deep storyline. But I agree the greater the storytelling aspect, the better the game, because you are pulled in to not just learning the mechanics, but rather interacting in a more meangingful way.

    3. This personalization is a crucial part of Andromeda, as the player makes the choice of how their character responds—both in dialogue and in action—to a huge number of difficult decisions.

      Do you select how to which they will respond within the game only in the beginning, or can you modify as the game progresses?

    4. I have perhaps 40 hours into the game, and I’m probably not quite at the halfway point yet).

      What is the milestone or metric, that you can say you have not even reached the 1/2 way point? Is it from the number of levels in the game?

    5. I’ve been looking forward to this game for almost five years now.

      Did it take you 5 years to play the game, or was this edition just recently released? How did you originally learn about the series?

    1. This took me some trial and error to get right, as I would have to test my game, fix any unintended actions, and test it again. This resulted in a lot of playing around and I was pretty happy with the end result.

      Overall, I'm very impressed with the fact that you created the game. What was the main challenge you faced?

    2. It can be as challenging or in-depth as the player wishes.

      I definitely find this an advantage to a game - some players want to make the game easy for them to accomplish at first, while others are ready to be challenged right from the beginning. Do you find that most players move in a progressive matter, where they start easy and not in-depth and work their way up?

    1. Games can be a great way to provide an engaging environment for “role playing, narrative arcs, challenges, and interactive choices [where] players may be required to analyze, synthesize, and use critical thinking skills in order to play and execute moves” (Dickey, 2005).

      How does the game you play model this?

    2. I thought I would create a video Play Journal entry

      I never would have thought of doing something like this - really great idea! Probably gets the idea across better than the writting jounral entry does because we are "living" the game by watching your video! Really, really cool!!!

    1. he problem with finding groups through the in-game search is that parties often require players to share their loadout (armor, weapons, stats) before they can join. More often than not if you’re anything other than awesome, you’re not getting a group.

      Same thing with Warcraft.It's irritating.

    1. The next morning, a local game warden would find their bloody, lifeless bodies on the side of the road.

      Even though this is a nonfiction work, this has the feeling of a plot twist.

    1. The fact people pay to watch others play video games baffles me, yet being fully immersed in a football game does not come easy to me either. However, I still respect the effort being put in by the athletes.

      This shows that author wrote this article objectively. If I am going to write a article like this, it will be hard for me to write objectively, cause I love videogames so much.

    2. n eSports a person controls in-game characters or objects to utilize them and accomplish tremendous feats.

      According to my personal experiences, eSports is more than controlling a character, it shows the love of the gamer and shows the furious competition during matches.

    1. What can you do to support these efforts? Find organizations that understand the solutions for poverty and environmental degradation are interconnected and support them with your money, your time, your effort. Future generations matter. Long-term sustainability matters. But we will not win the long game if we do not recognize that protecting the lives of children today matters more. It makes us better people. It makes us better environmentalists.

      In general, Jamie wanted people acknowledge that we need long term sustainability, because it is important.

    1. Marco Polo. Mocks the blind.

      They are literally listing every game should be banned because of the same stupid reasons they banned dodgeball. This is a great source.

    2. Referring to any child as it is demeaning and hurtful.Instead of the child hollering, "You're it!" we recommend,"You're special!"

      This is probably one of the stupidest (and funniest) thing I have heard in a while. I see no difference between the two phrases for this game.

    3. Many more arethinking about it, like Cecil County, Md., where the schoolboard wants to ban any game with "human targets."

      Do you think this will include academic games? Like at a spelling bee or geography bowl they point questions at human students and expect them to answer them.

    1. Love can transpose to form and dignity. transpose (v.) change, alter, transform MND I.i.234  Love looks not with the eyes, but with the mind, MND I.i.235  And therefore is winged Cupid painted blind. MND I.i.236  Nor hath Love's mind of any judgement taste; MND I.i.237  Wings and no eyes figure unheedy haste. figure (v.) 1 symbolize, represent, portray unheedy (adj.) unheedful, headstrong, reckless MND I.i.238  And therefore is love said to be a child MND I.i.239  Because in choice he is so oft beguiled. oft (adv.) often See Topics: Frequency count MND I.i.240  As waggish boys in game themselves forswear, forswear (v), past forms forsworn, forswore 1 swear falsely, perjure [oneself], break one's word See Topics: Frequency count waggish (adj.) playful, mischievous, impish MND I.i.241  So the boy love is perjured everywhere;

      Helena's thoughts on love in reference to Demitrius.

    1. If scientific reasoning were limited to the logical processes of arithmetic, we should not get far in our understanding of the physical world. One might as well attempt to grasp the game of poker entirely by the use of the mathematics of probability.

      Interesting to note the boom in poker coincides with a more data-driven approach to general society.

    1. In effect, a network of powerful research institutions help populate the editors and editorial boards of a large, yet minority, number of scientific journals in the world. They are mainly the journals indexed in the Web of Science or in Scopus. Together, these journals are engaged in an endless system of competition that is supposed to energize research globally, and serve its intrinsic objectives. In actuality, the system acts as the pressure system that, in rich countries, keeps armies of scientists in line. Choosing a particular journal, with its specific impact factor, has something to do with career opportunities and advancement, not with quality. Fitting oneself as well as one can within the collective forcefield of these journals is how one manages a career, advances in it, or merely survives in the game thus defined. The point is that the evaluation rests on the proxy of the journals. Whether the communication system and the reputational system of science should be one and the same is the fundamental question that must be brought to light, debated, and ultimately replaced by a different structure. Science needs two independent layers. In the first one, the optimal dissemination of scientific knowledge can be allowed to take place freely. Call it the “net neutrality” of the Internet of the mind. In the second layers, the process of evaluation canproceed,as it should, i.e. on the values and objectives of the research communities themselves,not on the manipulated metrics favoured by publishers.

      Brilliant description of the status quo in higher ed research. I'd argue it applies to the humanities as well.

    2. muddying the water is certainly part of the game plan, as is offering a benign facade to the world, and particularly to politicians. However, this is merely tactical and, as such, a weak hypothesis. Better is it to see that the publishers are indeed intent on blocking forms of Open Access that they see inimical to their business, while, at the same time, promoting their own version of Open Access. That is what must be understood with the publishers’ version of Open Access. Its function is to increase revenue streams.

      Right. Follow the money. Nothing else matters in a market economy. Note in particular the strategic hypothesis vs. the tactical hypothesis. Nice.

    3. Administrators of universities and research centres, Janus-like, tend to present themselves to the world in ways which are not always entirely coherent. For example, in evaluating researchers for promotion, tenure and funding, administrators tend to rely on the usual, familiar elements that are deemed to characterize a “good” or “not so good” career. Publishing in highly visible, prestigious journals is such an element. As a result, researchers seeking promotion or tenure will play the game accordingly by publishing their papers “where it counts”. All this, of course, reinforces the warped manner in which symbolic capital, visibility and prestige are currently generated in the scientific communication arena. The journals that do best in this kind of competition will tend to see their impact factor increase, and this will illogically be interpreted as an increase in quality. For the administrator such an outcome also appears positive because the institution under his/her stewardship is ranked by various organizations, and most of them also look at where the faculty publish.

      A vicious cycle.

    1. This game has never been played. If anyone ever does, let me know what happens.

      Doesn't this game, if played with real memories: assign subject value to others' experiences? If with fake memories: How would one make this interesting if anything goes?

  3. literaryanalysisscsu.wordpress.com literaryanalysisscsu.wordpress.com
    1. her individuality

      I feel like I kind of understand this feeling. Sasha might not think it's enough just to exist and have posessions; nobody else, in her mind, is a functioning klepto, so why not make a game out of it and assert herself with this unique "trait." But why does she do it? Does this stem from a childhood issue in which she had to steal to prove tougher than others?

    2. Pre-wallet, Sasha had been in the grip of a dire evening: lame date (yet another) brooding behind dark bangs, sometimes glancing at the flat-screen TV, where a Jets game seemed to interest him more than Sasha’s admittedly worn-out tales of Bennie Salazar, her old boss, who ran a record label and also (Sasha happened to know) sprinkled gold flakes into his coffee—as an aphrodisiac, she suspected—and sprayed pesticide in his armpits.

      It's almost like she is trying to find a father like presence in her life because she never had one. Her father left her at the age of 6. In this paragraph you can see that she has trouble engaging with men.

    1. will also grant another perspective on how golden ages are made and what they represent.

      How? Again, what is desirable about this medium? And what makes it particularly important when discussing the golden age and pastoral? You can be a little theoretical here, too. If the golden age is a time of prosperity--a time that has never truly occurred--how does the artificial space of the video game appeal to this?

  4. entuedu-my.sharepoint.com entuedu-my.sharepoint.com
    1. Seeded sections produce higher quality annotation

      I imagine these seeded annotations would not only promote deeper thinking but also inspire students to "up their game" in terms of the quality of their own posts.

    1. According to the social learning theory developed by Albert Bandura, professor of psychology at Stanford University, “exposure to video game violence [can] evoke behavioral mimicry, reinforce already existing aggressive habits, and increase internal arousal. In turn, this internal arousal [can]

      I like the credibility he gave here, and cited.

    1. not be-cause he has been severely beaten but because he has been beaten, then Signified upon

      To be physically beaten is a set-back, but to have been verbally tricked by the monkey is a much threatening offense, because it has cut through his presumed power and revealed his vulnerabilities. This is the danger signifyin(g) poses, in that it exposes the game of signifying.

    1. About the Mountain Dance and Folk Festival

      I love the layout for the page and they're no grammar issues I see. I like how you can navigate through tabs either at the top of the game or the sides. If anything I would maybe put a bit more into the "mission statement" as to what what the website is about/wishes to achieve.

    1. Not everything can be as controlled and clean cut as Bartle depicted. 

      I agree, have have different motivations depending on the genre of game as well. I think in MMORPGs, I have had all four of those motivations listed above.

  5. Mar 2017
    1. Red Rover. Inappropriate labeling of children as animals. Also,the use of the word red evokes Communist undertones.Sardines. Unfairly leaves one child alone at the end as theloser--a term psychologists have deemed unacceptable.Hide-and-seek. No child need hide or be sought. The modern childruns free in search of himself.Baseball. Involves wrong-headed notions of stealing, errors andgruesome hit-and-run. Players should always be safe, never out.Hopscotch. Sounds vaguely alcoholic, not to mention demeaning toour friends of Scottish ancestry.Marbles. Winning others' marbles is overly capitalistic.Marco Polo. Mocks the blind.Capture the flag. Mimics war.Kick the can. Unfair to the can.

      Bam. So, if you think about it, any game children play could be labeled as " inappropriate". So really if the want to ban dodgeball, you should ban all of these and we can play " Smear the Mirror".

    2. dodgeball is one of the first opportunities in life tofigure out which one you are and how you're going to deal with it.

      I actually think this is true. When a child loses or wins a dodgeball game its a huge deal. They begin to get a glimpse of the social world they have been thrust into, willingly or not.

    3. NPR-listening, Starbucks-guzzling parentswant. They want their Ambers and their Alexanders to grow up in acozy womb of noncompetition, where everybody shares tofu andLittle Red Riding Hood and the big, bad wolf set up a commune.

      C: This seems somewhat harsh because I don't think that the parents who don't like dodge-ball want their children being in a completely safe and protected environment. Some of them could just want to make sure their children don't get hurt both physically and emotionally while playing the game.

    4. most of it smile

      (S) So far, Rick is telling how schools shouldn't ban dodge-ball because the game helps build confidence. He shows an example of this when he told how a boy from his past school was proud after he had thrown a dodge-ball at a school bully more than twice his weight.

    1. That argument may sound in costs, but in the wider context procedural wrangling cannot be allowed to be productive of injustice. Litigation is not solely about the interplay of rules which carry little or no consequences, as in a game. The results of litigation seriously affect the parties to that litigation and the legal system strives to afford relief not to those who are best at its manipulation but rather to pursue the cause of justice. At all times the Marist Brothers knew that they were being pursued for vicarious tort liability in respect of their former member, Christopher Cosgrove. As in other cases, the CCWS decision being a case in point, it would have been possible for that order to have presented evidence with a view to assisting the judge as to a proper determination. It is less than satisfactory for civil cases to be defended on the basis of some parallel with the right to silence in criminal law.

      Refusal to engage properly with litigation

    1. Making something into a game does not automatically make it a more enriching learning experience.

      And games sometimes lack enriching learning experiences too. That is something I think most game companies don't hire for yet, educational developers, which I think could make their games far more enjoyable for players.

    2. Games can lead to insight and reflection. Play, however, opens space for discovery and creativity. My students’ Jeopardy game encouraged rote memorization and winning. The Monopoly/Farmville game play, on the other hand, initiated real discussion, investigation, and action.

      This. And as a new age game designer, this is also super important in making games that people love and learn from, its not always about something instant, but about a deeper experience of learning. It doesn't matter if you are fighting a space faring galactic monstrosity, or writing collaboratively with other students to make a wiki article, the actions become more than themselves.

    3. Exploration and rules need to be able to coexist productively for my kids, not for the software company.

      I think some games do this well, Tropico 5, Minecraft, Robocraft (vehicle/robot fighting game!!!). But it still is not part of most, and rarely does it let you redefine the rules. Although having such freedom would be exciting.

    1. This is what he remembered. Heat. A baseball field. Yellow grass, the whirr of insects, himself leaning against a tree as the boys of the neighborhood gather for a pickup game.

      What is the significnce of this memory?

    2. This is what he remembered. Heat. A baseball field. Yellow grass, the whirr of insects, himself leaning against a tree as the boys of the neighborhood gather for a pickup game.

      I wonder why this specific memory is what he remembers. Does this say something about him??

    3. This is what he remembered. Heat. A baseball field. Yellow grass, the whirr of insects, himself leaning against a tree as the boys of the neighborhood gather for a pickup game.

      for some reason, this memory is extremely important to him, if this is what he thought about moments before death instead of his family.

    1. environment of accountability

      I really like the way you phrased this. Other collaborative projects also seem to bear out the fact that students feel motivated to up their game when the know that their work will be analyzed and evaluated by their peers.

    1. Simulation-based pedagogy offers an experiential learning process that emphasizes repeated action, reflection, accommodation, and testing.

      There are a possibilities for using simulation and game-based pedagogies across the curriculum, I believe ... your experience speaks to the benefits that can come from such strategies.

    1. Martin, Douglas. “On Canada’s Northern Rim, Hope for ‘the People'” The New York Times, November 3, 1983

      The NYT article from 1983 discusses the lives of a few Inuit peoples and how they have been treated by the Canadian government. The author talks about the movement of many Inuit and indigenous peoples from poverty stricken Quebec to a city called Resolute in the Northwest Territories. Here the Inuit and other indigenous peoples are close to the shore, and can hunt game such as seals for sustenance and survival. I believe this article will be useful due to the firsthand accounts of an Inuit leader named Mr. Amagoalik on life in the Northwest Territories.

    1. I’m Bill Peek

      the main character throughout the story , he is the one that has the AG-12 around his head, and takes part in a video game "reality" that pushes him to see all the negative aspects of both the world and government through the use of tecnology

    2. You carry on, lad,” the old woman said. “We won’t get in your way. He can see it all, duck,” she told the girl, who paid her no mind. “Got something in his hands—or thinks he does.”

      The boy while in the real world has a device that puts him in a different reality. It may be some sort of violent game.

    3. Bill Peek nodded his head, once rightward, twice leftward. Knives shot out of his wrists and splayed beautifully like the fronds of a fern.

      This makes me think Bill didn't nod his head yes, but instead as part of a cheat code for the game. (up,down,up,down,right,left,left) for wrist knives.

    1. It’s the passionate machismo of southern Europe versus the intricate clinical artistry of the north.

      The author makes the match up between these two player seem more than just a game. A lot of times people who love a sport view it more than just a game and the author does a good job of making the game seem larger and more important than what non-sport watchers see.

    1. doing becomes believing

      I think this is very relevant to what we discussed in class today, especially when thinking about pregame rituals in the context of sports. Every player has something unique to them that they do before a game to feel prepared and be able to perform well. I can remember before every at-bat when I played baseball in high school, going through some silly warm up ritual (picking up dirt, swinging a certain number of times, making sure my glove and hat were in a specific spot of my choosing, etc.). Did this have an actual impact on my performance? Not directly, but feeling like I had good luck gave me a sort of comfort and freedom to do my best. This is just a real world example of how rituals are present in our lives outside of religious settings, but still play an important role.

    1. game. Further questioning their decision of removing violence making each action they’ve commit carries no consequences

      this is one idea, don't separate them into diff sentences

    1. This is as if you’re playing paint ball however that is not the case in the game when they’re using real guns shooting people, this could question Germany’s censor position either it is ethical to devalue the consequence of killing.

      run-on sentence, too long. break it up. also, you need to explain more clearly the last statement on devaluing death. the way you have written this sentence makes it very hard to understand what you are trying to say.

    2. In this section, the paper will be showing a few examples of what clever ways developers have been toying around with the idea of a non-violent version of their game.

      this point makes it sound like its all going to be very descriptive, rather than analytical.

    3. Game developers under pressure, have to comply with the German censorship, in their game there are some hints has made a few statements about what their definition of “portrayal of violence” is.

      this sentence is too long. break it up

    1. tone of the game

      the "tone" remains the same, in my opinion. definition of tone: "the general character or attitude of a place, piece of writing, situation, etc." I think you mean the storyline or something similar to that.

    1. The game-play is evident that according to a game reviewer Erik Wolpaw on GameSpot a reputable game review site

      this is a run-on sentence, break it up with commas or separate it into different sentences.

    1. Everything looks fine in the menu, but when you start the game the screen goes black and only audio is recorded

      Technical glitches...always the biggest drawback of technology. If you're on Win10 I find the built in game recording feature to be really nice.

    1. This might include setting the grass on fire to burn enemies or pushing a boulder over a cliff that crushes the enemies below.

      That's really cool that the game includes the ability to use tactics like this where the design of the landscape can be used not just strategically but as a weapon.

    1.  I had to then take this code and register the game on Minecraft’s website (Mojang I believe).

      I experienced the same thing with my choice of game. I was also amazed at how much spaced it required. It took up like 35 gb of space.

    1. Russian roulette

      Russian roulette is a game of chance, a gambling of one's life. Dworkin compares the life of a woman to this deadly game to force the audience of women to reckon with the inherent vulnerability of their very existence in a society in which they can be attacked and violated by men both outside at night and in their own homes.

    1. low user effort (i.e., that the required user action is quick and easy)

      I have my questions about this low user effort: to what level? Is it effort an attribute of the product? Let's take for example a video game, if it is too easy people will soon lose interest, get bored, if is too hard, people are going to feel frustrated and give up on the game. Also, are talking about cognitive demand (stress, attention, logical thought) or human resources (visual, auditory, tactile). There is a need to expand this criteria in terms of what is required from the user.

    1. A mind follows its path of least resistance, and it's when it feels easiest that it is most likely being its most creative. Or, as Mozart used to say, things should "flow like oil"-and Mozart ought to know! Trying harder is not the name of the game; the trick is getting the right concept to begin with, so that making variations on it is like taking candy from a baby.
    1. House is mansion where Lafayette once stayed. Torrinis showed us Lafayette’s room: now their “Fun Den.” Plasma TV, pinball game, foot massager. Thirty acres, six garages (they call them “outbuildings”): one for Ferraris (three), one for Porsches (two, plus one he is rebuilding), one for historical merry-go-round they are restoring as family (!).

      feeling of being ostracized as he notes all the luxurious items in the house

    1. video game use cuts across nearly all American demographics, with 27% of players being above 50 years of age and 44% of players being female

      Wow, the gaming generation is getting old!

    1. The Sims Resource

      Maybe this is the point of having so few options provided in game. Maxis, by now, probably realizes they have such a large fan-base filled with creators and designers that they figure they don't have to do all the heavy lifting. It also leaves these indy designers some freedom to try new things and stay invested in the game beyond what the original creators provided.

    1. The only thing I know is the process for growing the farm.

      Have you continued playing the game beyond this one instance? If so, what are your thoughts now?

    2. He wasn’t worried about an objective, he simply played.

      Is this perhaps the point of this particular game? With as juvenile as the app image seems, it makes sense in my mind that this would be a game more for younger people to just play.

    3. Yet I see this game advertised ALL THE TIME

      I wonder how much they spend on advertisements. Or the cost to acquire one player. I'm assuming from your journal, that the game was free. Is there bonuses or items/tasks that you can unlock through purchase? $$$

    4. Without a clear objective to Family Farm, I fail to see how intuitive learning can take place

      I think this statement is pivotal to your assessment of the game. It definitely sounds more like an edutainment game, rather than a strategic game. More of a time-killer, busy-work game than complex.

    5. There is a path for progress but to what end? Is the point to just build a farm, make money, and keep growing the farm?

      What mechanics are included in this game? Is it 1-player VS the game, or is there an opportunity to play versus other gamers? Are you part of a farming community?

    6. I became immediately frustrated because that is not how I want to learn a game.

      I agree. A few apps that I have downloaded have used this tutorial strategy as well. I, too, am not a fan. I would rather have a 20K foot view of the game play and not how to click and drag a particular item. To me that's no more instructional than how to slide your finger across your screen.

    7. There are also some unfinished tasks (such as building a dock or opening a fruit stand) that are available after unlocking later levels.

      So you can see the progress in terms of what has been completed, and what has not? Is this their way of incentivizing continued game play?

    1. But not every branch will have the Kodama you need

      What do you mean by this? This game came up on my recomendations list on Amazon lately and I am curious how some of these mechanics work :)

    1. How ego-centric networks could be applied to your research projects?

      If I were to apply ego-centric networks to my project, I would focus in on studying members of the game development community that have gone through a public education program to see if they have become more well-connected in the community since going through the program.

    1. "Literally you could kill the game. In this Trump era, there's an opportunity to show everybody that local politics reigns supreme. We can make our corner of the world outstanding."

      He wants all the local political figures to take their stand and change what Trump is doing

    1. and not in one-year rotations as so many aid agencies and embassies do.

      Why do these embassies and agencies have only one-year rotations? How is this an effective strategy for the company? And doesn't the company see that the schools that they build don't go anywhere? Since they're a business they look for ways to make progress, and surely they must be aware of these issues. Are they all just brainless business men? There should be someone sensible in the company, and maybe there is and the rest are just ignoring them. These Afghanistan embassies and agencies need to step up their game.

      -Ian

  6. loganpriess.wordpress.com loganpriess.wordpress.com
    1. collaboratively discover tricks and best practices and to actively exchange and adapt that information with other players, just as Stevens et al describe in two players exchanging ideas to progress through a different multiplayer platformer game

      Great coorelation and inference to our course readings.

    2. While the game is relatively “constrained” in the way that levels have consistent design and layout between playthroughs, the game also contains a great number of potential upgrades,

      Great job identifying the nuances between the perceived constraints versus the open-ended upgrades customizables.

    3. Risk of Rain is intentionally difficult

      How can you confirm it was created with the difficulty level intentional? Or is it a by-product of the complexity of the game and the metagaming to whcih you refer to later?

    4. on Playstation 4 and PS Vita

      I am not a Playstation user, but I was surprised that it is played on that console giving the graphics of the link I clicked in the beginning of the journal. Moral of the story....don't judge a game by a click.

    5. of the game to become a successful player.

      So one can advance in the game, but not necessarily be considered "successful" without the tacit rules? In your opinion, what is the incentive is being successful versus just playing?

  7. lolology.wordpress.com lolology.wordpress.com
    1. Cues help us define patterns and find ways to better interact with current or future events.

      What, if any, real-world take-aways did this game provide for skill translations? i.e., what similarites could you see this particular style of game play mirrored in an everyday activity or task.

    2. Kodama primarily operates on taking cues from the Kodama on your trunk card as well as the bonus cards you’ve been given.

      Was there much strategy to game play, in addition to game rules? For example, can you block your opponents next move? Or cause them to make an error?

    1. In the previous version of this game coins could be collected by watching advertisements.

      Interesting actually! What were your thoughts on this being a way to gain coins? What are your thoughts now that it is not a way?

    2. Companies may have not seen that as effective advertising but could have tried trading in-game currency for responses to marketing surveys, there by collecting valuable information and users the opportunity to collect more coins.

      I'm not a huge fan of microtransactions or in-app purchases, but would be interested in hearing your thoughts. Do you think this affects gameplay at all?

      I usually uninstall games when I find out they have those.

    1. This was the perfect game for me to have played during our Cycle 4 reading, merely because it does touch on issues such as race, representation, and certain aspects of “geek cultur

      Such a great connection to this cycle of work!!

    2. Not knowing what I didn’t know is certainly a limitation to learning. This is not a game that someone who isn’t at least somewhat familiar with tabletop

      Did you have to return to the rule book a lot? Did this negatively impact your play?

    3. At around a 30-45 minute game play cycle, it’s a game that isn’t easy to learn, but would be decently easy to teach others

      Seems like quite the time commitment. Would this limit new players?

    1. A game that is not intuitive and easy to use will simply not become popular.

      connotation and usage of familiar association in games (house = safe space, kitchen works like a kitchen etc)

    1. This is a game that will get a lot of replayability in my house, because it was easy, fun, and has the potential for more types of strategies even though we got pigeonholed into just a few our first time playing it through.

      How long did a game end up lasting? Would it be better with more players or not?

    2. Coins are the currency of Waterdeep, but they are almost a worthless currency as they are only used to buy buildings.

      Can this help you earn a victory or does this not really add anything to the game?

    1. t Temple University, Steinberg has been studying another kind of judgment: risk assessment. In an experiment using a driving-simulation game, he studies teens and adults as they decide whether to run a yellow light. Both sets of subjects, he found, make safe choices when playing alone. But in group play, teenagers start to take more risks in the presence of their friends, while those over age 20 don't show much change in their behavior. "With this manipulation," says Steinberg, "we've shown that age differences in decision making and judgment may appear under conditions that are emotionally arousing or have high social impact." Most teen crimes, he says, are committed by kids in packs.

      Experiment done with teens and adults about whether to run during a yellow light. Both are making safe decisions, but once teens are with others in the car their runs get riskier whereas the adults their runs did not change as much.