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  1. Last 7 days
    1. a strategy game for me is mostly about the mechanics and the replayability. I love good art and design, but function follow form!
    1. It’s about holding on to the idea that the players can control the game, and not the other way around

      Ik zie nieuwe generaties minstens zo actief bezig zijn met virtuele werelden. Minecraft, Sims, Roblox, zelfs games als Super Mario Maker. Er zitten nu wel meer financiele afhankelijkheden aan (Robux etc) maar de creatieve en creeërende internetter is er nog altijd.

  2. Feb 2021
      • Establish the number of Rubik's cube combinations.
      • Establish "algorithm" capabilities based on the x12 "impossible" cubes.
      • "Signmaster notation" for describing algorithm moves.
      • x2 links to youtube tutorials.
  3. Jan 2021
  4. Dec 2020
    1. The settlement of the res-titution claims made by the Italian government against the Metropolitan Museum of Art in New York, the Getty Museum in Malibu, and the Cleveland Museum of Art and the return to Italy of looted antiquities raise ques-tions about the integrity of some museum directors and trustees – well-informed people whom one would expect to be the guardians and defenders of the past, not par-ticipants in the commercial processes which lead to its destruction.

      The museum directors definitely should know and have some subject area expertise here, but likely the trustees wouldn't have. While the museum directors should educate them, the financial position the trustees have will almost always tend to drown out the better angels of the museum directors who rely on those trustees' support.

      Part of the question is how to redesign the structural support underpinning the system to help ensure more ethical outcomes.

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    1. Months and a lot of play-testing later and we are excited to present The Big Lockdown, a tongue-in-cheek card game inspired by people’s experiences during the global pandemic.
  5. Nov 2020
    1. (15x) ENJOYMENT: Forgettable Outstanding(10x) DEPTH (IN RELATION TO COMPLEXITY): Lacking Meaty (5x) LUCK FACTOR: All Luck All Skill (3x) REPLAYABILITY: Nil Limitless(10x) MECHANICS: Boring Interesting (4x) PLAYER INTERACTION: Low High (4x) PLAYER COUNT PERFORMANCE: Not Balanced Balanced (2x) GAME LENGTH: Too Short/Long Just Right (2x) CLARITY OF RULES: Mud Crystal (5x) COMPONENT QUALITY: Cheap World ClassINITIAL RATING (sum(Criteria Rating x Criteria Weight)/Total Weight) = 7.7

      rating scale evaluation

    2. STATUS: Play

      status

    1. Instead, I want to make a seemingly obvious game theoretical point. In a country with a balance of power between two or more parties, nobody but the most cavalier ideologues are going to stick their necks out for “The Resistance” when they know that there is a high probability that a Trumpist DoJ could subsequently prosecute them. (For that matter, several Chicago poll workers were convicted and went to jail in 1962). To enact large-scale fraud, you need to convince underlings to collude, but this only happens if they can be sure that they will not be put out to grass later. The GOP can’t credibly offer such guarantees, so there won’t be many people rushing to stick out their neck out for Trump. This also works in reverse, which is why back in August, I similarly dismissed Resistance fantasies that the Bad Orange Man will orchestra mass electoral fraud to keep himself in power:

      Here Anatoly Karlin makes a game theoretical argument that in a system with two or more adversarial, equally powerful parties, there's a self-preservationist incentive not to take a risk with something like voter fraud. The risk being, that the other party might find out and prosecute you.

      To be able to pull it off you need to be able to make guarantees that the colluders won't be prosecuted, and neither party can make such guarantees.

    1. Today, thanks to the GOP, compromise has gone out the window in Washington.

      Would a tit-for-tat strategy be a useful one for Biden? Perhaps leveled at individual people if not the Republican party as a whole?

    1. This reduced user friction has begun to extend the implicit threat that used to come with federated services into centralized services as well. Where as before you could switch hosts, or even decide to run your own server, now users are simply switching entire networks.

      The implicit threat of federated architectures is also emerging in centralized services. It emerges there because the core of the social network, the address book, is saved locally (i.e. federated). This makes it easy for users to switch networks, and this ease keeps the providers honest.

    2. Given that federated services always seem to coalesce around a provider that the bulk of people use, federation becomes a sort of implicit threat. Nobody really wants to run their own servers, but they know that it might be possible if their current host does something egregious enough to make it worth the effort.

      The implicit threat of federation

      In a federated architecture, most users tend to coalesce around one provider. Few actually want to run their own server, but the fact that that option exists, acts as an implicit threat which keeps the current host honest.

  6. Oct 2020
  7. www.kickstarter.com www.kickstarter.com
    1. Gavin McGruddy of MyAutoma has uploaded a great browser-based demo of the Cascadia Solo Mode, so that you can try it out for yourself

      someone other than publisher developing adaptation of a game

    1. It’s difficult to say that the prosperity gospel itself led to Donald Trump’s inauguration. Again, only 17 percent of American Christians identify with it explicitly. It’s far more true, however, to say that the same cultural forces that led to the prosperity gospel’s proliferation in America — individualism, an affinity for ostentatious and charismatic leaders, the Protestant work ethic, and a cultural obsession with the power of “positive thinking” — shape how we, as a nation, approach politics.

      Power of Positive Thinking is a book by Norman Vincent Peale and provides the direct link to influence on Trump here.

      Also interesting to note the 17% number which can potentially be a threshold level for splitting a community or society from a game theoretic perspective. (Note: I should dig up the reference and re-read it.)

    1. game theory

      Game theory is the study of mathematical models of strategic interaction among rational decision-makers.[1] It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed zero-sum games, in which each participant's gains or losses are exactly balanced by those of the other participants. Today, game theory applies to a wide range of behavioral relations, and is now an umbrella term for the science of logical decision making in humans, animals, and computers.

      --Wikipedia: https://en.wikipedia.org/wiki/Game_theory

  8. Sep 2020
    1. Each player's portfolio will no doubt have overlaps with another player and navigating these conflicting and shared interests is half the fun!
  9. Jul 2020
    1. The Pirates Game skill machine uses three reels to drive an entertaining and feature-packed game. This game also provides an incredible collection of bonus games and features to play including free spins.

      The Pirates Game skill machine uses three reels to drive an entertaining and feature-packed game. This game also provides an incredible collection of bonus games and features to play including free spins.

  10. Jun 2020
  11. May 2020
    1. In evolutionary terms, certainly, because the individuals that show these traits have a higher chance of survival in the long term.

      Not surprisingly, nature is a great teacher. Not until the 1950s and Johnny von Neumann did game theory get developed, but it was found that tit for tat with forgiveness is the optimal model. In other words, altruism or as Henry Ford called it, enlightened self-interest (https://www.wikiwand.com/en/Game_theory)

    1. This is it. I'm done with Page Translator, but you don't have to be. Fork the repo. Distribute the code yourself. This is now a cat-and-mouse game with Mozilla. Users will have to jump from one extension to another until language translation is a standard feature or the extension policy changes.
    2. You might try this extension: https://github.com/andreicristianpetcu/google_translate_this It does the same thing in the same way as Page Translator and likely will be blocked by Mozilla, but this is a cat and mouse game worth playing if you rely on full-page in-line language translation.
  12. Apr 2020
    1. This game comes with 12 sealed packages. Whoever loses in this ONE vs. MANY game gets to open one of the sealed packages. Inside will be new components, new abilities, and new rules that will help that side in future games
  13. Mar 2020
    1. Pennsylvania Skill Games

      Pennsylvania boasts of three resort-style casinos. While you would find the main slots in state gaming establishments, these resort style attached casinos also offer you top options; albeit with a fewer slots when it comes to Pennsylvania Skill Games

  14. Feb 2020
    1. The European map has the same rules as the USA map, but the differences in geography create a different feel and strategy. There are fewer connections on the European map (70 lines for 39 countries vs 89 lines for 41 states). However, it is easier to get from one side of the map to the other on the Europe side. The max distance between any two countries is 6, vs a max distance of 10 on the USA map. So on Europe, it is easier to zigzag around the whole board, but harder to wiggle around in close quarters.
  15. Jan 2020
    1. Interactions between Mycobacterium tuberculosis (Mtb) and human (players) are often included in the Mtb’s strategies to invade host responses, to replicate and persist within the host,

      Does the M.Tb have knowledge of the host responses or is it merely adapting bet hedging strategies (a mix of multiple strategies across population) and whatever survived is what we see.

      This will have major implications in treating the problem in a game theoretic fashion

  16. Dec 2019
    1. games are low stakes, and they have an incredibly powerful and repeatable feedback mechanism. I don't know about you, but I hate to lose and love to win.
    1. In a nutshell, the King's Keys deck started as an experiment to see what card games would be like if you rebuilt playing cards from the ground up. Instead of using ranks and suits, each card has a number (from one to four), one of four items, and one of four colors. The result is what I call a 4x4x4 deck where 64 playing cards each have a unique combination of these three parts.
  17. www.kickstarter.com www.kickstarter.com
    1. when you choose your character, you choose to be aboveboard or underhanded. That is brilliant! ... It creates a much more wide-open and inviting experience.

    1. Nash proved that if we allow mixed strategies, then every game with a finite number of players in which each player can choose from finitely many pure strategies has at least one Nash equilibrium.

      It always has at least one Nash equilibrium (but it may only be a NE in mixed strategies).

  18. Nov 2019
    1. BAR BAR PLAYING SCREENS

      Bar Bar, If you’ve ever dreamed of a Skill game designed around German beer, The Bar Bar is your dream come true. In this Skill game, the brick wall of the bear bar is the backdrop.

    1. Since games typically have perfect information, the outcome of the game is completely driven by the actions of the players.
  19. Sep 2019
    1. HAPPY FRUITS PLAYING SCREENS

      The Happy Fruits skill machine uses three reels to drive an entertaining and feature-packed game. This game also provides an incredible collection of bonus games and features to play including free spins. The screen winlines show the wins with three matching fruits paying a bonus.

  20. Aug 2019
    1. Playing Skill Games for Real Money

      Skill games are constitutionally different than gambling games in reality and under US law. The result of each contest is completely based on the player's capability rather chance.

  21. Jul 2019
    1. 12 Tenets of Board Game Design for Stonemaier Games

      These tenets seem to fall from the Meta-Game (experience) idea discussed in board game design books.

    1. No-limit

      In no-limit poker, a player may wager their entire betting stack at any point that they are allowed to make a bet

      It is the most unrestrictive form of betting rules, and thus the hardest.

    1. Skill Game Cabinets

      Our impressive range of cabinets is created to make the world’s greatest games to life. We are providing top performing cabinets that integrate sleek designs, high-quality hardware, and superior digital skills building an impressive experience for players around the world. Skill Game Cabinets

  22. Jun 2019
    1. While 100% of Irked's graphics were ripped from VEXED, Irked contains 90+% new code. Only the levels and the loop that evaluates blocks for removal were taken directly from VEXED.
  23. May 2019
    1. Missandei, too, was failed. As one of the only two central people of colour in the entire series, her exit – her fridging, frankly – at the hands of a white woman was nothing short of woeful. She deserved so much more.
    2. And that's not all. In 'The Last of the Starks' alone, the writers stuck two fingers up at Brienne after using her to service Jaime's internal struggle regarding his twisted devotion to Cersei. Then there was Sansa Stark's conversation with The Hound about the abuse she suffered at the hands of Ramsay Bolton, Littlefinger, and Joffrey, and the way in her suffering was, in the words of actor Jessica Chastain, used as "a tool to make a character stronger".
    3. Following Rhaegal's death at the hands of Euron, Dany abandoned all reason to charge at him head on, endangering both herself and her last remaining dragon. Rather than attack from behind at speed, showering the fleet and their men in flames, she acted on impulse. Reason abandoned her.
    4. That also does Jaime a disservice, implying that his love cannot possibly be as great and all-encompassing as Cersei's because she is their mother, and he is merely their father. He remains pragmatic, Cersei is deranged.
    5. there has been one constant throughout: when women experience loss, they lose their minds.
    1. The writing staff on Game of Thrones has always been male-dominated, with only four episodes in the show’s history being credited to female writers. Season eight is written and directed entirely by men (only one woman, Michelle MacLaren, has ever directed Thrones), although there has been at least one woman in the writer’s room, Gursimran Sandhu, this time around.

      These statistics are saddening. Fess up, HBO!

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

      Why did people let this go live?

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

    3. To hear Tyrion and Varys – characters who have always been portrayed as egalitarian – say that Jon’s gender would make him a better leader than Daenerys is just depressing.

      This grated on me in S08E04. In a huge way.

    4. In its early years it might have lured in the typical male fantasy crowd with sex, violence and alpha-male characters like Ned and Robb Stark, Robert Baratheon and Jaime Lannister, but before you knew it a woman was on the Iron Throne, her main challenger was also a woman, and Westeros was stuffed full of female assassins, knights, wily politicos and Dame Diana Rigg.
    1. Samaj Infotech is creating Web design

      Samaj Infotech is the best Game Development, Website Design & Web Development, Mobile Applications, and Animation Development Company based in Gandhinagar.https://www.patreon.com/samajinfotech

  24. Mar 2019
  25. Jan 2019
    1. I would argue that this mixture of play, game, and purpose was the characteristic product (if not always the avowed purpose) of the rhetorical, as against the philosophical, paideia.

      Jenga!!

  26. Nov 2018
    1. Mobile Based User-Centered Learning Environment for Adult Absolute Illiterates

      This study reviewed the education of absolute illiterates globally. It was based on the creation of game-based learning (GBL) which provides a user-friendly learning platform with little cost and little intimidation for the learner. The research also identified 60% of the world's illiterate population residing in rural areas with little access to computers and educational centers. The GBL environments created real world environments that allow learners to practice real-life scenarios in familiar surroundings using 3-D technology. The study also adapted a English language program to meet the needs of various languages. The context of the game is a farmer and a wife then acquire items and count them in their native language. The numbers used in counting are spoken and the game produces the correlating number so the learner becomes familiar with the written form of the letter. In conclusion, the participants identified that the mobile learning was more beneficial than PC applications due to unreliable electrical service at home. The mobile system was also available on demand.and applied to participants real-life usage.

      RATING: 10/10

  27. Sep 2018
    1. How to PlayWe don’t need to play every second of the day to enjoy play’s benefits. In his book, Brown calls play a catalyst. A little bit of play, he writes, can go a long way toward boosting our productivity and happiness. So how can you add play into your life? Here are a few tips from the experts:Change how you think about play. Remember that play is important for all aspects of our lives, including creativity and relationships. Give yourself permission to play every day. For instance, play can mean talking to your dog. “I[‘d] ask my dog Charlie, regularly, his opinion of the presidential candidates. He respond[ed] with a lifted ear and an upturning vocalization that goes ‘haruum?’” Eberle said.Play can be reading aloud to your partner, he said. “Some playful writers are made to be read aloud: Dylan Thomas, Art Buchwald, Carl Hiaasen, S.J. Perelman, Richard Feynman, Frank McCourt.”Take a play history. In his book Brown includes a primer to help readers reconnect with play. He suggests readers mine their past for play memories. What did you do as a child that excited you? Did you engage in those activities alone or with others? Or both? How can you recreate that today?Surround yourself with playful people. Both Brown and White stressed the importance of selecting friends who are playful – and of playing with your loved ones.Play with little ones. Playing with kids helps us experience the magic of play through their perspective. White and Brown both talked about playing around with their grandkids.Any time you think play is a waste, remember that it offers some serious benefits for both you and others. As Brown says in his book, “Play is the purest expression of love.”
    2. Brown called play a “state of being,” “purposeless, fun and pleasurable.” For the most part, the focus is on the actual experience, not on accomplishing a goal, he said.
    1. In some cases, though, great amounts of time playing video games (or doing any other single thing) can be evidence of something missing in a person's life. In some cases people engage in an activity not just because of their enjoyment of it, but also because it is an escape from something painful in their lives or is the only route available to them to satisfy basic psychological needs. This can occur for adults as well as children. The activity that seems to become obsessive might be video gaming, or it might be something else. For instance, some adults devote far more time to their careers than they otherwise might, because that allows them to avoid an unpleasant family environment. Some kids say they play video games at least partly as a means of escape, and some say they do so because it is the only realm of activity in which they feel free.[5] In an age in which children are often not allowed to play freely outdoors, and in which they are more or less constantly directed by adults, the virtual world of video games is for some the only realm where they are allowed to roam free and explore. If they were allowed more autonomy in the real world, many of them would spend less time at video games. As illustration of this idea, British gaming researcher Richard Wood gives some case examples.[6] One case is that of Martin, an 11-year-old boy whose mother became concerned about the huge amounts of time he was devoting to World of Warcraft and therefore forbade him from playing it or other video games, which made things only worse for Martin. It turned out, according to Wood, that Martin was an only child who was being bullied at school and hated going there, and who was afraid of going outside at home because of repeated bullying. The online video game was his only source of free expression and his only satisfying contact with other people. When this was taken away from him, he was understandably distraught. Another example is that of Helen, a 32-year-old MD who worked in a temporary research position and spent most of her spare time playing the MMORPG Final Fantasy alone in her apartment. It turned out that Helen had recently experienced a bad breakup with a long-term partner, was unhappy with her job, and was severely depressed. Playing Final Fantasy was not cause of her depression, but was her way of coping with it during this difficult time in her life. The online game provided social connections and pleasure at a time when nothing else did. In a study of more than 1300 adult video gamers (age 18 to 43), Andrew Przybylski and his colleagues at the University of Rochester found that a small percentage of them, who played many hours per day, described themselves as obsessively engaged--they felt that they didn't just "want" to play, but "needed" to play.[7] These players, when they stopped a session of playing, did not feel refreshed and energized as other players did, but felt tense and unhappy. The extensive questionnaires used in this study also revealed that these "obsessed" player were, in general, those whose basic psychological needs--their needs for freedom, competence, and social relationships--were not being met in real life. So, if your child or another loved one seems obsessed about video games and unhappy outside of the games, don't jump to the conclusion that the games are cause of the unhappiness. Instead, talk with your loved one and try to find out what might be missing or wrong in other aspects of his or her life and whether or not you can help to solve that problem.
    2. To counteract the stereotype, Langlois points out that video gaming is hard fun, not easy fun. In his words: "This hard fun would not be possible if gamers were truly lazy or apathetic. And the level of detail that many gamers pay attention to is staggering, whether it be leveling a profession to 525 in WoW, unlocking every achievement in Halo 3, or mapping out every detail in the EVE universe. This is not apathy, this is meticulousness." So, Langlois helps gamers by helping them feel good about their gaming rather than bad about it. There is no reason why a dedicated video gamer should feel any worse about his or her hobby than a dedicated chess player or skier. Still, of course, some people let their dedication to video gaming--or to chess, or to skiing, or to anything else--interfere with other aspects of their life, and that can be a problem. Lots of us need to learn time management, especially as we reach adulthood, in order to do what we want to do and still fulfill our obligations to others. My loved ones sometimes remind me that it's not fair for me to spend all of my time reading and writing or going off alone bicycling or skiing. But, let's not stigmatize any of this by calling it an addiction. Let's just call it a time management problem and figure out constructive ways to deal with it.
    1. Video-game designers have also mastered another trick to encourage more play: requiring an unpredictable number of actions in order to earn a reward. Giving one at regular intervals means that a player, having received a reward, will be less motivated to play on knowing that another is a long time coming. In Diablo, Dr Hilgard explains, a player may find a powerful weapon either after the very next monster that is slain, or not until a thousand monsters later. This schedule fosters more frequent engagement. Therefore the structure of reward patterns in different games may cause certain ones to be more addictive (particularly to gamers who are motivated by the prospect of completing goals and accumulating rare items).
    2. Another risk factor is found in players with strong social motivation. Some games involve social obligations, where players have to work together. This can mean a player feels obliged to play along as the rest of the group wants to play. Farmville strives to ensure participation at regular intervals by making gamers dependent on each other for daily allotments of fantasy resources, says Joseph Hilgard, at the University of Missouri-Columbia, and colleagues in a recent paper in Frontiers in Psychology. Putting together role play and social use in one game should yield a highly compelling game. World of Warcraft, a massive multiplayer online role-playing game, fits this description and is, anecdotally, pretty addictive. 
    3. Players are motivated by the extent to which different games fulfill their basic psychological needs; but some factors, more than others, are found in addiction. One risk factor is found in players who are trying to "escape" through fantasy immersion or role play. Indeed, their game use may be a symptom of some other underlying problem, say social phobia or depression. Playing can then generate a vicious cycle that is hard to treat if the game is a way of self-medicating. For example, a child who is unpopular in school, or being bullied, may be important and powerful in a video game. Real life may struggle to compete. 
    4. Human psychology tells us that players should enjoy a game that satisfies the need for control, bestows a sense of one's progress, and fosters relationships with friends and others encountered. Yet gamers differ in their individual needs. Each person has their own "player personality" and this variation has spawned a vast industry designed to meet different motivations. Some may want to release aggression (Call of Duty), escape reality (World of Warcraft) or oversee building projects (Minecraft). Others are more motivated by in-game rewards, or have a high "loss aversion" and so find a challenging game unfair or frustrating (while others find it thrilling). A game like Flappy Birds, will most appeal to those who are attracted by repetitive actions, difficulty and have a low loss aversion. Those who have a high loss aversion, however, will find it infuriating. 
  28. Aug 2018
    1. Yet, strategic games look for equilibrium in the formation and dissolution of ties in the context of the game theory advanced first by (Von Neumann et al. 2007), and later by (Nash 1950).
  29. Jul 2018
    1. Perelman says his Babel Generator also proves how easy it is to game the system. While students are not going to walk into a standardized test with a Babel Generator in their back pocket, he says, they will quickly learn they can fool the algorithm by using lots of big words, complex sentences, and some key phrases - that make some English teachers cringe. "For example, you will get a higher score just by [writing] "in conclusion,'" he says.
  30. Feb 2018
    1. Octavio Herrera also played baseball when he was Jake's age, and well remembers how it felt. "Nerves in your stomach, right?" he says. "Butterflies. I remember that as a kid, pitching in a game — 10 years old — so nervous and so scared." It may be uncomfortable at the time, he says, but "that's great to have in a situation where the stakes are really low — where, if you fail you're still going to get pizza and ice cream, and your parents are still going to tell you they love you." If kids can learn to fight their fear and work through it, he says, that steadiness comes in handy later in life — when the stakes are much higher. It's an ability Octavio says he relies on routinely, as a software entrepreneur who has created, bought and sold a number of companies.
    1. And at the professional level, I want them to feel the ugly emotions that come with losing, but to also understand that losing a game truly isn’t the end of the world. We will work together to improve, and we will hopefully find a way to achieve success.
    2. “Losing is only temporary and not all encompassing. You must simply study it, learn from it and try hard not to lose the same way again. Then you must have the self control to forget about it.”
  31. Sep 2017
  32. Aug 2017
    1. The system should be tuned such that the fastest generally available computer would not be powerful enough to emulate the slowest computer that would be allowed to run the game. Depending on the pace of progress of computer technology and the lifespan of the game, it might eventually be necessary to change these requirements and force the users of the slowest computers to upgrade their hardware if they want to continue playing the game. While this would be frustrating for these players, I don't have a problem with it as long as there is a contract between the players and the game company that both agree to and are bound by - it would be part of the cost of playing without cheaters. Though I would hope that independent servers without these restrictions would also be available if there is demand for them.

      In this article, the author thinks hardware limitation is rather a good thing, since game emulation is based on super powerful computers. This idea is apparently opposite to one of my previous resources that claims that hardware improvement is the key to get a huge progress on cheating prevention.

    1. Cheating is an issue in online games, and Blizzard is anticipating that cheaters may inevitably be an issue that they have to deal with in their upcoming team-based FPS, Overwatch. In a forum post written today, the developer talked about the penalties it’s imposing towards those who choose to cheat in the game.

      This is a news that Blizzard has done corresponding actions for cheating behaviors. Looks like being permanently banned is what most game platforms would like to do. Also there will be reporting system for players to supervise each other. We can see that game companies are trying best to prevent cheating behavior in different aspects. But still, their attention probably can never get loose.

  33. May 2017
  34. Apr 2017
    1. Game Night

      Oxford College Library is offering a Game Night on April 14, 2017, 7-11 pm! We hope to see you there!

  35. Mar 2017
    1. Canadian Wildlife Service

      The Canadian Wildlife Service organization was originally founded under the name of the Dominion Wildlife Service in November 1947. There were about thirty staff members of the organization at this time. In 1950, the organization’s name was changed to its current title of the Canadian Wildlife Service. The three main focuses of the Canadian Wildlife Service have been and continue to be the management of migratory birds, the management of game and furbearing mammals, and the enforcement of international treaties to ensure conservation of species. In order to accomplish these tasks, the Canadian Wildlife Service has conducted extensive research regarding population, population ecology, survival factors, migration patterns, limnological studies, environmental toxicology, and endangered species evaluation and protection of several species of the Arctic. Examples of these species include elk, moose, bison, caribou, muskoxen, polar bears, wolves, arctic foxes, geese, ducks, songbirds, seabirds, trumpeter swans, whooping cranes, and peregrine falcons. Additionally, the Canadian Wildlife Service has been tasked with the management of National Parks and the creation of public education programs (Burnett et al. 1999).

      During the 1970s, the Canadian Wildlife Service researched and reported on the reproductive success of the black-crowned night heron on Pigeon Island of Lake Ontario (Price 1978), biology of the Kaminuriak population of barren-ground caribou (Arctic 1977), hunting of and attacks by polar bears along the Manitoba coast of Hudson Bay (Jonkel et al. 1976), biology and management of bears (Bears: Their Biology and Management 1976), and many other environmental and biological concerns regarding the wildlife of the Arctic.

      Additional information and the current contact information of the Canadian Wildlife Service can be found at: https://www.ec.gc.ca/paom-itmb/default.asp?lang=En&n=5f569149-1.

      References

      "Books Received." Arctic 30, no. 1 (1977): 67-68.<br> http://www.jstor.org/stable/40508780.

      Burnett, J. A., and Canadian Wildlife Service. 1999. A Passion for Wildlife: A History of the Canadian Wildlife Service, 1947-1997 and Selected Publications from Work by the Canadian Wildlife Service. Canadian field-naturalist, v. 113, no. 1; Canadian field-naturalist, v. 113, no. 1.

      Jonkel, Charles, Ian Stirling, and Richard Robertson. "The Popular Bears of Cape Churchill." Bears: Their Biology and Management 3 (1976): 301-02. doi:10.2307/3872777.

      "Preface." Bears: Their Biology and Management 3 (1976): 7. http://www.jstor.org/stable/3872749.

      Price, Iola. "Black-Crowned Night Heron Reproductive Success on Pigeon Island, Lake Ontario 1972- 1977 (Abstract Only)." Proceedings of the Colonial Waterbird Group 1 (1978): 166. doi:10.2307/1520916.