My life: mastery and frustration

Personally, for me the game of bowling has always been a battle. Whether the battle be against the lane, bowling ball, opposing person(s), or even myself there is always a level of satisfaction to be achieved. I feel that there is definitely an equilibrium during bowling. A majority of people do not understand the fact that bowling is a highly intensive mental game. Being very hard on myself in general, especially when I bowl, presents the case of mastery vs frustration. Ultimately, the goal is to achieve the perfect game of 300 every time. Unfortunately, I (no one for that matter) could ever do this. The high number of obstacles and mind decisions prove too hard to conquer the game of bowling.

A Theory of Fun for Game Design

A theory of fun is written by Raph Koster. Mixing cartoons and text to get the message across is interesting. He basically says games are entertainment and puzzles but still teach humans many skills. Skills that can be used in the real world. In a sense, Koster breaks down society and how they interpret art and craft, as well as games in general. He points out that games have evolved from rudimentary games such as tic-tac-toe into something much more. Players want more from games, and the game developers try their best to do so. Games with more than one answer should be focused upon. With the improvement of technology games are beginning to take on a new role in society. One in which certain circumstances yield far different results.

Superstruct Presentation

Superstruct is a multiplayer forecasting game of 2019. Players are introduced to different situations that pose danger in our future. They attempt to decide what the next step is and how to prevent/treat the problem. It was made by Ten Year Team at the Institure for Future. At the end of the game, the developers will combine the research and players contributions in a concluding report. Find out more at www.superstructgame.org.

My Derive

http://www.youtube.com/watch?v=A6rjS3ENAP8

A dérive is usually defined as an aimless walk through an urban environment. The idea of the dérive was developed by the Situationists, a group of European artistic and political avant-gardes. Guy Debord, famous Situationist, stated that during a dérive one should be fully aware of his or her surroundings, but manage the trip based on emotion. Often times a dérive was used as a tool of rebellion by the Situationists. Continue reading

Rich Gold: This is not a Pipe

This article talks about the illusion that a photograph presents. A photograph is simply a photograph, only a representation of an object or event. It does not compare to the actual three dimensional object. A person cannot have the same sensations with a photo as he or she can with the actual object. The object can be held for example, to determine more about the object whereas the photo is only a grouping of pigments or pixels that are a representation. Often times, objects can be transformed into symbols. When symbols or icons are formed, it is called semiotics. Semiotics deals with how things are processed and grouped in sign systems. Continue reading

Dissolving the Magic Circle of Play

Dissolving the Magic Circle of Play: Lessons from Situationist Gaming written by Anne-Marie Schleiner. This article provides the reader with a brief background of the Situationist group and what their objective was. Rather than discussing history in detail, she focuses more on games of today and how they apply to the way the Situationist wanted to play games. Continue reading

Theory of the Derive

A derive is directly translated to “drift” in English. It is an event that is recorded, hopefully simultaneously, where one walks a path (typically an urban scenario) that he or she has taken before. It sounds as if it is nearly a subconscious journey, only paying attention to the geography and unexpected events. It is a constant battle between these two categories, or brain activities. On one hand the participant should let go and relax, but also dedicate close attention to environment detail. Chance is taken into account, factors such as precipitation can both improve or decrease the effectiveness of the derive. Derives are playful in nature although are directly linked to the Situationist movement. This term was coined during the movement, in which a group of artists vocally and physically showed their common dislike for some political parties and urbanism. Continue reading

Game grids

Our group used cold/hot media and violent/non-violent experience for Chart 1. We picked MXC(Most Extreme Elimination Challenge), Guess Who, Grand Theft Auto, and Human Tetris. Cold and hot media are always in relation to one another, at one point in time an item might be cold but when compared to a different item(s) it could be hot. Marshall McLuhan coined the term hot and cold media. Hot media takes less interaction and is highly defined. On the other hand, cold media is the exact opposite. For this reason, we have placed MXC, Human tetris, and Guess Who in the cold media range, leaving GTA on the hot media side. Violence vs. non violent is rather self explanatory, although its interesting to point out that we have two polar opposites considering hot and cold media, yet both are very high in terms of violence. One being realistic, while GTA is video game portraying violence. Continue reading

Conservation at Crossroads: A view from the side of the road

Conservation at Crossroads: A view from the side of the road by Frances Kuo deals with one of the world’s persistent problem. Simply put, the ever growing lack of nature. It’s affecting society in many ways, probably more than what most realize. This article does a great job providing details and information from previously conducted studies. Continue reading

Nature and Significance of Play as a Cultural Phenomenon

The article discusses play and tries to define it. After reading the article I decided to look at the formal definition of the word play and was astonished. Dictionary.com lists ninety-four, yes ninety-four definitions. Huizinga splits the article into two categories, play that is childlike and play that forms from ritual. The author speaks of the longevity of play, and the fact that it is older than even culture. Furthermore, the reasoning behind play is deeply analyzed, pushing it farther than psychological and physiological meaning. He flirts with a fine line, stating you can deny a number of things including God, justice, and seriousness but not play. Moving on, Huizinga is fascinated with idea of seriousness versus play. How they interact, how they help mold or deconstruct the other, and how each is categorized? Childlike play often comes to mind when speaking of play.He refers to play as imagination or feeling otherworldly. It is not a always a welcome spot for realistic ideas in play. This thought has been embedded into children’s mind for quite some time now and it is still evident in today’s culture. Continue reading