adactio / tags / gaming

Tagged with “gaming” (29) activity chart

  1. Looking Sideways Episode 6 — Leila Johnston

    It’s episode 6! We’re officially into the high single digits. In this episode, I speak to writer, publisher, producer, maker and all round difficult-to-pigeonhole person, Leila Johnston. We talk about play, and making for the sake of it; that bit in the venn diagram where geeks and sci-fi cross over; the future, and what it means without the past; grassroots movements and the consumer experience; coding because you have to, and experts vs ignorance.

    Plus – in what is becoming a regular feature – more holiday tips.

    Hack Circus

    Sandy Noble’s Linear Clock

    Leila at TEDx Brighton

    Warhammer and Warhammer 40K

    Sarah Angliss in Wired

    Alex May on the ZX Spectrum

    Holiday tips! Acoustic Mirrors at Dungeoness, and Goonhilly Satellite Earth Station, Lizard Peninsula

    Leila’s website, Finalbullet.com

    http://andrewsleigh.com/1651

    —Huffduffed by adactio 3 months ago

  2. Wanna Play? Computer Gamers Help Push Frontier Of Brain Research

    Computer games aren’t just for fun anymore — they’re also valuable research tools. Scientists are taking complex problems — like trying to figure out how proteins fold and how neural networks work — and turning them into engaging games. And they need your help.

    —Huffduffed by adactio one year ago

  3. In Japan, Mobile Startups Take Gaming To Next Level : NPR

    An estimated one out of every three Japanese are signed up to play games on their cell phones, helping to grow a mobile gaming juggernaut that’s currently dominated by a few Japanese startups. Now, those same startups are eyeing a new playing field — the U.S.

    http://www.npr.org/2012/08/23/159575805/in-japan-mobile-startups-take-gaming-to-next-level

    —Huffduffed by adactio one year ago

  4. The Culture Of Gaming, Episode 1

    Aleks Krotoski examines how computer gaming is affecting our culture – by creating genuine works of art, by altering our notions of storytelling, and by simple virtue of being the cultural medium many people spend most time attached to.

    Computer or videogames have been around for 40 years, but the wider cultural implications have tended to be glossed over in favour of discussion of the size of the gaming economy and concerns about games’ social impact.

    Yet in recent years the artfulness of games has grown so much that the Smithsonian in Washington DC is now hosting a major exhibition of gaming art.

    New technology and the spread of games to phones, tablets and PCs are creating millions of new users.

    The immersive possibilities of this uniquely-interactive medium are just being explored.

    http://www.bbc.co.uk/programmes/p00wq5md

    —Huffduffed by adactio one year ago

  5. Shift Run Stop – Episode 63: Dave Gorman

    Shift Run Stop is a free comedy podcast full to the brim with games, geeks and special guests.

    Share our pleasure chatting about magic, coincidences and games with the fascinating Dave Gorman, then feel our pain as a tarry soft drink promotes the question: "What IS ‘malt’ anyway?"

    Yes, it’s like a trip back in time to the early days of the show, as once again we find ourselves hijacking someone else’s office without asking, scouring the local shop for Drinks Most Likely to Withstand Nuclear Strike, and talking to someone in a room with terrible acoustics, in this all-new yet reassuringly familiar edition of Shift Run Stop.

    http://shiftrunstop.co.uk/2012/07/05/episode-63-dave-gorman/

    —Huffduffed by adactio one year ago

  6. Guns, Girls and Games

    More women are playing online video games than ever before, but life can be tough for them in this male-dominated world. For Assignment, James Fletcher reports. Strong language throughout.

    http://www.bbc.co.uk/podcasts/series/docarchive

    —Huffduffed by adactio one year ago

  7. Spark 177 —€“ March 25, 2012

    This week on Spark:€“ We find out all about Angelina, the AI program that designs simple video games from scratch. Also, how to make robots more lovable, how a Roomba can work in harmony with your cat, and whether humans are tempted to destroy robots if given the chance. More robot fever, on Spark!

    Michael Cook is a PhD student at Imperial College, and he’s fascinated by video games. He’s also fascinated by artificial intelligence, and he’s fascinated by creativity. And so, he’s found the perfect research – exploring whether Angelina, an artificial intelligence program he’s created, can design video games from scratch.

    We know that human beings attach emotions to robots. We tend to think of them as anthropomorphic, even if we know they’re not alive. Young designer Julia Ringler wanted to know if humans would actually hurt robots, given the chance and how humans would feel about doing it. She engineered an experiment to find out.

    As we move towards a future with robots and smart devices everywhere, the focus is usually on designing these objects to be as smart as people. But what if we created them instead to be as smart as a puppies? That’s a design philosophy Matt Jones embraces. He’s a principal at a design company called BERG and he wondered if it was possible to develop user interfaces to be well, a little more loveable. He calls his design theory “Be as smart as a puppy” (or BASAAP) – instead of designing for “artificial intelligence” we should emphasize “artificial empathy”.

    Carlos Asmat is a young Montreal engineer with an idea for a social networking service: a social network for robots. As we get more and more ‘smart’ objects in our environment – from sensors to Roomba robots – what would happen if you could connect those objects so they can share updates and data?

    http://www.cbc.ca/spark/2012/03/spark-177-march-25-2012/

    —Huffduffed by adactio 2 years ago

  8. Fantasy Freaks and Gaming Geeks | MIT Comparative Media Studies

    Ethan Gilsdorf discussed some of the themes of his new book, Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, a blend of travelogue, pop culture analysis, and memoir as forty-year-old former D&D addict Gilsdorf crisscrosses America, the world, and other worlds—from Boston to Wisconsin, France to New Zealand, and Planet Earth to the realm of Aggramar. He asks: Who are these gamers and fantasy fans? What explains the irresistible appeal of such "escapist" adventures? How do the players balance their escapist urges with the kingdom of adulthood?

    Gilsdorf talked about the culture’s discomfort with the geek/nerd/gamer stereotype and looked at society’s ambivalent relationship with gaming and fantasy play, and the origins of that prejudice, as well as the author’s own past misgivings and final acceptance of his "geek" identity.

    http://cms.mit.edu/news/2009/09/podcast_fantasy_freaks_and_gam.php

    —Huffduffed by adactio 2 years ago

  9. Jane McGonigal — Gaming Reality

    Why doesn’t the real world work more like a game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we’re surrounded by potential allies, we get constant useful feedback, and we feel an insatiable curiosity about the world around us. That’s no accident — game developers have spent three decades figuring out how to make us happier, drive more collaboration, and satisfy our hunger for meaning and success. Isn’t it about time we started applying these insights to everything we do online? In this talk, game designer Jane McGonigal explains how to adopt game developer methods and mechanics to transform any networked community, service, experience or environment — in order to re-invent the real world as we know it.

    http://www.webstock.org.nz/talks/speakers/jane-mcgonigal/gaming-reality/

    —Huffduffed by adactio 2 years ago

  10. Gamification: why shouldn’t life be a game? - Future Tense - ABC Radio National (Australian Broadcasting Corporation)

    There are lots of examples of how games and a sense of play can engage people. But as the barriers between the gaming world and the real world break down, does that mean we can use more aspects of gaming in our everyday lives? The idea of gamification—using game mechanics to make changes in the real world—is growing. But is it possible to turn everything into a game?

    http://www.abc.net.au/radionational/programs/futuretense/gamification-why-shouldnt-life-be-a-game/3667492

    —Huffduffed by adactio 2 years ago

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