iamdanw / tags / games

Tagged with “games” (11) activity chart

  1. Pixels, People, and Play

    Seb is known for large scale installations and events that bring people together using technology, like his interactive digital fireworks, glowstick voting, and PixelPhones - a system that connects all the smart phones together, turning each member of the audience into a single pixel of a huge pulsating display.

    Hardware and software is evolving so fast that creative coders can barely keep up, and we’ve just scratched the surface of what depth sensors, projectors and smart phones are capable of.

    In this down to earth session, Seb will explore how technology can create huge interactive playful events and encourage a sense of community rather than everyone having a private experience with their own screens.

    http://2012.dconstruct.org/conference/lee-delisle/

    There’s a good chance that you’ve seen Seb before: he travels the world spreading his infectious enthusiasm for coding and teaching others how to join in the fun. He’s one of those technology-agnostic creators. He used to do a lot of work in Flash. These days he’s more likely to be using JavaScript or Processing or Corona or whatever cutting-edge technology has currently got him all excited.

    Lest you think that Seb dabbles only in the realm of pixels, he has been known to use the physical world as his canvas too, making digital fireworks and projections with Processing.

    —Huffduffed by iamdanw 9 months ago

  2. Making Friends: On Toys and Toymaking

    Toys are not idle knick-knacks: they allow us to explore otherwise impossible terrain; fire the imagination; provide sparks for structured play. They do not just entertain and delight; they stimulate and inspire. And always, they remind us of the value - and values - to be found in abstract play.

    Toymaking is not an idle habit. Toys are a fertile ground for creators to work in. They offer a playful space to experiment and explore. They are a safe ground to experiment with new techniques, skills, or ideas. Though they emerge from no particular purpose, they expose purpose and meaning through their making. Toymaking ranges from making realistic simulations of life to producing highly abstract playthings. And everyone who makes things - out of paper, wood, metal, plastic, or code - has something to gain from making them.

    Trying to draw a thread through what, it turns out, has been a lifetime first shaped by toymaking, and then spent making toys in idle moments, Tom will take in (amongst other things) woodwork, Markov chains, state-machines and fiddle-sticks, to examine the values of toys and toymaking to 21st-century creators.

    http://2012.dconstruct.org/conference/armitage/

    Tom Armitage is a game designer at Hide & Seek. He’s also a hacker in the true sense of the word, wrangling code to create a Twitter account for Tower Bridge and print out eight years of links.

    He writes on his blog Infovore (and elsewhere) about code and play. You should read it. It’s excellent.

    He also talks about games, technology and social software.

    —Huffduffed by iamdanw 9 months ago

  3. Radiolab - Games

    A good game—whether it’s a pro football playoff, or a family showdown on the kitchen table—can make you feel, at least for a little while, like your whole life hangs in the balance. This hour of Radiolab, Jad and Robert wonder why we get so invested in something so trivial. What is it about games that make them feel so pivotal?

    We hear how a recurring dream about football turned into a real-life lesson for Stephen Dubner, we watch a chessboard turn into a playground where by-the-book moves give way to totally unpredictable possibilities, and we relive a moment where rooting for the underdog makes us rethink what a truly happy ending is.

    —Huffduffed by iamdanw one year ago

  4. Old-Fashioned Play Builds Serious Skills : NPR

    On October 3, 1955, the Mickey Mouse Club debuted on television. As we all now know, the show quickly became a cultural icon, one of those phenomena that helped define an era.

    What is less remembered but equally, if not more, important, is that another transformative cultural event happened that day: The Mattel toy company began advertising a gun called the "Thunder Burp."

    I know — who’s ever heard of the Thunder Burp?

    Well, no one.

    The reason the advertisement is significant is because it marked the first time that any toy company had attempted to peddle merchandise on television outside of the Christmas season.

    http://www.npr.org/templates/story/story.php?storyId=19212514

    —Huffduffed by iamdanw 2 years ago

  5. The Box - Episode 1: Neven Mrgan

    Neven is a designer at Panic, but also has an interest in retro games. He has proven this last year with Pie Guy, a browser based PacMan clone that works flawlessly on iOS devices. Last week a game he build together with Matt Comi from Big Bucket Software was released and took the internet by a storm. The Incident became an instant classic.

    http://thebox.maxvoltar.com/

    —Huffduffed by iamdanw 2 years ago

  6. Pervasive Games and Playful Experiences: Rendering the Real World

    The most photorealistic, networked environment you can play in is real life”. Mobile internet, pervasive gaming and sensor-enriched public spaces enable new possibilities in game-play, distributed story-telling and immersive events. Building on previous SXSW events, leading practitioners will explore the ethics, design challenges and business potential of this new form. This session is supported by UK Trade & Investment and Arts Council, England

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    —Huffduffed by iamdanw 3 years ago

  7. SXSWi Panel: Gamechangers: Improvisation for Business in the Networked World

    As we move from the rigid, hierarchical organizations of the Industrial Age to the fluid, non-linear models of the Networked World, GameChangers have never been more important or essential. Whenever teamwork, creativity, flexibility and problem-solving skills are necessary for success, these players step up. They develop relationships that are good for business. They pay careful attention to details and at the same time have expansive worldviews. They are quick-on-their-feet, unflappable and in tune with their teammates, stakeholders and the marketplace. They are the top performers in any organization the best managers, the most resourceful employees, the culture-shapers. They play the game and make things happen. In short, GameChangers are masters of improvisation in business. Turn yourself and your brand into a GameChanger. All it takes is improvisation!

    —Huffduffed by iamdanw 3 years ago

  8. News You Can Bruise - The Trouble With Scribbles

    Leonard Richardson says: "On Monday, Adam Parrish came over and we recorded a conversation about Scribblenauts, the video game that’s sweeping the nation with a large cartoon broom. We focused on 1) topics in game design, 2) silliness. I cut the long, long conversation down to 45 minutes and the result is "The Trouble With Scribbles", the latest in the irregular series of crummy.com non-podcasts. Thrill! As we:

    • Pit Scribblenauts’s object interactions against Nethack’s.
    • Investigate how well Scribblenauts implements kashrut.
    • Improve Scribblenauts’s design, controls, and marketability with bold spinoffs like the Scribblenauts text adventure, Star Trek: Scribblenauts, and the sinister Scribblenauts-Prime.
    • Propose Georges Perec-style speedruns and Scribblenauts-enabled animal sacrifices.

    Plus: complaining, and pterodactyls with ropes attached to them. Includes spoilers for Scribblenauts and Nethack.

    We also talked a little about Adam’s entry in the IF competition, but I cut it out because competitors are still embargoed from talking about their games."

    —Huffduffed by iamdanw 3 years ago

  9. A Life Well Wasted: Why Game?

    Robert Ashley wonders why he spends his free time playing videogames, asks random people on the street about it, talks to a researcher whose work attempts to harness the brain power wasted on gaming, gets to know an eccentric, forward-thinking game designer who lives sustainably with his family of four on $14,000 a year, and gets a first-hand account of what it’s like to work on terrible games (and what it’s like to get terrible reviews) from an anonymous game developer.

    http://alifewellwasted.com/2009/04/29/episode-3-why-game/

    —Huffduffed by iamdanw 3 years ago

  10. RSA Design & Society - Playing the City

    Kevin Slavin, urban consultant and co-founder of New York computer games studio Area/Code presents a powerful argument for games as social systems with people at the centre; for the “software” of cities as what runs on the “hardware” of buildings and streets; for an “urban sport” that can educate behaviour by leaking from computers into the social world; and above all, for designers today to build the systems that will propagate and feed us, not the things we will consume.

    —Huffduffed by iamdanw 3 years ago

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