iamdanw / tags / gaming

Tagged with “gaming” (6) activity chart

  1. The Transformers

    When you think of a city, what is the first thing that comes to mind? Most likely it is the stuff that it is made up of: its streets and buildings, its parks and squares. But what sets a city apart, aside from its architecture, is how all that stuff is put to use. A city’s nightlife, a city’s cuisine, a city’s culture. In other words, what people make of the space they live in when they are at play.

    Play isn’t limited to the ‘soft side’ of urbanism. In fact, it turns out a building isn’t some prefixed structure capable of doing one thing only. Adaptation and reuse continuously transform what a city’s architecture is for, often from the bottom up. In this way, a city’s people shape their homes as well, quite literally.

    What is at work in this process of city transformation, is nothing less than play. In cities, just as in games, people and the space they inhabit shape each other. Thus, in our Western cities, where reuse is overtaking construction of new space, we are all becoming architects.

    In this session Kars looks at how game culture and play shape the urban fabric, how we might design systems that improve people’s capacity to do so, and how you yourself, through play, can transform the city you call home.

    http://2011.dconstruct.org/conference/kars-alfrink

    Kars Alfrink is ‘Chief Agent’ of Hubbub, a networked design studio for applied pervasive games. Hubbub works with organizations to create games that take place in public space, engage people physically, and are socially relevant. Amongst other things, these games are used to encourage good citizenship and to facilitate cultural participation.

    Besides this, Kars teaches at the Utrecht School of the Arts, where he mentors students who are pursuing a Master of Arts in Interaction Design or Game Design & Development. He is also the initiator and co organizer of ‘This Happened’ — Utrecht,a series of lectures dedicated to the stories behind interaction design.

    In his spare time, Kars practices a traditional Japanese martial art, and tries to keep up with geek culture.

    —Huffduffed by iamdanw one year ago

  2. The Full Stack of Entertainment: Storytelling, Play and Code

    Forget transmedia. Forget alternate and augmented realities. Forget multimedia magazines, tablets, phones and puzzling QR codes. Our challenge lies in figuring out the full-stack of entertainment, designed from the bottom right to the very top: for phones, physical objects—part of the Internet of things or otherwise—tablets and conventional computing devices, where art, code and design mesh together perfectly with directorial vision.

    These teams producing our next generation of entertainment are right at the heart of Steve Jobs’ placing of Apple at the intersection of liberal arts and technology. Where did they come from, how are they evolving entertainment and how are they making storytelling, play, code and technology sing?

    http://2011.dconstruct.org/conference/dan-hon

    Dan Hon is a Creative Director at Wieden Kennedy in Portland, OR, where he works on the intersection between storytelling, games, play and code. A former lawyer, he’s worked for Mind Candy helping to build their first product, Perplex City, and co-founded Six to Start, an award-winning entertainment production company in 2007. He’s most known for being passionately for, and against, ARGs. He does not play World of Warcraft anymore.

    —Huffduffed by iamdanw one year ago

  3. Reality is Plenty

    Lately, Augmented Reality (AR) has come to stand for the highest and deepest form of synthesis between the digital and physical worlds. Slavin will outline an argument for rethinking what really augments reality and what the benefits are, as well as the costs.

    Rather than considering AR as a technology, we will consider the goals we have for it, and how those are best addressed. Along the way, we’ll look at the history and future of seeing, with a series of stories, most of which are mostly true.

    AR may be where all this goes. But how it gets there, and where there is, is up for debate. This is intended to serve to start or end that debate, or at a minimum, to bring the conference to a close by pointing at the future, perhaps in the wrong direction.

    http://2011.dconstruct.org/conference/kevin-slavin

    Kevin Slavin is the Managing Director and co-Founder of area/code. He has worked in corporate communications for technology-based clients for 13 years, including IBM, Compaq, Dell, TiVo, Time/Warner Cable, Microsoft, Wild Tangent and Qwest Wireless.

    Slavin has lectured at the Cooper Union for the Advancement of Science and Art, the American Institute of Graphic Arts, and the Parsons School of Design, and has written for various publications on games and game culture. His work has received honors from the AIGA, the One Show, and the Art Directors Club, and he has exhibited internationally, including the Frankfurt Museum für Moderne Kunst.

    —Huffduffed by iamdanw one year ago

  4. 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

  5. Fear the boot 171: theater and roleplaying

    • Welcoming comedian Mikey Mason.

    • Dan is answering his Fear the Boot email account again. Let’s see how long that lasts.

    • Fear the Fruit is back at Fear the Con 3. You can find information on how to make a donation here.

    • Revisiting old campaigns.

    • Mikey Mason’s beer sites are Good Beer Show and Beer Safari. The two non-bitter beers we took to are New Glarus Belgian Red and Schlafly #15.

    • Where theater practices and roleplaying overlap (and don’t).

    Hosts: Chad, Dan, John, Mikey, Pat, Wayne

    —Huffduffed by iamdanw 3 years ago

  6. 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