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.
Tagged with “games” (26)
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.
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.
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 â the U.S.
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.
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.
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.
The Atlantic Meets The Pacific: Exploring the Future of Gaming and Alternate Realities with Will Wright
Will Wright, creator of the Sims and the Spore, talks about the future of video games and digital learning in this conversation with Alexis Madrigal of The Atlantic. This program is part of The Atlantic Meets The Pacific, sponsored by the Atlantic and UC San Diego. Series: "The Atlantic Meets The Pacific".
This dual presentation will explore common play elements in location-based games. We’ll analyze the popular "Check-In" mechanic (used by products like FourSquare and GoWalla), and take a look at the business and social forces that have influenced its emergence as the popular geo game model. The presentation will compare current location-based products, charting their strengths and weaknesses to identify where we believe large areas of opportunity exist in the market. We’ll evaluate the challenges and untapped opportunities of Geo Games from the technological and design perspectives of the two presenters. We’ll outline how the limitations in location technology can be an elegant part of the game design itself, and how new innovations will help to create richer and more immersive parallel worlds. We’ll describe why we think its time to move beyond "social" Check-In systems, to “true games” that engage, challenge, and stimulate players.
Craig Adams, creator of Superbrothers: Sword & Sworcery joins Dan Benjamin to talk about creating the game, Steve Jobs and Nintendo’s Miyamoto, the importance of crafting user experience, impossible transitions, and “pretending long enough” to be successful.
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