How games use maze structures. Looking at the design principles of how games are made with mazes and such structures create game worlds. An accompanying activity is that a class in groups make tape mazes, using garrer tape form these principles.
Online-Aesthetics. From Genre to SubcultureAnton Hecht
油
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
- Qualitative and quantitative research methods each have their own advantages and disadvantages, and often complement each other. Qualitative research focuses on experiences and qualities while quantitative research relies on numeric data.
- Ethnography is a type of qualitative research that involves immersing yourself in a community or organization to observe behaviors and interactions up close. The researcher participates in the group to gain an insider's perspective and experiences.
- T.L. Taylor's book analyzes the rise of game live streaming, particularly on Twitch. It explores how live streaming has transformed everyday gaming and amplified esports growth. Broadcasters' labor is affective and precarious, while entertainment emphasizes media and passion.
The document discusses several key concepts related to mazes and spaces in video games:
1) Ergodic texts require work along a path to experience them, such as unicursal labyrinths with a single path and multicursal mazes with multiple paths.
2) Affordances are things that enable certain actions, while constraints rule out actions. Good affordances cue players that interaction is possible.
3) Rhizomes have no beginning or end and favor nomadic growth over hierarchies, opposing arborescent models with vertical connections.
4) Games represent space spatially through navigation, with indoor spaces using doors and outdoors being open. Time combines play time and in-game event
Game structures and play can be used as organizing principles in art. Jane McGonical argues that reality feels "broken" compared to engaging games. Artists use games and play in public spaces to transform places or support public activity. Game modifications, machinima, and artistic games that subvert or critique society position games as an artistic medium. Artists explore play, ambiguity, and serious topics through game-based forms.
The document discusses several theories related to defining and understanding games:
- Berys Gaut's "cluster theory" proposes 10 common features among artworks, including aesthetic properties, emotional expression, intellectual challenge, and being an intentional work.
- Wittgenstein analyzed games as a "family resemblance" concept without a single shared feature, but rather overlapping similarities and relationships.
- Caillois categorized games based on their dominant modes: competition (agon), chance (alea), simulation (mimicry), and inducing vertigo (ilinx).
- Other theorists discussed include patterns in games related to learning and mastery (Koster), the neurological rewards of pattern recognition (dopamine release), and distinguishing between
This document discusses several topics related to game music and ludomusicology. It addresses frame analysis and diegesis in games. It also discusses interactive music games like Guitar Hero and how they can encourage physical and musical engagement from players. The document notes that each player's experience of a game's music will be unique based on their individual path through the game. It introduces the ALI model of video game music immersion and discusses concepts like disjunctive-conjunctive relationships and transmedia connections between game music and other media like film soundtracks. Research methods like analytical play are described for analyzing game music. Game mechanics and taxonomical investigations of grouping games by mechanics are also mentioned.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document discusses various topics related to games, art, and culture. It begins by defining epistemology and exploring knowledge domains. It then discusses the nature of entertainment, sport, and wrestling as spectacles. Brecht's epic theatre and liminal spaces are mentioned. The document examines what constitutes playing a game versus passive experiences. It also explores narrative, ceremonies, folklore, emotion and games. Various game designs, mechanics, and artists are summarized. In the end, the document questions whether games can be considered a form of art.
This document provides an overview of the Cinemania module. It discusses film festivals and curation, experiential activities like alternate reality games, and fan culture. Potential film festival clients are listed, along with a reminder about the importance of safeguarding training to work with young people. Students are asked to consider subjective and objective ways of categorizing films, as well as traditional and non-traditional approaches to curation. The document encourages collaboration within the class and with outside communities.
This document discusses how game structures can inform participatory art practices. It explores how existing participatory artworks have revealed game structures and mechanisms. The research aims to synthesize game studies with the creation of new participatory artworks. Key questions addressed are how gameful artworks balance participation and aesthetic creation, and how Johan Huizinga's concept of the "Magic Circle" can be used to examine art game activities and their relationship to location. The document outlines various game taxonomy systems and mechanics that could be incorporated into participatory artworks, such as meaningful breakthroughs, lusory calibration, and collusion. It also discusses some examples of artists who have used game structures and considers ethical implications around participant involvement and consent.
Golf is a game of precision, patience, and sometimes, pure frustration. Every golfer knows the feeling of standing over a crucial putt, heart pounding, hoping not to miss. If youve ever felt the weight of a make-or-break moment on the green, the "If I Miss This Putt I'll Kill Myself" Hat is the perfect accessory for you.
https://dribbble.com/shots/25728776-If-I-Miss-This-Putt-I-ll-Kill-Myself-Hat
What is 3D Visualization? A Simple Guide for BeginnersZealous Services
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Explore how 3D visualization transforms ideas into reality from architectural designs to product concepts. This guide dives into its wide-ranging applications, essential tools, and step-by-step processes, making it easy for both beginners and professionals to master. Whether youre creating immersive environments, crafting product prototypes, or enhancing customer experiences, 3D visualization bridges the gap between imagination and execution. Perfect for designers, marketers, and innovators alike discover how this powerful technology brings your concepts to life with stunning precision and creativity. Lets step into the future of design!
Blog Link: https://www.zealousxr.com/blog/what-is-3d-visualization-beginners-guide
Our 3D Works: https://www.zealousxr.com/our-3d-works
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The Business Administration Presentation provides a comprehensive exploration of the core concepts, functions, and importance of business administration in modern organizations. It highlights the key principles of managing business operations, strategic decision-making, and organizational leadership, offering a clear understanding of how businesses operate and thrive in competitive markets.
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Design I.Y. HOUSING at Lonavala by S+PS Architects, Sublime Ordinariness H...JnaneshPreethan
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I.Y. Housing located Near Railway Crossing, Nangargaon, Lonavla, Maharashtra
Is located next to a railway track, so to decrease the sound coming from the trains they have designed a green buffer
zone
The sublime ordinariness project is located about 60 km to the north east of Mumbai. Built around already existing g+2
residential buildings needing no such spaces
The document discusses several theories related to defining and understanding games:
- Berys Gaut's "cluster theory" proposes 10 common features among artworks, including aesthetic properties, emotional expression, intellectual challenge, and being an intentional work.
- Wittgenstein analyzed games as a "family resemblance" concept without a single shared feature, but rather overlapping similarities and relationships.
- Caillois categorized games based on their dominant modes: competition (agon), chance (alea), simulation (mimicry), and inducing vertigo (ilinx).
- Other theorists discussed include patterns in games related to learning and mastery (Koster), the neurological rewards of pattern recognition (dopamine release), and distinguishing between
This document discusses several topics related to game music and ludomusicology. It addresses frame analysis and diegesis in games. It also discusses interactive music games like Guitar Hero and how they can encourage physical and musical engagement from players. The document notes that each player's experience of a game's music will be unique based on their individual path through the game. It introduces the ALI model of video game music immersion and discusses concepts like disjunctive-conjunctive relationships and transmedia connections between game music and other media like film soundtracks. Research methods like analytical play are described for analyzing game music. Game mechanics and taxonomical investigations of grouping games by mechanics are also mentioned.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document discusses various topics related to games, art, and culture. It begins by defining epistemology and exploring knowledge domains. It then discusses the nature of entertainment, sport, and wrestling as spectacles. Brecht's epic theatre and liminal spaces are mentioned. The document examines what constitutes playing a game versus passive experiences. It also explores narrative, ceremonies, folklore, emotion and games. Various game designs, mechanics, and artists are summarized. In the end, the document questions whether games can be considered a form of art.
This document provides an overview of the Cinemania module. It discusses film festivals and curation, experiential activities like alternate reality games, and fan culture. Potential film festival clients are listed, along with a reminder about the importance of safeguarding training to work with young people. Students are asked to consider subjective and objective ways of categorizing films, as well as traditional and non-traditional approaches to curation. The document encourages collaboration within the class and with outside communities.
This document discusses how game structures can inform participatory art practices. It explores how existing participatory artworks have revealed game structures and mechanisms. The research aims to synthesize game studies with the creation of new participatory artworks. Key questions addressed are how gameful artworks balance participation and aesthetic creation, and how Johan Huizinga's concept of the "Magic Circle" can be used to examine art game activities and their relationship to location. The document outlines various game taxonomy systems and mechanics that could be incorporated into participatory artworks, such as meaningful breakthroughs, lusory calibration, and collusion. It also discusses some examples of artists who have used game structures and considers ethical implications around participant involvement and consent.
Golf is a game of precision, patience, and sometimes, pure frustration. Every golfer knows the feeling of standing over a crucial putt, heart pounding, hoping not to miss. If youve ever felt the weight of a make-or-break moment on the green, the "If I Miss This Putt I'll Kill Myself" Hat is the perfect accessory for you.
https://dribbble.com/shots/25728776-If-I-Miss-This-Putt-I-ll-Kill-Myself-Hat
What is 3D Visualization? A Simple Guide for BeginnersZealous Services
油
Explore how 3D visualization transforms ideas into reality from architectural designs to product concepts. This guide dives into its wide-ranging applications, essential tools, and step-by-step processes, making it easy for both beginners and professionals to master. Whether youre creating immersive environments, crafting product prototypes, or enhancing customer experiences, 3D visualization bridges the gap between imagination and execution. Perfect for designers, marketers, and innovators alike discover how this powerful technology brings your concepts to life with stunning precision and creativity. Lets step into the future of design!
Blog Link: https://www.zealousxr.com/blog/what-is-3d-visualization-beginners-guide
Our 3D Works: https://www.zealousxr.com/our-3d-works
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The Business Administration Presentation provides a comprehensive exploration of the core concepts, functions, and importance of business administration in modern organizations. It highlights the key principles of managing business operations, strategic decision-making, and organizational leadership, offering a clear understanding of how businesses operate and thrive in competitive markets.
Looking to revolutionize agriculture with cutting-edge technology? Our Smart Farming Technology Pitch Deck is designed to help you present your innovative ideas with clarity and impact!
Professionally designed slides
Easy-to-edit and fully customizable
Perfect for startups, investors, and agritech businesses
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Need a custom design? Contact us at info@slidesbrain.com
際際滷sBrain Free PowerPoint Templates & Custom Design Services
#SmartFarming #AgriTech #PitchDeck #StartupPitch #FarmingInnovation #InvestorPresentation #AgricultureTechnology #際際滷sBrain
Craft a logo that speaks volumes! Boost brand recognition & connect emotionally. Learn 5 ways to create a logo that resonates. Click to learn more!
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Nitro PDF Pro Crack is a reliable and multi-functional PDF tool that allows you to generate and edit PDFs and digital documents.
Design I.Y. HOUSING at Lonavala by S+PS Architects, Sublime Ordinariness H...JnaneshPreethan
油
I.Y. Housing located Near Railway Crossing, Nangargaon, Lonavla, Maharashtra
Is located next to a railway track, so to decrease the sound coming from the trains they have designed a green buffer
zone
The sublime ordinariness project is located about 60 km to the north east of Mumbai. Built around already existing g+2
residential buildings needing no such spaces
1. Ancient and medieval labyrinths or mazes (the words have different etymologies but mean the same thing)
are characteristically double. They are full of ambiguity, their circuitous design prescribes a constant
doubling back, and they fall into two distinct but related structural categories. They presume a double
perspective: maze-treaders, whose vision ahead and behind is severely constricted and fragmented,
suffer confusion, whereas maze-viewers who see the pattern whole, from above or in a diagram, are
dazzled by its complex artistry.
4. the maze as both a design and an experience. This is what she refers
to as the duality of the maze.156 This dual aspect of the maze, as symbol and experience,
5. Game Pathway
the paths are generated by the players actions, so a focus on the players experience along these paths
and the objects found at points on them. In acknowledging how to overcome obstacles along the path
it is also possible to understand the role of the path in the players learning and mastery of the
gameworld.
7. Purpose
purposeful play, being the activities
intended by the designer, and appropriated play which is the play formed out of the players
exploration of the game system.
9. Patterns - Rhizome
The rhizome is generally used as a
new way of thinking about digital
media, particularly
hypertexts. Gilles Deleuze and F辿lix
Guattari, the founders of the
reworked concept of the
rhizome state that any point of a
rhizome can be connected to
anything other, and must be.
This is very different from the tree
or root, which plots a point, fixes an
order.
10. aporia and epiphany
aporia and epiphany45, where aporia is seen by Ryan
as a dead-end or a puzzle to be overcome and the epiphany is the discovery, such as the
solving of an enigma or the elimination of an opponent, that enables her to progress in her
quest.46
11. This is a discussion reiterated by Murray, who writes:
the computers spatial quality is created by the interactive process of
navigation. We know that we are in a particular location because when we
enter a keyboard or mouse command the (text or graphic) screen display
changes appropriately.
Navigation
12. BLIND ALLEYS
blind alleys found
within games.66 Blind Alleys may help the player gain extra lives or weaponry but do not
exist as paths that lead to other parts of the gameworld.
13. TIME -
Time is categorised by Juul in terms of play time, which denotes
the time span taken to play a game, in contrast to fictional time, described as, the time of
the events in the game world
14. PATH and Choice
the words maze and labyrinth may be used
interchangeably, as Doob notes,
Both models are based on the concept of the path, the journey from beginning to
end; both imply a sequence of movements or perceptions, usually designed
intentionally as a sequence, and both may involve choice, although the nature,
implications and prominence of that choice vary greatly
Editor's Notes
#3: By Kim Navarre from Brooklyn, NY - Labyrinth of Failure by Chris Hackett and Eleanor LovinskyUploaded by McGeddon, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=9565133