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Ed Webb

BBC News - Minecraft game adds Ordnance Survey GB terrain data - 2 views

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    "I was not able to light on any map or work giving the exact locality of the Castle Dracula, as there are no maps of this country as yet to compare with our own Ordnance Survey Maps..."
Bryan Alexander

Historical map in Minecraft - 4 views

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    The NYPL recreates one of its special collection historical maps in Minecraft.
Ed Webb

Spatialized Difference in Videogames | Gaming the System - 3 views

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    This would be teachable as heck. I like the FPS-RTS combination.
Bryan Alexander

Bringing new life to a 'dead' language | News Center | Wake Forest University - 0 views

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    Published: April 19, 2013 Role-playing game energizes Latin class Choose your character, write spells, map the dungeon and move up levels. It sounds like Dungeons and Dragons, but it's not. It's Latin class. Each student plays a hero from Graeco-Roman myth with a backstory, personality and actions determined largely by the student.
Ed Webb

MMO Monopoly launched on Google | Gaming Ghouls - 0 views

  • A new way to play Monopoly will be launched today on Google; Monopoly City Streets is a MMO where players use Google Maps as the game board to buy up property and try to become the richest one of your friends. The game is supposed to be launching today however at the time of writing this the site has not gone live.
Ed Webb

The Shallows: Chapters 2 & 3 | Royce Kimmons - 3 views

  • I have not looked into the particulars of this study nor current issues in neuroplasticity in depth, but this experiment at least draws my attention because of my interest in educational games and simulations (and gaming in general).  I have often wondered, for instance, about violence in video games, and though there is no evidence that violent video games make people more violent, the really interesting question, I think, is whether or not acting out violently in a video game alters the brain differently than acting out violently in real life.  Likewise, what about other behaviors that can be acted out in high fidelity through a game from stealing in Grand Theft Auto to cyber spouses in World of Warcraft.  Do these activities affect one's neural mapping?Obviously, there are other, more curriculum-oriented implications of this study that are probably more pertinent to my field, but I think that generally we tend to view digital experiences in a different way than real life experiences, and if it's all the same to our brains, then it seems like that is something we should be conscious of when designing and consuming digital products.
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    Royce should join this group!
Ed Webb

cyoa - 3 views

  • I’d be very curious to know the reason for this progression toward linearity. Presumably the invisible hand was guiding this development, but whether the hunger was for less difficulty in the books or simply for something with more in the way of traditional storytelling is harder to unravel. I could also imagine that this balance between interaction and exposition was peculiar to the individual writers, so this could merely reflect a changing set of practitioners. In another way, this trend mirrors the adoption of more recent new media. In the early days of the web, people flocked to what was unique to HTML, namely links, animated gifs, and the <blink> tag. A similar cautionless exuberance marked the appearance of affordable typesetting systems – the first time people without phototypositors had access to typefaces beyond a choice of monospaced typewriter fonts.When a world of new possibilities has just opened, it’s hard to find the will for restraint. But, in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material. It could be that the glut of choices in the early books reflected more a rush toward the new than a well-considered balancing of storytelling and reader-directedness. As the genre developed, the choice-based structure ceased being so novel that it was an experiential end in itself. Perhaps only then could it recede into its proper role as a gameplay mechanic – all the more potent when used judiciously.
  • a peek into the construction process the authors went through as they folded their nonlinear stories into a sequential medium
  • In a computer game, tracking this kind of inventory state is a simple matter. By flipping bits in memory, the program itself can keep a running tally of items you’ve encountered and possibly picked up. In a book this responsibility falls to the reader, and with it an expectation of honesty. To encourage a degree of fair play, the Cavern of Doom engages in a form of entrapment by asking the reader, in the midst of a dicy situation, whether they have a magic item that would clearly save the day. What the book knows and the reader may not is that this item does not even exist. Woe upon the adventurer who angers the gamebook in this way.
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    Very nice to see this. CYOA is a vital antecedent for digital storytelling, from hypertext to gaming to branching YouTube videos.
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    I feel sheepish for not tagging this to our group when I saw it months ago, but thanks to Ed for remedying that. :) I wish I had the skills in infographic production the author has, but it reminds me that enriching your argument with different media forms is becoming more and more essential.
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    This might be a good time for humanists to identify a bunch of easy, low-cost tools for that. Like Wordle.
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    Agreed, Bryan. There are quite a few low-cost (in terms of learning curve and the general attentive economy) visualization tools that we could all learn to use more frequently. I've been playing again, after a break of a couple of years, with Dipity, for instance, to generate timelines. Word clouds and mind maps might be forms with applications in discussing digital storytelling in games and other media.
Bryan Alexander

Games, Maps and the Brain - 3 views

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    More from Depauw. Something's in the Greencastle water.
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