This document discusses the meaning of time in casual farming games from multiple perspectives. It presents two viewpoints: that players waste time clicking or that they exchange time for recognized value. It explores how Marx, Lukacs, and Bourdieu viewed the relationship between time, labor, and value. The structure and economies of farming games are examined, including how crop growth requires time, the relationship between players and developers, and commodities traded. The conclusion is that in these games, the fragmentation of a player's time can create value for developers.
This document discusses various game platforms including arcade, console, computer, online multiplayer, handheld, and tabletop. It also covers player modes such as single-player, local multiplayer, LAN multiplayer, and online multiplayer. Additionally, it lists different time intervals for games such as real-time, turn-based, and time-limited. Key elements of games are defined including players, objectives, procedures, rules, resources, and conflict.
The document discusses designing educational games. It suggests games can improve decision making, teach critical thinking, and allow learning through safe simulation. Examples given of educational games include LARPing used in Nordic countries and the concept of "flow" in gaming. Challenges of designing educational games include expenses, securing premises, and balancing gameplay. The document provides tips for developing game mechanics, characters, storylines, and ensuring diversity and inclusion. It stresses the importance of open standards and licensing to make games accessible.
This document provides a history of game evolution from 1952 to present day. It outlines key early computer games like Nimrod and Pong in the 1950s-1970s and the rise of popular franchises like Super Mario Bros, Wolfenstein 3D, Doom and Grand Theft Auto from the 1980s onward. It also summarizes several popular game engines used today like Unreal Engine, Unity and CryEngine.
Game development has evolved significantly from early board and dice games to modern electronic games. Early pioneers like William Higginbotham and Ralph Baer experimented with electronic games for computers and arcades in the 1950s-1960s. The arcade phenomenon of the late 1970s, driven by games like Space Invaders and Pac-Man, helped launch the commercial video game industry. This led to the creation of early video game consoles in the 1970s-1980s by companies like Atari, Nintendo, and SEGA. However, a video game crash in 1983 caused a temporary slump before the industry rebounded with the NES. Now the game industry has converged across multiple platforms including consoles, computers, mobile
The document discusses two video games, Crash Bandicoot and Sim City. Crash Bandicoot involves navigating computer generated characters through environments collecting boxes, apples, and time trial tokens on special round platforms. Sim City involves managing a virtual city through disasters, advisers, budgets, zones, and loans. The document provides overviews of key elements and mechanics of the two games.
Minecraft is a sandbox video game created by Markus "Notch" Persson and later developed by Mojang. In Minecraft, players can build constructions out of textured cubes in a procedurally generated 3D world, exploring, gathering resources, crafting, and engaging in combat. The game has two main modes: survival, where players must acquire resources and maintain their health and hunger, and creative, where players have unlimited resources and the ability to fly. Players can also interact with each other on multiplayer servers or realms. Minecraft received several awards and recognition for excellence in gaming.
The document discusses the culture of games and strategies for ensuring the future success of games. It suggests either mastering existing genres by fully understanding the market and how to make the game appealing, or expanding into new markets by appealing to non-gamers and incorporating other interests of gamers. Both approaches can work but also fail. It provides an example of the Game Boy Advance trying to appeal to sentiments of today's youth through a "Tribal Edition" that allows expression of rebellion, individuality, and spirituality through gaming.
This document discusses various game platforms including arcade, console, computer, online multiplayer, handheld, and tabletop. It also covers player modes such as single-player, local multiplayer, LAN multiplayer, and online multiplayer. Additionally, it lists different time intervals for games such as real-time, turn-based, and time-limited. Key elements of games are defined including players, objectives, procedures, rules, resources, and conflict.
The document discusses designing educational games. It suggests games can improve decision making, teach critical thinking, and allow learning through safe simulation. Examples given of educational games include LARPing used in Nordic countries and the concept of "flow" in gaming. Challenges of designing educational games include expenses, securing premises, and balancing gameplay. The document provides tips for developing game mechanics, characters, storylines, and ensuring diversity and inclusion. It stresses the importance of open standards and licensing to make games accessible.
This document provides a history of game evolution from 1952 to present day. It outlines key early computer games like Nimrod and Pong in the 1950s-1970s and the rise of popular franchises like Super Mario Bros, Wolfenstein 3D, Doom and Grand Theft Auto from the 1980s onward. It also summarizes several popular game engines used today like Unreal Engine, Unity and CryEngine.
Game development has evolved significantly from early board and dice games to modern electronic games. Early pioneers like William Higginbotham and Ralph Baer experimented with electronic games for computers and arcades in the 1950s-1960s. The arcade phenomenon of the late 1970s, driven by games like Space Invaders and Pac-Man, helped launch the commercial video game industry. This led to the creation of early video game consoles in the 1970s-1980s by companies like Atari, Nintendo, and SEGA. However, a video game crash in 1983 caused a temporary slump before the industry rebounded with the NES. Now the game industry has converged across multiple platforms including consoles, computers, mobile
The document discusses two video games, Crash Bandicoot and Sim City. Crash Bandicoot involves navigating computer generated characters through environments collecting boxes, apples, and time trial tokens on special round platforms. Sim City involves managing a virtual city through disasters, advisers, budgets, zones, and loans. The document provides overviews of key elements and mechanics of the two games.
Minecraft is a sandbox video game created by Markus "Notch" Persson and later developed by Mojang. In Minecraft, players can build constructions out of textured cubes in a procedurally generated 3D world, exploring, gathering resources, crafting, and engaging in combat. The game has two main modes: survival, where players must acquire resources and maintain their health and hunger, and creative, where players have unlimited resources and the ability to fly. Players can also interact with each other on multiplayer servers or realms. Minecraft received several awards and recognition for excellence in gaming.
The document discusses the culture of games and strategies for ensuring the future success of games. It suggests either mastering existing genres by fully understanding the market and how to make the game appealing, or expanding into new markets by appealing to non-gamers and incorporating other interests of gamers. Both approaches can work but also fail. It provides an example of the Game Boy Advance trying to appeal to sentiments of today's youth through a "Tribal Edition" that allows expression of rebellion, individuality, and spirituality through gaming.
Minecraft is a sandbox video game created by Markus "Notch" Persson. It has two main game modes: survival mode, where the player must gather resources to build structures and fend off hostile mobs to survive, and creative mode, where players have unlimited resources and the ability to fly. The game also features multiplayer online play, where players can connect through a server using a pin code to play collaboratively or competitively across both game modes. Minecraft is continually updated and does not require installation on a physical disk.
Virtual reality technologies include massively multiplayer online role-playing games like World of Warcraft where players battle enemies from different races. Second Life is a virtual world that allows users to create their own environment and economy, with some users earning real money. The document discusses how Second Life has formal education and career settings, suggesting virtual worlds could help teach real-world career skills through simulations.
Introduction to Games and Storytelling WorkshopEmma Westecott
The document discusses an upcoming game design workshop with the following key points:
1. The workshop's theme is multiculturalism and focuses on the tensions and transformations of culture with emerging interactive media.
2. The workshop will be led by a games research fellow and independent designer whose interests include digital games as an art form and emotionally dramatic gaming.
3. Participants will explore game design concepts by studying games as performance experiences and looking at frameworks like the relationship between artist, designer, and player.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
The anonymous culture of sites such as 4chan is best known for its seemingly senseless obscenity. However, I argue that 4chan and its ilk act as centers of subversion in which political activism can originate.
WORKS CITED
Bakiogla, Burcu. “Spectacular Interventions in Second Life: Goon Culture, Griefing, and Disruption" in Virtual Spaces.” Journal of Virtual Worlds Research (1.3).
"Griefing." Encyclopedia Dramatica.
Huizinga, Johan. Homo Ludens.
See my Learni.st (http://learni.st/users/andersrainsbruce/boards/4946-griefing-and-trolling) for links and further information.
This document discusses different types of spatial stories and environmental storytelling that can be used in video games. It describes four types of spatial stories: evoked narratives that reference known genres/stories; enacted narratives where players perform or witness story events; embedded narratives where the game space contains narrative information to reconstruct; and emergent narratives that provide resources for player storytelling. The document also discusses debates around whether environmental stories that require reconstructing fixed narratives from game spaces are truly interactive stories.
The document analyzes feedback from users who played the game Automaton Assault in January 2017. The feedback included positive comments about the graphics and fun gameplay even for non-gamers. One user suggested improvements to the user interface to provide more guidance to players on objectives and enemy health. Another recommended reducing player weapon reload times and increasing enemy turret reload times.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
The extended version of my presentation for Video Games Fandoms seminar in Krakow. The seminar took place on February 26, 2017, at Jagiellonian University.
Самый полезный материал по App Store Optimization:
1. Что такое ASO?
2. Когда ASO применимо?
3. Какие задачи решает ASO?
4. ASO на примерах
5. Все о ключевых словах: откуда брать, как оптимизировать
6. Интересные гипотезы и результаты проверки
7. Вывод в топ по поисковым запросам
The negative and positive impacts of video gamesbradjgibbons
This document provides a literature review on the impacts of video games on student development. It discusses how video games can positively impact student motivation, collaboration, and brain-based learning. When appropriately designed and integrated into the classroom, video games have been shown to increase student engagement, foster collaboration between students, and promote neuroplasticity which can lead to improved academic achievement. However, excessive video game play that replaces other activities can negatively impact students' behavior through increased social isolation or aggressiveness. The document concludes that video games can have a positive impact on students when designed properly, integrated into the curriculum, and with sufficient time and monitoring.
Video Games: Advantages and DisadvantagesMohsin Ahamed
This document discusses video games and gaming consoles. It notes that while games can provide social, intellectual, and educational benefits like improved coordination, reaction time, and problem solving skills, they also have disadvantages like potential isolation, overuse leading to physical problems, and being an expensive hobby. The document also lists the PlayStation 3 and Xbox 360 as commonly used consoles and acknowledges that new motion-sensing games require more physical activity.
This document discusses the benefits of gaming. It argues that gaming provides a sense of achievement rather than promoting violence. Some benefits mentioned include improving problem solving skills, multitasking abilities, and hand-eye coordination. Gaming is also said to help with attention deficit disorders and physical rehabilitation. Additionally, gaming can enhance vision, attention, memory, decision making, and teamwork/social skills. However, the document cautions against gaming addiction.
The document discusses the history and evolution of video games from the earliest arcade games in the 1970s to modern consoles. It describes key events like the release of Pong, Space Invaders, Pac-Man, and the video game crash of 1983. It then summarizes the rise of Nintendo and the revival of the video game industry in the 1980s through popular games like Super Mario Bros.
Presentation by John Thompson at the event "The Political Economy of Agricultural Policy Processes in Africa", September 2014.
http://www.future-agricultures.org/events/the-political-economy-of-agricultural-policy-processes-in-africa
Evaluating Processing as a Platform for Game PrototypingDaniel Volk
This document discusses game prototyping and evaluating Processing as a platform for it. It begins by defining play and games, explaining that play involves imaginary worlds separate from reality with their own rules and goals. Games similarly involve rule-based competition with varying outcomes. Game prototyping is useful for testing game mechanics before full development. The document then introduces Processing as a programming language and environment that can be used for rapid game prototyping due to its simplicity. An example game prototype created in Processing is presented to demonstrate its capabilities for this purpose.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
What We Talk About When We Talk About Mid-CoreAdam Gutterman
Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
A lecture I gave about montization approaches and KPI tracking for free-to-play games. /Long version - the final version I have has only condensed text./
Minecraft is a sandbox video game created by Markus "Notch" Persson. It has two main game modes: survival mode, where the player must gather resources to build structures and fend off hostile mobs to survive, and creative mode, where players have unlimited resources and the ability to fly. The game also features multiplayer online play, where players can connect through a server using a pin code to play collaboratively or competitively across both game modes. Minecraft is continually updated and does not require installation on a physical disk.
Virtual reality technologies include massively multiplayer online role-playing games like World of Warcraft where players battle enemies from different races. Second Life is a virtual world that allows users to create their own environment and economy, with some users earning real money. The document discusses how Second Life has formal education and career settings, suggesting virtual worlds could help teach real-world career skills through simulations.
Introduction to Games and Storytelling WorkshopEmma Westecott
The document discusses an upcoming game design workshop with the following key points:
1. The workshop's theme is multiculturalism and focuses on the tensions and transformations of culture with emerging interactive media.
2. The workshop will be led by a games research fellow and independent designer whose interests include digital games as an art form and emotionally dramatic gaming.
3. Participants will explore game design concepts by studying games as performance experiences and looking at frameworks like the relationship between artist, designer, and player.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
The anonymous culture of sites such as 4chan is best known for its seemingly senseless obscenity. However, I argue that 4chan and its ilk act as centers of subversion in which political activism can originate.
WORKS CITED
Bakiogla, Burcu. “Spectacular Interventions in Second Life: Goon Culture, Griefing, and Disruption" in Virtual Spaces.” Journal of Virtual Worlds Research (1.3).
"Griefing." Encyclopedia Dramatica.
Huizinga, Johan. Homo Ludens.
See my Learni.st (http://learni.st/users/andersrainsbruce/boards/4946-griefing-and-trolling) for links and further information.
This document discusses different types of spatial stories and environmental storytelling that can be used in video games. It describes four types of spatial stories: evoked narratives that reference known genres/stories; enacted narratives where players perform or witness story events; embedded narratives where the game space contains narrative information to reconstruct; and emergent narratives that provide resources for player storytelling. The document also discusses debates around whether environmental stories that require reconstructing fixed narratives from game spaces are truly interactive stories.
The document analyzes feedback from users who played the game Automaton Assault in January 2017. The feedback included positive comments about the graphics and fun gameplay even for non-gamers. One user suggested improvements to the user interface to provide more guidance to players on objectives and enemy health. Another recommended reducing player weapon reload times and increasing enemy turret reload times.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
The extended version of my presentation for Video Games Fandoms seminar in Krakow. The seminar took place on February 26, 2017, at Jagiellonian University.
Самый полезный материал по App Store Optimization:
1. Что такое ASO?
2. Когда ASO применимо?
3. Какие задачи решает ASO?
4. ASO на примерах
5. Все о ключевых словах: откуда брать, как оптимизировать
6. Интересные гипотезы и результаты проверки
7. Вывод в топ по поисковым запросам
The negative and positive impacts of video gamesbradjgibbons
This document provides a literature review on the impacts of video games on student development. It discusses how video games can positively impact student motivation, collaboration, and brain-based learning. When appropriately designed and integrated into the classroom, video games have been shown to increase student engagement, foster collaboration between students, and promote neuroplasticity which can lead to improved academic achievement. However, excessive video game play that replaces other activities can negatively impact students' behavior through increased social isolation or aggressiveness. The document concludes that video games can have a positive impact on students when designed properly, integrated into the curriculum, and with sufficient time and monitoring.
Video Games: Advantages and DisadvantagesMohsin Ahamed
This document discusses video games and gaming consoles. It notes that while games can provide social, intellectual, and educational benefits like improved coordination, reaction time, and problem solving skills, they also have disadvantages like potential isolation, overuse leading to physical problems, and being an expensive hobby. The document also lists the PlayStation 3 and Xbox 360 as commonly used consoles and acknowledges that new motion-sensing games require more physical activity.
This document discusses the benefits of gaming. It argues that gaming provides a sense of achievement rather than promoting violence. Some benefits mentioned include improving problem solving skills, multitasking abilities, and hand-eye coordination. Gaming is also said to help with attention deficit disorders and physical rehabilitation. Additionally, gaming can enhance vision, attention, memory, decision making, and teamwork/social skills. However, the document cautions against gaming addiction.
The document discusses the history and evolution of video games from the earliest arcade games in the 1970s to modern consoles. It describes key events like the release of Pong, Space Invaders, Pac-Man, and the video game crash of 1983. It then summarizes the rise of Nintendo and the revival of the video game industry in the 1980s through popular games like Super Mario Bros.
Presentation by John Thompson at the event "The Political Economy of Agricultural Policy Processes in Africa", September 2014.
http://www.future-agricultures.org/events/the-political-economy-of-agricultural-policy-processes-in-africa
Evaluating Processing as a Platform for Game PrototypingDaniel Volk
This document discusses game prototyping and evaluating Processing as a platform for it. It begins by defining play and games, explaining that play involves imaginary worlds separate from reality with their own rules and goals. Games similarly involve rule-based competition with varying outcomes. Game prototyping is useful for testing game mechanics before full development. The document then introduces Processing as a programming language and environment that can be used for rapid game prototyping due to its simplicity. An example game prototype created in Processing is presented to demonstrate its capabilities for this purpose.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
What We Talk About When We Talk About Mid-CoreAdam Gutterman
Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
A lecture I gave about montization approaches and KPI tracking for free-to-play games. /Long version - the final version I have has only condensed text./
Game Hacking discusses various techniques for hacking console, DOS, and Windows games. These include using devices like Game Genie to modify NES games, memory scanning DOS games to change values like health and ammo, hex editing save files, using debuggers like OllyDbg to modify StarCraft map code, and exploiting flaws in game logic or servers. Memory hacking is described as a common technique to achieve hacks like teleporting or speed increases in games like World of Warcraft.
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
The document proposes enhancing traditional board games with handheld augmented reality. This allows retaining social and tangible gameplay while automating tasks like scorekeeping. Examples given are a dungeon crawler where the handheld simulates the game master, Settlers of Catan where resources are digitally managed, and Magic: The Gathering where decks are built digitally but played with physical proxies. The goal is more portable yet complex board gaming experiences.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
This document summarizes topics covered in an Artificial Intelligence session, including game theory, optimal decision making in games, alpha-beta search, Monte Carlo tree search, stochastic games, partially observable games, and constraint satisfaction problems. Examples of state-of-the-art game programs are discussed, such as chess, Go, checkers, Othello, and Scrabble programs that use techniques like alpha-beta pruning, Monte Carlo rollouts, and databases to play perfectly or defeat human champions. The next session will cover constraint satisfaction problems in more detail.
Super Gun Kids: The Making Of by Iain Lobbmochimedia
This document summarizes Iain Lobb's experience developing the Flash game Super Gun Kids. It describes some of Iain's previous games, the development of Super Gun Kids including gameplay, art, and animation, lessons learned, and plans for future projects. Key points include that Super Gun Kids took over a year to develop, utilized Iain's Dull Dude framework and brought on artist Amanda to help with backgrounds, and that Iain wants future projects to be cross-platform and have more scope control.
The document discusses gamification and includes a memory game to find hidden signals in the slides. It introduces concepts like culture, patrimony, gamification, communication and new technologies. It discusses how everything is connected and related to human perception. It then covers definitions of gamification, why games are used, and examples that use gamification for behavior change. The document suggests playing a gamification game for this presentation on the provided URL, with the best score in the shortest time winning a prize.
understanding our past to improve our futureGillian Smith
This talk was given at the symposium on procedural content generation at ITU Copenhagen, November 2014. It outlines the major motivations for doing research in PCG, identifies historical trends, and asks questions about where we are going next.
Types of Games type of games Types of Games type of games.pptxtdoijod8
The document discusses different types of games based on various classifications:
- The Mahabharata can be seen as an early example of game theory, with Krishna and Shakuni acting as "superplayers". It involved asymmetric information.
- Games can be symmetric or asymmetric based on whether players have the same or different goals. They can also be classified as having perfect or imperfect information.
- Other classifications include cooperative vs non-cooperative, simultaneous vs sequential, zero-sum vs non-zero-sum, and iterative vs non-iterative games. Examples like the prisoner's dilemma, centipede game, and ultimatum game are discussed.
- Additional concepts covered include bounded rationality
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
"Emotion and games in technology-enhanced learning" presentation at the 2012 Joint European Summer School on Technology Enhanced Learning in Estoril, Portugal
This is the 7th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
This lecture covers ways that we can use AI to manage the experience that the player receives. Topics include Immersive Worlds, Player/Game Interactions, Interactive Fiction and "AI Directors" such as that found in Left4Dead
Similar to The Meaning of Time in Casual Farming Games (20)
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
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Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
1. The Meaning of Time in
Casual Farming Games
Alesja Serada
European Humanities University
Visual Culture & Creative Industries
2. Two Viewpoints on Casual
Farming Games
1. Silly people kill time by clicking cows.
(…And they are not even gamers!..)
(…And they are being exploited by greedy and
immoral developers!..)
2. Dedicated players exchange their time for the value they
recognize, as an alternative to spending this time on even
less rewarding (digital) labor.
(…And many of them enjoy it a lot.)
3. Time vs. Labor vs. Value
Marx: time →labor →value
“Capital” (1867)
Lukacs: time →labor→space
“History and Class Consciousness” (1923)
Bourdieu: time →cultural meaning →symbolic value
→social capital
“The Logic of Practice” (1980)
“Capital is accumulated labor”
“Forms of Capital” (1986)
7. Player vs. Developer
• Has the right to leave
the game at any
moment.
• Judges ‘fairness’ of the
game
• Chooses between
paying and ‘earning’
rewards
• Gains social capital by
working and/or paying
• Constructs engagement
(years ahead)
• Controls the progress of
the player
• “Sparks desire”
• Capitalizes on the
gamer’s social capital
• Is doomed by the need
for “endless content”
Games as a Service:
9. Commodities
• Time-based
commodities
• The player buys
“condensed labor”
• The player could just pay
someone else to play for
him/her.
• Desire-based
commodities
• The player buys “objects
of prestige”
• The player could do
without these objects (but
they are so desirable!..)
10. Game Economy
• MMO RPGs: open
economy
• There is space for free
market
• Auction-based (or
demand-based) pricing
• Frequent crises that are
managed post-factum
• “Digital sweatshops”
(Gallaway)
• Free-to-play games:
“plan economy”
• Platform limitations: the
player can only buy from
the developer
• All prices are set by the
developer, and they are
fixed
• Controlled inflation to
monetize the game
• Lesser financial risks on
both sides
11. Takeaway
• The player's time is discrete and quantified, and the
process of its fragmentation turns the player's time into
value.
• There is time-based capital accumulation for non-paying
players and demand-based pricing economy for paying
players.
• “Soft” and “hard’ currencies are an instrument of
estrangement of the player’s labor in favor of the
developer.
12. Play vs. Labor:
Has There Ever Been Any
“Hard Line”?
(Do we still trust Huizinga?)
13. Thank you!
Feel free to ask me how to exploit
people and take their money :)
alesja.serada@gmail.com
@snavidna
Editor's Notes
Hi, my name is…
I will argue that the value of in-game objects is created by structuring the player’s time in the specific way which utilizes the their perception of game as labor.
The subject
And now let’s see how value is created.
The methodology: economical theory.
Starting from Marx, we’ve been discussing the specific quality of labor time and its connection to labor.
And these discussions became more productive when symbolic and social capital came to stage.
And the best explanation of the logic of casual farming games can be found in the anthropologic observations of Bourdieu.
In the chapter "Social capital" of "The Logic of Practice", Bourdieu focuses on phenomena of social economy that contradict "cold" rational logic of capital proposed by Marx. Apart from his well-known economy of gifts, he also analyzes temporal structures of agricultural practices in Berber villages. According to his observations, rituals of waiting and strict working schedules may create symbolic meaning and social values in the pre-industrial society. Generally, Bourdieu sees this 'time-lag' or 'delay' between actions as crucial for structuring meaningful social practices. In such practices, social and symbolic capital is created.
How does it explain the success of casual farming games?
This is the farm of my favorite in-game neighbor, Mahammed. Can you see how much time and money have been put into this farming estate? Can we see it as “accumulated labor”? There’s indeed a lot of labor accumulated here!
What kind of labor does Mahammed do?
The usual game tasks involve growing and processing certain amounts of crops, processing and selling them to obtain and further upgrade different means of production. The player also has to complete more complicated quests to level up. Leveling up indicates progression in the game and unlocks new rewards. It is impossible to lose in a game, but, if the player doesn’t accept quests and rarely levels up, the game soon becomes too slow and boring: “The only negative consequence of playing poorly is that leveling up will take more time" - see Gruning’s similar observations of FarmVille 2.
Is it as simple as cow clicking? Actually, it’s a very complicated algorithm, rigidly structured in time.
If we put the story and its graphic representation aside, we can describe a farming game by length and rhythm of time periods between clicks on a vast variety of codependent game objects. The player follows the prescribed algorithm of clicks to gain rewards which may also help him or her make faster progress in the game, thus closing the game loop. If we put this, rather monotonous activity back into the context of visual representation, it clearly represents labor - work on the farm - and the very pleasure of the game is to be involved in such labor of ritualized clicking.
We can assume that, in farming games, work on the farm is represented not only visually, but also procedurally.
Crop Growth Time in Royal Story (based on the game interface accessed on 20.09.2016 from an account registered in Belarus). Most used crops’ growth time is less than 8 hours, which suggests visiting the game multiple times a day.
Many critics claim that farming games have no challenge. Actually, there is a challenge of following a very complicated schedule. This challenge presents itself after a considerable time spent in a game, sometimes up to several months. Also, this challenge is constructed and tweaked by the developer, sometimes even in real time.
Is it a ‘good’ or a ‘bad’ challenge? We are not talking about it today. My personal opinion is that scheduling can help, or may harm, just in the same way as various time, activity and health trackers work. It actually helped me a lot, but this is my personal opinion, I’m not ready to argue for that.
A free-to-play game, a casual farming game, is a game as a service, and in many aspects, it is a game between the player and the developer. And it is the game of negotiation. We can find practical grounding to this approach to game design in Oscar Clark’s “Games As A Service” as well as in numerous articles and talks on free-to-play design.
The developer constructs engagement by offering an endless chain of rewards of gradually increasing in-game value, thoroughly calculated and balanced to fully control the player's progression. Following the story of the game, the player seeks pleasure in anticipating more interesting and valuable rewards upon completion of bigger and more complicated tasks. Based on game data analytics, the developer may also adjust the timing of quests in a way that keeps them relatively difficult and the player engaged, but not annoyed by the tight schedule.
As an example, we can take a closer look at the "King Kong Puzzle" that was running in the game in February, 2016. This quest ran during Chinese New Year and was loosely associated with its celebration (the developer’s principal development office is in Beijing). It consisted of four stages. The first stage demanded 125 cups of Hazelnut Coffee, 75 bowls of Glue Pudding (sticky rice, a traditional meal served on Chinese New Year) and 75 glasses of Margarita cocktail. To prepare all these products, the player needed 125 crops of coffee beans, 125 hazelnuts peeled by a squirrel, 200 bags of sugar, 300 bags of oat flour, 90 lime fruits, 90 fruits from the Rainbow Tree and 90 drops of frozen dew. The growth time of coffee beans is 30 seconds, frozen dew has to be collected every 4 hours, all fruits require 6 hours to ripe, and oats need 10 hours to grow. There is also processing time for cups of coffee, peeled hazelnuts and cocktails. In sake of simplicity we don't count this time here, as well as in-game currency expenses and energy limitations for crop collection and processing. Simply put, this stage requires at least 100 hours of clicking and waiting from players, depending on how many means of production they own. Also, the schedule demands returning to the game at least every 6 hours. This stage is followed by three more stages, and in the end the player wins a very rare animal - a gorilla. The developers were only giving 18 days to players to complete the quest, which was just enough for a dedicated player on a higher level of the game. If the player sacrificed his or her sleep and/or paid real money to speed up tasks, he or she could win two gorillas in the end. This reward has high value both in terms of time and resources and as an object of social status.
For what kind of commodities do players pay real money in a free game?
The value of in-game objects is displayed in soft currencies, and the hard currency is required to purchase objects of status and to speed up tasks.
The most frequent offer to spend real money in the game is the offer to finish production earlier than the prescribed time.
The value of products in the in-game economy is derived from working time and often embodied in 'soft' currencies. To the contrary, the prices in hard currency are demand-based. So, there is time-based capital accumulation for non-paying players and demand-based pricing economy for paying players.
Full control over game economy is achieved by separating it from the global, real-world digital economy, where players can be paid for their in-game actions or artifacts.
While the economy of a MMO RPG game is subject to inflations and crises which developers often manage post factum, the economy of a free-to-play game is much like the state-regulated economy of a socialist state. There is clearly a lot of labor, which is perceived as 'fair' by players, but this labor never turns into material capital that might have value outside of the game. The only entity that can profit from this labor is the developer (“the coding authority”), who owns the game and everything in it (another reason why it is free), and the game is designed to work on his or her benefit. On the other hand, unlike many socialist states in the past, players are free to leave the game at any time if they get bored or if they sense ‘unfairness’ in its design. Mass ‘emigration’ of players would be considered both a design and a commercial failure for the developer of a free-to-play game.
The value of products in the in-game economy is derived from working time and often embodied in 'soft' currencies.
The prices in hard currency are set by the real-world market and demand-based. Luxury items and extra time are normally sold for ‘hard’ currencies.
This important 'gap' between in-game and real-world economies could make an interesting case for debates on surplus value in real world economies.
Non-paying players live in socialism, and paying players live in capitalism ?
And now, let’s discuss playbor!
In the context of the real world, all work on a farm is free and unpaid, and there is no way to exchange any of its results for any real-world value. These results have neither use nor exchange value outside of the game’s “diegetic space”, so, from the economic perspective, this is not work. If we use Galloway's terminology, growing crops in a farming game is 'laborious play', not labor.
The reflection on playing as non-leisure: Антон Чехов. Детвора.