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	<title>Play's Republic &#187; Termeh</title>
	<atom:link href="http://ludic.colophon.org/ludus/author/termeh/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludic.colophon.org</link>
	<description>"There is no greater threat to the state than the play of children." (Plato)</description>
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		<title>Last thought on SL</title>
		<link>http://ludic.colophon.org/ludus/last-thought-on-sl/</link>
		<comments>http://ludic.colophon.org/ludus/last-thought-on-sl/#comments</comments>
		<pubDate>Mon, 14 May 2007 03:09:32 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/last-thought-on-sl/</guid>
		<description><![CDATA[SL has a big challenge ahead of them if they are to make a true impact.  They are the leaders in the genre, but in order to stay ahead of others who will come around they need to rethink their approach.   Scalability is a huge issue when dealing with the corporate world and I just [...]]]></description>
			<content:encoded><![CDATA[<p>SL has a big challenge ahead of them if they are to make a true impact.  They are the leaders in the genre, but in order to stay ahead of others who will come around they need to rethink their approach.   Scalability is a huge issue when dealing with the corporate world and I just do not understand how IBM or Dell is willing to conduct business in-world when there are so many rendering issues.  Perhaps their experience is different, but  in order to create a viable business model the company has to firmly decide whether it wants to go down the path of entertainment or business.  Back in the early 90&#8242;s AOL made a go at the business market, only to fail miserably by not understanding the market&#8217;s needs.  It will be interesting to see if SL is able to maintain its momentum or fall prey to its own success. </p>
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		<title>light bulb moment</title>
		<link>http://ludic.colophon.org/ludus/light-bulb-moment/</link>
		<comments>http://ludic.colophon.org/ludus/light-bulb-moment/#comments</comments>
		<pubDate>Mon, 14 May 2007 03:04:56 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/light-bulb-moment/</guid>
		<description><![CDATA[you know those moments when everything comes together &#8211; well mine came a bit late.  This whole semester I have argued in favor of the structurlist argument and intent, not really sure what to make of the &#8220;game design&#8221; impacts interaction discussion until I looked back at the many ways in which I changed my original [...]]]></description>
			<content:encoded><![CDATA[<p>you know those moments when everything comes together &#8211; well mine came a bit late.  This whole semester I have argued in favor of the structurlist argument and intent, not really sure what to make of the &#8220;game design&#8221; impacts interaction discussion until I looked back at the many ways in which I changed my original SL exhibition due to technical glitches, lack of time and experience &#8211; and it dawned on me.  What I produced &#8211; is a direct result of my interaction with the game engine and technology itself not the overall intention that I had.  It turned out in ways that I never expected when I started out &#8211; and I finally realized what Juul meant when he talked about emergence. </p>
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		<item>
		<title>ilovebees &#8211; or how slime mold came to rule the world</title>
		<link>http://ludic.colophon.org/ludus/215/</link>
		<comments>http://ludic.colophon.org/ludus/215/#comments</comments>
		<pubDate>Sat, 12 May 2007 18:05:29 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/215/</guid>
		<description><![CDATA[At the recent Serious Gamers Conference in San Francisco, Jane McGonigal gave an overview of ilovebees &#8211; an alternate reality game that focuses on collective intelligence &#8211; but is really a viral marketing campaign for Halo 2 back in 2005.  McGonigal talks of how these games can be used to teach skills focusing collective cognition, [...]]]></description>
			<content:encoded><![CDATA[<p>At the recent Serious Gamers Conference in San Francisco, Jane McGonigal gave an overview of <em>ilovebees &#8211; </em>an alternate reality game that focuses on collective intelligence &#8211; but is really a viral marketing campaign for Halo 2 back in 2005.  McGonigal talks of how these games can be used to teach skills focusing <em>collective cognition, cooperation/meaning making, </em>and <em>coordination/formation.  </em><a href="http://seriousgamessource.com/features/feature_040307_sgsgdc_1.php">http://seriousgamessource.com/features/feature_040307_sgsgdc_1.php</a></p>
<p>As I read this I kept thinking Slime Mold&#8230;but beyond that lovely image, I wondered to what extent collective intelligence tools could be used to shape behavior based on the <em>assumption </em>that the work is representative of a collective.  A basic assumption of players is that the game is emergent, which persuades them to buy-in to the conclusion.  What if it is not?</p>
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		<title>Narrative versus Ludology</title>
		<link>http://ludic.colophon.org/ludus/narrative-versus-ludology/</link>
		<comments>http://ludic.colophon.org/ludus/narrative-versus-ludology/#comments</comments>
		<pubDate>Sat, 12 May 2007 17:55:07 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Rhetoric]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/narrative-versus-ludology/</guid>
		<description><![CDATA[While Juul has moved on to discuss the cross roads of real and not real rules versus play; I found interesting that both him and Gonzalo Frasca made such an attempt to bring together radical narrativists and ludologists.  Frasca &#8211; who is said to have coined the word ludology &#8211; argues that ludology was not meant [...]]]></description>
			<content:encoded><![CDATA[<p>While Juul has moved on to discuss the cross roads of real and not real rules versus play; I found interesting that both him and Gonzalo Frasca made such an attempt to bring together radical narrativists and ludologists.  Frasca &#8211; who is said to have coined the word ludology &#8211; argues that ludology was not meant as an answer in opposition to narrativisim and further more challenges that there never has been such a divide &#8211; since it is impossible to find a pure narrativist in the field.  I found this to answer lots of questions that came popping into my head during the semester.  By seeing the difference as a &#8220;how&#8221; the story unfolds versus whether a story unfolds or not; we can insert some level of analysis that goes beyond whether the simulation is real or not.</p>
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		<title>50 books</title>
		<link>http://ludic.colophon.org/ludus/50-books/</link>
		<comments>http://ludic.colophon.org/ludus/50-books/#comments</comments>
		<pubDate>Sat, 12 May 2007 17:47:14 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/50-books/</guid>
		<description><![CDATA[I came across this list of 50 top gaming books &#8211; thought I would pass it on  &#8211; did not realize there were enough to determine top 50 http://www.next-gen.biz/index.php?option=com_content&#38;task=view&#38;id=3962&#38;Itemid=2]]></description>
			<content:encoded><![CDATA[<p>I came across this list of 50 top gaming books &#8211; thought I would pass it on  &#8211; did not realize there were enough to determine top 50 <a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=3962&amp;Itemid=2">http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=3962&amp;Itemid=2</a></p>
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		<title>Theory and Design</title>
		<link>http://ludic.colophon.org/ludus/theory-and-design/</link>
		<comments>http://ludic.colophon.org/ludus/theory-and-design/#comments</comments>
		<pubDate>Wed, 09 May 2007 22:22:00 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/theory-and-design/</guid>
		<description><![CDATA[i came across this call for papers &#8211; it is due May 30th.  Here is the description from the site &#8211; I think it would be great if someone could pull this off from class :).  The description is pretty vague and it is a trip to London afterall.     The theme of the conference is [...]]]></description>
			<content:encoded><![CDATA[<p>i came across this call for papers &#8211; it is due May 30th. </p>
<p>Here is the description from the site &#8211; I think it would be great if someone could pull this off from class :).  The description is pretty vague and it is a trip to London afterall.    </p>
<p><em>The theme of the conference is “Theory &amp; Design”, and some sample areas of interest are listed below: Fun, history of games, game theory, combat systems, socio-cultural issues, community, gaming culture, genres, design possibilities for the next generation, ethnicity, sound, character, immersion, play, widening markets, sex, casual games, agency, serious games, time &amp; space, education, economic and industrial analysis, narrative, game auteurs, graphical styles, empirical analysis, gender, intermediality &amp; transmediality, localisation, cultural differences, violence. Other topics related to Digital Game Theory &amp; Design are also welcomed.</em></p>
<p><a href="http://www.gameology.org/node/1496">http://www.gameology.org/node/1496</a></p>
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		<title>Che in Cuba working for CIA in search of WMD</title>
		<link>http://ludic.colophon.org/ludus/che-in-cuba-working-for-cia-in-search-of-wmd/</link>
		<comments>http://ludic.colophon.org/ludus/che-in-cuba-working-for-cia-in-search-of-wmd/#comments</comments>
		<pubDate>Sun, 29 Apr 2007 22:18:10 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/che-in-cuba-working-for-cia-in-search-of-wmd/</guid>
		<description><![CDATA[Here is a soup of symbols for those of you crazy for meaning making.    Just Cause was released in 2006 about a specialist in &#8220;regime change.&#8221; (marketing magic = much nicer than mercenary and much less inflammatory than revolutionary.)  Here is the product description: &#160; &#8220;In Just Cause, you take on the role of the flamboyant [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludic.colophon.org/wp-content/uploads/just-cause.jpg" alt="just-cause.jpg" />Here is a soup of symbols for those of you crazy for meaning making.   </p>
<p style="margin: 0pt" class="MsoNormal"><span><em>Just Cause </em>was released in 2006 about a specialist in &#8220;regime change.&#8221; (marketing magic = much nicer than mercenary and much less inflammatory than revolutionary</span>.)  Here is the product description:</p>
<p style="margin: 0pt" class="MsoNormal">&nbsp;</p>
<p style="margin: 0pt" class="MsoNormal">&#8220;In Just Cause, you take on the role of the flamboyant Rico Rodriguez &#8211; a specialist in regime change. The island of San Esperito is suspected of stockpiling WMDs and it&#8217;s your job to negate the threat to world peace. This little tropical paradise is about to implode as various factions vie for power. Play the island&#8217;s factions off against one another; incite a rebellion among the masses; or build alliances with rebel forces and drug cartels. &#8220;</p>
<p style="margin: 0pt" class="MsoNormal">&nbsp;</p>
<p style="margin: 0pt" class="MsoNormal">hmmm&#8230;gamers every where &#8211; unite!</p>
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		<title>Game versus Play</title>
		<link>http://ludic.colophon.org/ludus/game-versus-play/</link>
		<comments>http://ludic.colophon.org/ludus/game-versus-play/#comments</comments>
		<pubDate>Sat, 14 Apr 2007 20:25:27 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/game-versus-play/</guid>
		<description><![CDATA[Interesting article on Linden Labs decision to not further promote the simulated gambling on it site.  Perhaps even more interesting than the cross section of the casino with 2nd life is the commentary about banning US avatars.  So much for a border less world&#8230;..  http://www.online-casinos.com/news/news4364.asp]]></description>
			<content:encoded><![CDATA[<p>Interesting article on Linden Labs decision to not further promote the simulated gambling on it site.  Perhaps even more interesting than the cross section of the casino with 2nd life is the commentary about banning US avatars.  So much for a border less world&#8230;..</p>
<p> <a href="http://www.online-casinos.com/news/news4364.asp">http://www.online-casinos.com/news/news4364.asp</a></p>
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		<title>observations</title>
		<link>http://ludic.colophon.org/ludus/observations/</link>
		<comments>http://ludic.colophon.org/ludus/observations/#comments</comments>
		<pubDate>Sat, 07 Apr 2007 04:30:56 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/observations/</guid>
		<description><![CDATA[it&#8217;s 12:20 am and I have finally discovered War of Worldcraft is not play, game or fun.   Playing these games reminds me of taking personality tests&#8230;I am definately not into exploring, I don&#8217;t see the point of having other players online with you, find the quests super stupid and am not sure how the hell [...]]]></description>
			<content:encoded><![CDATA[<p>it&#8217;s 12:20 am and I have finally discovered War of Worldcraft is not play, game or fun.   Playing these games reminds me of taking personality tests&#8230;I am definately not into exploring, I don&#8217;t see the point of having other players online with you, find the quests super stupid and am not sure how the hell I ended up in the village where you die with every breath you take &#8211; if you don&#8217;t have enough experience, which apparantly I do not.  I think running should be banned from all games unless in combat - I don&#8217;t run in the real world, why would I run in this one?   And I HATE having things in my backpack that I am not proficient to use.   Having said that, I just remembered, this is not voluntary.  Going back in&#8230;..</p>
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		<title>whose magic circle?</title>
		<link>http://ludic.colophon.org/ludus/whose-magic-circle/</link>
		<comments>http://ludic.colophon.org/ludus/whose-magic-circle/#comments</comments>
		<pubDate>Sun, 25 Feb 2007 18:12:24 +0000</pubDate>
		<dc:creator>Termeh</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/whose-magic-circle/</guid>
		<description><![CDATA[here are random thoughts which ideally should have been posted separately and written more coherently &#8211; but I am playing catch-up. Thought #1  I will take another crack at convincing you that you don&#8217;t create magic circles, you just enter someone else&#8217;s &#8211; or in other words, we live in a world of concentric magic [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludic.colophon.org/wp-content/uploads/play.JPG" title="play"></a><span style="font-family: Georgia"><a href="http://ludic.colophon.org/wp-content/uploads/play.JPG" title="play"></a>here are random thoughts which ideally should have been posted separately and written more coherently &#8211; but I am playing catch-up. </span></p>
<p><span style="font-family: Georgia"></span><strong><span style="font-family: Georgia">Thought #1</span></strong><span style="font-family: Georgia"></span><span style="font-family: Georgia">  I will take another crack at convincing you that you don&#8217;t create magic circles, you just enter someone else&#8217;s &#8211; or in other words, we live in a world of concentric magic circles.  There is a pretty big circle &#8211; the social contract &#8211; and it keeps going from there.  While each of their definitions differed a bit Hobbes, Locke and Rousseau all explained society vs. our agreement to play by certain rules to escape a life that is less than ideal.   Human interaction is ruled by continuous creation of magic circles &#8211; which operate within each other&#8230;which means that they are bounded within the rules of the larger circle, which seriously brings in to question your ability to create one that is outside the bounds of society, culture, family, etc&#8230;..</span><strong><span style="font-family: Georgia"></span></strong></p>
<p><strong><span style="font-family: Georgia">Thought #2</span></strong><span style="font-family: Georgia">  </span><span style="font-family: Georgia">Speaking of institutions &#8211; Caillois and Hezigna&#8217;s frameworks do not address institutional boundaries within which games are created &#8211; well.  Or rather are overshadowed by them.  Agon and Mimicry emphasise the dominant institutional framework by creating what it is that we aspire to &#8211; defining what is best and what is worth mimicking.  Alea serves to create false hope that we may be able to beat the system &#8211; even though we won&#8217;t be able to in the end.  Ilinx &#8211; the dangerous one &#8211; is the only time during which institutions or rules are challenged.  I realize that I was privileging science as a framework in class but that is the focus of Caillois&#8217; definition of ilinx &#8211; i.e. vertigo. </span></p>
<p><span style="font-family: Georgia"></span><strong><span style="font-family: Georgia">Thought #3  </span></strong><span style="font-family: Georgia"></span><span style="font-family: Georgia">I realize this brings in the whole notion of Agency &#8211; I leave that discussion to another time.</span></p>
<p><span style="font-family: Georgia"><strong>L</strong></span><strong><span style="font-family: Georgia">ast Thought </span></strong><span style="font-family: Georgia"></span><span style="font-family: Georgia">decided to run play, game and stake (idea which should also be developed further because it is larger than just agon or $$ in alea) the visual thesaurus for fun:</span><a href="http://ludic.colophon.org/wp-content/uploads/play1.JPG" title="play1.JPG"><img src="http://ludic.colophon.org/wp-content/uploads/play1.JPG" title="play1.JPG" alt="play1.JPG" width="450" /></a></p>
<p><strong>Game</strong></p>
<p><a href="http://ludic.colophon.org/wp-content/uploads/game.JPG" title="game.JPG"><img src="http://ludic.colophon.org/wp-content/uploads/game.JPG" title="game.JPG" alt="game.JPG" width="450" /></a></p>
<p><strong>Stake</strong></p>
<p><a href="http://ludic.colophon.org/wp-content/uploads/stake.JPG" title="stake.JPG"><img src="http://ludic.colophon.org/wp-content/uploads/stake.JPG" title="stake.JPG" alt="stake.JPG" width="450" /></a></p>
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