The University of Chicago Playfulness 1947-2017
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Simcity 2000 Manual
™ THE ULTIMATE CITY SIMULATOR USER’S MANUAL Title Pages 3/25/98 12:00 PM Page 1 ª THE ULTIMATE CITY SIMULATOR USER MANUAL by Michael Bremer On the whole I’d rather be in Philadelphia. – W.C. Fields (1879-1946) Credits The Program Designed By: Fred Haslam and Will Wright IBM Programming: Jon Ross, Daniel Browning, James Turner Windows Programming: James Turner, Jon Ross Producer: Don Walters Art Director: Jenny Martin Computer Art: Suzie Greene (Lead Artist), Bonnie Borucki, Kelli Pearson, Eben Sorkin Music: Sue Kasper, Brian Conrad, Justin McCormick Sound Driver: Halestorm, Inc. Sound Effects: Maxis Sample Heds, Halestorm, Inc. Technical Director: Brian Conrad Newspaper Articles: Debra Larson, Chris Weiss Special Technical Assistance: Bruce Joffe (GIS Consultant), Craig Christenson (National Renewable Energy Laboratory), Ray Gatchalian (Oakland Fire Department), Diane L. Zahm (Florida Department of Law Enforcement) The Manual Written By: Michael Bremer Copy Editors: Debra Larson, Tom Bentley Documentation Design: Vera Jaye, Kristine Brogno Documentation Layout: David Caggiano Contributions To Documentation: Fred Haslam, Will Wright, Don Walters, Kathleen Robinson Special Artistic Contributions: John “Bean” Hastings, Richard E. Bartlett, AIA, Margo Lockwood, Larry Wilson, David Caggiano, Tom Bentley, Barbara Pollak, Emily Friedman, Keith Ferrell, James Hewes, Joey Holliday, William Holliday The Package Package Design: Jamie Davison Design, Inc. Package Illustration: David Schleinkofer The Maxis Support Team Lead Testers: Chris Weiss, Alan -
Participatory Art and Creative Audience Engagement
University of Calgary PRISM: University of Calgary's Digital Repository Graduate Studies Legacy Theses 2011 Practices of Fluid Authority: Participatory Art and Creative Audience Engagement Smolinski, Richard Smolinski, R. (2011). Practices of Fluid Authority: Participatory Art and Creative Audience Engagement (Unpublished doctoral thesis). University of Calgary, Calgary, AB. doi:10.11575/PRISM/22585 http://hdl.handle.net/1880/48892 doctoral thesis University of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission. Downloaded from PRISM: https://prism.ucalgary.ca UNIVERSITY OF CALGARY Practices of Fluid Authority: Participatory Art and Creative Audience Engagement by Richard Smolinski A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF ART CALGARY, ALBERTA DECEMBER 2011 Richard Smolinski 2011 i The author of this thesis has granted the University of Calgary a non-exclusive license to reproduce and distribute copies of this thesis to users of the University of Calgary Archives. Copyright remains with the author. Theses and dissertations available in the University of Calgary Institutional Repository are solely for the purpose of private study and research. They may not be copied or reproduced, except as permitted by copyright laws, without written authority of the copyright owner. Any commercial use or re-publication is strictly prohibited. The original Partial Copyright License attesting to these terms and signed by the author of this thesis may be found in the original print version of the thesis, held by the University of Calgary Archives. -
How to Buy DVD PC Games : 6 Ribu/DVD Nama
www.GamePCmurah.tk How To Buy DVD PC Games : 6 ribu/DVD Nama. DVD Genre Type Daftar Game Baru di urutkan berdasarkan tanggal masuk daftar ke list ini Assassins Creed : Brotherhood 2 Action Setup Battle Los Angeles 1 FPS Setup Call of Cthulhu: Dark Corners of the Earth 1 Adventure Setup Call Of Duty American Rush 2 1 FPS Setup Call Of Duty Special Edition 1 FPS Setup Car and Bike Racing Compilation 1 Racing Simulation Setup Cars Mater-National Championship 1 Racing Simulation Setup Cars Toon: Mater's Tall Tales 1 Racing Simulation Setup Cars: Radiator Springs Adventure 1 Racing Simulation Setup Casebook Episode 1: Kidnapped 1 Adventure Setup Casebook Episode 3: Snake in the Grass 1 Adventure Setup Crysis: Maximum Edition 5 FPS Setup Dragon Age II: Signature Edition 2 RPG Setup Edna & Harvey: The Breakout 1 Adventure Setup Football Manager 2011 versi 11.3.0 1 Soccer Strategy Setup Heroes of Might and Magic IV with Complete Expansion 1 RPG Setup Hotel Giant 1 Simulation Setup Metal Slug Anthology 1 Adventure Setup Microsoft Flight Simulator 2004: A Century of Flight 1 Flight Simulation Setup Night at the Museum: Battle of the Smithsonian 1 Action Setup Naruto Ultimate Battles Collection 1 Compilation Setup Pac-Man World 3 1 Adventure Setup Patrician IV Rise of a Dynasty (Ekspansion) 1 Real Time Strategy Setup Ragnarok Offline: Canopus 1 RPG Setup Serious Sam HD The Second Encounter Fusion (Ekspansion) 1 FPS Setup Sexy Beach 3 1 Eroge Setup Sid Meier's Railroads! 1 Simulation Setup SiN Episode 1: Emergence 1 FPS Setup Slingo Quest 1 Puzzle -
UPDATE NEW GAME !!! the Incredible Adventures of Van Helsing + Update 1.1.08 Jack Keane 2: the Fire Within Legends of Dawn Pro E
UPDATE NEW GAME !!! The Incredible Adventures of Van Helsing + Update 1.1.08 Jack Keane 2: The Fire Within Legends of Dawn Pro Evolution Soccer 2013 Patch PESEdit.com 4.1 Endless Space: Disharmony + Update v1.1.1 The Curse of Nordic Cove Magic The Gathering Duels of the Planeswalkers 2014 Leisure Suit Larry: Reloaded Company of Heroes 2 + Update v3.0.0.9704 Incl DLC Thunder Wolves + Update 1 Ride to Hell: Retribution Aeon Command The Sims 3: Island Paradise Deadpool Machines at War 3 Stealth Bastard GRID 2 + Update v1.0.82.8704 Pinball FX2 + Update Build 210613 incl DLC Call of Juarez: Gunslinger + Update v1.03 Worms Revolution + Update 7 incl. Customization Pack DLC Dungeons & Dragons: Chronicles of Mystara Magrunner Dark Pulse MotoGP 2013 The First Templar: Steam Special Edition God Mode + Update 2 DayZ Standalone Pre Alpha Dracula 4: The Shadow of the Dragon Jagged Alliance Collectors Bundle Police Force 2 Shadows on the Vatican: Act 1 -Greed SimCity 2013 + Update 1.5 Hairy Tales Private Infiltrator Rooks Keep Teddy Floppy Ear Kayaking Chompy Chomp Chomp Axe And Fate Rebirth Wyv and Keep Pro Evolution Soccer 2013 Patch PESEdit.com 4.0 Remember Me + Update v1.0.2 Grand Ages: Rome - Gold Edition Don't Starve + Update June 11th Mass Effect 3: Ultimate Collectors Edition APOX Derrick the Deathfin XCOM: Enemy Unknown + Update 4 Hearts of Iron III Collection Serious Sam: Classic The First Encounter Castle Dracula Farm Machines Championships 2013 Paranormal Metro: Last Light + Update 4 Anomaly 2 + Update 1 and 2 Trine 2: Complete Story ZDSimulator -
Clicando Aqui
Bruno Cicanci Rodrigues de Sousa Game Design Document V1.0 Bruno Cicanci Rodrigues de Sousa http://gamedeveloper.com.br http://gamedeveloper.com.br Bruno Cicanci Rodrigues de Sousa 1. Visão Geral a. Conceito Salvar o Mundo dos Sonhos de Morfeu do domínio de Pesadelos. b. Sinopse Jogo de aventura onde um garoto, Paulo, é escolhido pelo Deus Grego dos Sonhos Morfeu para ajudá-lo a recuperar as 12 relíquias quer permitem o acesso dos doze dos Deuses do Olímpio ao Mundo dos Sonhos. As relíquias foram roubadas pelos Pesadelos, seres sombrios que querem dominar o Mundo dos Sonhos, lar e reino de Morfeu e seus irmãos, local onde todas as criaturas que sonham vão ao cair no sono. Oniro significa Sonho em grego. Este nome foi escolhido por que o jogo será baseado na mitologia grega e será ambientado no Mundo dos Sonhos do deus grego Morfeu. 2. Produto a. Público O público-alvo do Oniro são jogadores casuais com idade entre 15 e 20 anos, porém este produto também deve atingir outras faixas etárias e jogadores hardcore . O jogo apresentará um nível de dificuldade crescente em seus desafios além de diversas conquistas que o jogador não precisará conseguir para finalizar o jogo, mas são objetivos secundários que podem chamar atenção do público hardcore . b. Plataforma A versão de demonstração do jogo será lançada para a plataforma PC com sistema operacional Windows. Posteriormente, a versão completa do jogo será lançada também para Xbox 360 através da Xbox Live Arcade (XBLA). Posteriormente, este projeto também poderá ganhar uma versão para smartphones com o Windows Phone 7, que permitirá rodar jogos desenvolvidos com XNA Game Studio (plataforma de desenvolvimento escolhida para este projeto), e com alguns ajustes o Oniro poderá ser portado para esta plataforma. -
Off Museum! Performance Art That Turned the Street Into 'Theatre,' Circa 1964 Tokyo
Performance Paradigm 2 (March 2006) Off Museum! Performance Art That Turned the Street into ‘Theatre,’ Circa 1964 Tokyo Midori Yoshimoto Performance art was an integral part of the urban fabric of Tokyo in the late 1960s. The so- called angura, the Japanese abbreviation for ‘underground’ culture or subculture, which mainly referred to film and theatre, was in full bloom. Most notably, Tenjô Sajiki Theatre, founded by the playwright and film director Terayama Shûji in 1967, and Red Tent, founded by Kara Jûrô also in 1967, ruled the underground world by presenting anti-authoritarian plays full of political commentaries and sexual perversions. The butoh dance, pioneered by Hijikata Tatsumi in the late 1950s, sometimes spilled out onto streets from dance halls. Students’ riots were ubiquitous as well, often inciting more physically violent responses from the state. Street performances, however, were introduced earlier in the 1960s by artists and groups, who are often categorised under Anti-Art, such as the collectives Neo Dada (originally known as Neo Dadaism Organizer; active 1960) and Zero Jigen (Zero Dimension; active 1962-1972). In the beginning of Anti-Art, performances were often by-products of artists’ non-conventional art-making processes in their rebellion against the artistic institutions. Gradually, performance art became an autonomous artistic expression. This emergence of performance art as the primary means of expression for vanguard artists occurred around 1964. A benchmark in this aesthetic turning point was a group exhibition and outdoor performances entitled Off Museum. The recently unearthed film, Aru wakamono-tachi (Some Young People), created by Nagano Chiaki for the Nippon Television Broadcasting in 1964, documents the performance portion of Off Museum, which had been long forgotten in Japanese art history. -
The Internet As Playground and Factory November 12–14, 2009 at the New School, New York City
FIRST IN A SERIES OF BIENNIAL CONFERENCES ABOUT THE POLITICS OF DIGITAL MEDIA THE INTERNET AS PLAYGROUND AND FACTORY NOVEMBER 12–14, 2009 AT THE NEW SCHOOL, NEW YORK CITY www.digitallabor.org The conference is sponsored by Eugene Lang College The New School for Liberal Arts and presented in cooperation with the Center for Transformative Media at Parsons The New School for Design, Yale Information Society Project, 16 Beaver Group, The New School for Social Research, The Change You Want To See, The Vera List Center for Art and Politics, New York University’s Council for Media and Culture, and n+1 Magazine. Acknowledgements General Event Support Lula Brown, Alison Campbell, Alex Cline, Conference Director Patrick Fannon, Keith Higgons, Geoff Trebor Scholz Kim, Ellen-Maria Leijonhufvud, Stephanie Lotshaw, Brie Manakul, Lindsey Medeiros, Executive Conference Production Farah Momin, Heather Potts, Katharine Trebor Scholz, Larry Jackson Relth, Jesse Ricke, Joumana Seikaly, Ndelea Simama, Andre Singleton, Lisa Conference Production Taber, Yamberlie Tavarez, Brandon Tonner- Deepthie Welaratna, Farah Momin, Connolly, Jolita Valakaite, Cynthia Wang, Julia P. Carrillo Deepthi Welaratna, Tatiana Zwerling Production of Video Series Voices from Registration Staff The Internet as Playground and Factory Alison Campbell, Alex Cline, Keith Higgons, Assal Ghawami Geoff Kim, Stephanie Lotshaw, Brie Manakul, Overture Video Lindsey Medeiros, Heather Potts, Jesse Assal Ghawami Ricke, Joumana Seikaly, Andre Singleton, Deepthi Welaratna, Tatiana Zwerling Video -
Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology
Citation: Salen, Katie. “Toward an Ecology of Gaming." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 1–20. doi: 10.1162/dmal.9780262693646.001 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology A time is marked not so much by ideas that are argued about as by ideas that are taken for granted. —Jonathan Letham1 1954. West Germany gains an unexpected 3-2 victory over Hungary in the World Cup, known from then on as The Miracle of Bern. Officials announce that an American hydrogen bomb test had been conducted on Bikini Atoll in the Pacific Ocean. Marilyn Monroe weds Joe DiMaggio. The Geneva Conference partitions Vietnam into North Vietnam and South Vietnam. Mathematician Alan Turing commits suicide. “Gaming as a Technique of Analysis” is released, praising games as designed models with which to think. When viewed from this perspective, 1954 looks a lot like 2007: a year of instability and transformation on the world stage, a year shadowed by the promise and threat of competing ideologies, a year colored by fear, hope, and the advent of new technology. 1954 was also a year, like this year, when games entered the popular lexicon and man the player was seized upon as a harbinger of change. -
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
Into Performance: Japanese Women Artists in New York 06/28/2007 06:25 PM
Into Performance: Japanese Women Artists in New York 06/28/2007 06:25 PM critical reviews of books, exhibitions, and projects in all areas and periods of art history and visual studies published by the College Art Association June 27, 2007 Midori Yoshimoto Into Performance: Japanese Women Artists in New York New Brunswick: Rutgers University Press, 2005. 248 pp.; 76 b/w ills. Paper $29.95 (0813535212) Kevin Concannon In the context of today’s increasingly global art world, Midori Yoshimoto’s excellent and timely study, Into Performance: Japanese Women Artists in New York, fills a lacuna in the history of Japanese art in the West as well as in the history of the avant-garde more generally. Into Performance offers fascinating insight into the period between the Zen appropriations of Western artists in the 1950s and the identity art that reigned in the 1980s and 1990s, now so frequently subsumed under the more neutral (or, as some argue, neutralizing) rubric of globalism. The five Japanese women artists who are the subjects of Yoshimoto’s text—Yayoi Kusama, Yoko Ono, Takako Saito, Mieko Shiomi, and Shigeko Kubota—left Japan to pursue careers in New York City in the late 1950s and early1960s. Yet ultimately, each found herself marginalized—on the fringes of both Japanese and Western societies. Indeed they were the first generation of Japanese women artists to work outside Japan. Neither Japanese-American nor regarded as wholly Japanese by their compatriots, they occupied positions now not uncommon, but novel at the time. While Kusama and Ono have been subjects of substantial English-language monographs in recent years, Saito and Shiomi are considered almost exclusively within the context of their Fluxus affiliations. -
Reviews: • a Golden Wake • Valiant Hearts: the Great War • ASA: a Space Adventure Remastered Edition • Technobabylon • Sunless Sea C
Issue #55 July 2015 Reviews: • A Golden WAke • VAliAnt HeArts: tHe GreAt WAr • AsA: A spAce AdVenture remAstered edition • tecHnobAbylon • sunless seA cwww.adventurelantern.comOnTEnts ISSUE: #2 (55) VOLUME: 8 July 2015 Cover Image: Sunless Sea ture from Simon Says: Watch! Play!. It’s been at least five years since the last time I heard from Erdalion. Here’s hoping he’s still enjoying games somewhere. In the meantime, Sarah and Jonathon are here to bring that same spirit front and center on Ad- venture Lantern’s pages. Many thanks for their hard work and giving me a delightful read this summer. Until next time, – Ugur Sener A Golden Wake I first became aware of Dave Gilbert as a developer when we posted a review of his game The Shivah in October 2006. Erdalion, who was one of our most dedi- cated contributors at the time, had dis- covered the game and recognized it for the gem it was. The Shivah had come to life initially as a contest entry, a project to be completed in one month. The com- editorial mercial version Erdalion reviewed repre- sented a polished overhaul of the origi- nal design. At the time, Erdalion praised the game’s excellent story, inspired puzzles, and courage to explore themes not com- monly encountered in an adventure game. The Shivah did not boast fancy graphics, Valiant Hearts but had tremendous indie charm that had a whole different kind of visual appeal to a seasoned adventurer. This was exactly the interview kind of game we wanted to be highlighted 04 Dave Gilbert on Wadjet Eye in Adventure Lantern. -
Will Wright: the Mayor of Simcity
Will Wright: The Mayor of SimCity The innovative computer game SimCity has been overhauled. Now it's called SimCity 2000. By Kevin Kelly Wired: I gather that many fans of SimCity are fanatical players who know more about its population of sims than you, its designer, do. Wright: Yeah, a lot of people like the control aspect. To them it's sort of "I'm a god, you're my sim, obey me." But the sims don't obey. That's what makes it fun. If they obeyed you, what fun would that be? You're trying to keep this city together, but it keeps falling apart. That's what makes most really good games fun: When you have a certain amount of control, but then there's a certain amount of entropy in the system, and it's balanced just right between the two. It's life at the edge of chaos. Shit happens. Wired: Does your new version, SimCity 2000, have that ontheedge quality as well? Wright: I sure hope so. But of course I don't have a variable in there called "the chaos variable." So, to tune it I have to engineer a lot of little lowlevel variables to try and get the emergent behavior that will give me that edge of chaos to keep it from getting boring. Wired: Why go through all the trouble of another version? What's new in SimCity 2000 besides cooler visuals? Wright: In the old SimCity, you started with all the technology at once, but in this one you have to wait for things to become invented.