The Game of the Goose
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Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
1. Summer Rain by Carl Thomas 2. Kiss Kiss by Chris Brown Feat T Pain 3
1. Summer Rain By Carl Thomas 2. Kiss Kiss By Chris Brown feat T Pain 3. You Know What's Up By Donell Jones 4. I Believe By Fantasia By Rhythm and Blues 5. Pyramids (Explicit) By Frank Ocean 6. Under The Sea By The Little Mermaid 7. Do What It Do By Jamie Foxx 8. Slow Jamz By Twista feat. Kanye West And Jamie Foxx 9. Calling All Hearts By DJ Cassidy Feat. Robin Thicke & Jessie J 10. I'd Really Love To See You Tonight By England Dan & John Ford Coley 11. I Wanna Be Loved By Eric Benet 12. Where Does The Love Go By Eric Benet with Yvonne Catterfeld 13. Freek'n You By Jodeci By Rhythm and Blues 14. If You Think You're Lonely Now By K-Ci Hailey Of Jodeci 15. All The Things (Your Man Don't Do) By Joe 16. All Or Nothing By JOE By Rhythm and Blues 17. Do It Like A Dude By Jessie J 18. Make You Sweat By Keith Sweat 19. Forever, For Always, For Love By Luther Vandros 20. The Glow Of Love By Luther Vandross 21. Nobody But You By Mary J. Blige 22. I'm Going Down By Mary J Blige 23. I Like By Montell Jordan Feat. Slick Rick 24. If You Don't Know Me By Now By Patti LaBelle 25. There's A Winner In You By Patti LaBelle 26. When A Woman's Fed Up By R. Kelly 27. I Like By Shanice 28. Hot Sugar - Tamar Braxton - Rhythm and Blues3005 (clean) by Childish Gambino 29. -
Racial Justice in Engineering the Road Ahead for Mckelvey Engineering
mckelvey engineering Across Disciplines. Across the World® // spring 2021 Racial justice in Engineering The road ahead for McKelvey Engineering inside Neal Patwari 18 // Virtual becomes reality 22 // Libby Allman 26 From the dean // The Long Road Ahead I write this letter as we are wrapping up what will be remembered as the most unusual academic year in living memory. The COVID-19 pandemic, which last spring was a crisis requiring an immediate response to launch online learning, grew into an ever-present constraint that impacted teaching, research and all aspects of operations across the university. For the Fall 2020 and Spring 2021 semesters, McKelvey Engineering needed to embrace new paradigms of teaching and learning, to develop new modes of managing and sharing research spaces, and to conduct business operations almost exclusively through remote interactions. In the pages of this issue of Engineering Momentum, you will read about some of the efforts it took to rise to the occasion. Given the enormity of the task, one might expect responding to COVID-19 to be the cover story of this issue of the magazine. It is not. Instead, the summer of last year saw the emergence of an awareness of a challenge that has been with us for centuries and whose destructive power is not amenable to being controlled by a vaccine. While the most visible event of the summer was the video-captured death of George Floyd at the hands of police officers, there was a washu photo litany of such tragedies and travesties. These incidents energized a Black Lives Matter Aaron F. -
Life Cycle Patterns of Cognitive Performance Over the Long
Life cycle patterns of cognitive performance over the long run Anthony Strittmattera,1 , Uwe Sundeb,1,2, and Dainis Zegnersc,1 aCenter for Research in Economics and Statistics (CREST)/Ecole´ nationale de la statistique et de l’administration economique´ Paris (ENSAE), Institut Polytechnique Paris, 91764 Palaiseau Cedex, France; bEconomics Department, Ludwig-Maximilians-Universitat¨ Munchen,¨ 80539 Munchen,¨ Germany; and cRotterdam School of Management, Erasmus University, 3062 PA Rotterdam, The Netherlands Edited by Robert Moffit, John Hopkins University, Baltimore, MD, and accepted by Editorial Board Member Jose A. Scheinkman September 21, 2020 (received for review April 8, 2020) Little is known about how the age pattern in individual perfor- demanding tasks, however, and are limited in terms of compara- mance in cognitively demanding tasks changed over the past bility, technological work environment, labor market institutions, century. The main difficulty for measuring such life cycle per- and demand factors, which all exhibit variation over time and formance patterns and their dynamics over time is related to across skill groups (1, 19). Investigations that account for changes the construction of a reliable measure that is comparable across in skill demand have found evidence for a peak in performance individuals and over time and not affected by changes in technol- potential around ages of 35 to 44 y (20) but are limited to short ogy or other environmental factors. This study presents evidence observation periods that prevent an analysis of the dynamics for the dynamics of life cycle patterns of cognitive performance of the age–performance profile over time and across cohorts. over the past 125 y based on an analysis of data from profes- An additional problem is related to measuring productivity or sional chess tournaments. -
Printing Trends in Board & Card Games
Printing Trends in Board & Card Games Jessica Lee Riddell Graphic Communication Department | College of Liberal Arts | California Polytechnic State University June 2013 Abstract The board and card game industry are facing growing pressures from digital games, as video and social media games become more prevalent. Emerging print and media technologies, namely printed electronics and augmented reality, could provide a board and card gaming experience that would draw in gamers who typically play digital games. The expected outcomes of the literature research, industry and market surveys, and subsequent paper are an understanding of the history of games, the current state of the game manufacturing and publishing industry, and attitudes of gamers who would be playing games embedded with the emerging technologies. A2 Table of Contents Abstract . 2 Table of Contents . 3 Chapter 1: Purpose of the Study . 4 Significance of the Study . 4 Interest in the Study . 5 Chapter 2: Literature Review . 6 History of Game Art and Production . 7 History of Game Technology . 8 Current Game Art and Production . 9 Current Game Technology . 11 Chapter 3: Research Methodology . 13 Objectives . 13 Samples Studied . 13 Data . 14 Analysis . 14 Chapter 4: Results . 15 Industry Survey . 15 Publishers . 15 Manufacturers . 16 Developers . 16 Print and Substrate Analysis . 17 Chapter 5: Conclusion . 18 References . 20 Appendices. 22 Appendix 1: Survey questions . 22 Appendix 2: Publisher Response . 26 Appendix 3: Publisher Response (Document) . 30 Appendix 4: Game Developer Response . 31 Appendix 5: Overview of Industry Survey Results . 35 Appendix 6: Print Analysis Overview . 36 Appendix 7: Gamer Survey Response . 40 T3 Purpose of the Study Design, production, and technology have a circular relationship. -
Table of Contents
Empire Earth TABLE OF CONTENTS Chapter I: Installation...............................................................................................5 Installing Empire Earth ..........................................................................................................5 Tips to Improve Game Performance ......................................................................................6 Prehistoric (500,000 – 50,000 BC) ............................................................................8 Chapter II: What is Empire Earth? ......................................................................10 The Emergence of Empires ..................................................................................................10 Your Role in Empire Earth...............................................................................................11 Features of Empire Earth......................................................................................................12 Stone Age (50,000 – 5,000 BC)................................................................................14 Chapter III: Starting Empire Earth ......................................................................16 Launching the Game ............................................................................................................16 Main Menu ...........................................................................................................................16 Learning to Play ...................................................................................................................17 -
Reviews of Selected Books and Articles on Gaming and Simulation. INSTITUTION Rand Corp., Santa Monica, Calif
DOCUMENT RESUME ED 077 221 EM 011 125 AUTHOR Shubik, Martin; Brewer, Garry D. TITLE Reviews of Selected Books and Articles on Gaming and Simulation. INSTITUTION Rand Corp., Santa Monica, Calif. SPONS AGENCY Department of Defense, Washington, D.C. Advanced Research Projects Agency. REPORT NO R-732-ARPA PUB DATE Jun 72 NOTE 55p.; ARPA Order No.: 189-1 EDRS PRICE MF -$0.65 HC-$3.29 DESCRIPTORS *Annotated Bibliographies; Educational Games; *Games; *Game Theory; *Models; *Simulation IDENTIFIERS War Games ABSTRACT This annotated bibliography represents the initial step taken by the authors to apply standards of excellence tothe evaluation of literature in the fields of gaming, simulation,and model-building. It aims at helping persons interested in these subjects deal with the flood of literatureon these topics by making value judgments, based on the professional competence ofthe reviewers, abcut individual works. Forty-eight books and articlesare reviewed, covering the years 1898-1971, although most of the works were published in the past 15 years. The majority of these deal with one of the following topics: 1) general game theory; 2) instructional games and simulation; 3) board and table games, suchas chess and dice games; 4) war games; 5) the interpersonal and psychological aspects of gaming; 6) gaming and the behavioral sciences; 7) crisis and conflict; and 8) the application of game theory to politicaland social policy-making. The reviews range in length froma few sentences-iko several pages, depending upon the individual articleor book. 044 ARPA ORDER NO.: 189-1 3D20 Human Recources R-732-ARPA June 1972 Reviews of Selected Books and ArticlesonGaming and Simulation Martin Shubik and Garry D. -
September 1988
The Glass Wreck at Ser~e Limani During the summers of 1977 through 1979, the Institute of Nautical Ar chaeology and Texas A&M University excavated an early 11th-century shipwreck at Ser<;e Limani, a natural harbor on the Turkish coast directly north of Rhodes. In the early 11th century, the two principal powers in the eastern Mediterranean were the Byzantine Empire, which had dominion over the Balkans and Asia Minor, and the Moslem caliphate of the Fatimids, who ruled from Cairo, a realm that extended from Tunisia to just below the Byzantine city of Antioch in northern Syria. The shipwreck has been closely dated by Fatimid glass weights for weighing coins, the latest of which date to either 1024/25 or possibly 1021/22. The sinking therefore occurred during the third decade of the 11th century, a time of improving Fatimid-Byzantine relations, affirmed by a peace treaty in 1027. Almost a decade has passed since the shipwreck was excavated. The remains of the ship have been conserved and reconstructed, and considerable progress has been made in the study of many of the other finds. We will soon begin in earnest preparation of the first of several volumes planned for the final report. It seems timely therefore to offer to the readers of the INA Newsletter a brief overview of what we have learned to date about the ship, her cargoes, and her last voyage. Sponsors for the excavation and study of artifacts include INA, National En dowment for the Humanities, National Science Foundation, National Geographic Society, Ashland Oil Inc., Anna C. -
The International Society for Iranian Studies
THE INTERNATIONAL SOCIETY FOR IRANIAN STUDIES www.iranianstudies.com ISIS Newsletter Volume 36, Number 1 May 2015 EDITOR’S NOTE Dear ISIS Members, The new year has begun with hopeful news of an agreement on the repercussions on the work of our organization and its members in the United States, in Iran, and beyond. It has also begun with new leadership at ISIS, as incoming president Touraj Atabaki has taken the reins from Mehrzad followed by excerpts of speeches given at the recent symposium honoring Professor Ehsan Yarshater on the occasion of his 95th birthday, a highly vivid report of the recently held symposium “Hedayat in Mumbai,” research, member and dissertation news, a list of recently published monographs in Iranian Studies, and much more. We hope you will enjoy the many contributions so generously provided by members of our vibrant community. Finally, a friendly reminder that members can now submit panel, roundtable and paper abstracts for the ISIS 2016 Conference to be held in Vienna by logging in to the ISIS website and following the instructions for submission and conference pre-registration. Warm regards, Mirjam Künkler, Princeton University PRESIDENT’S NOTE It has been a privilege to be trusted by the members of the International Society for Iranian Studies to assume the position of the Presidency of an academic institution, which, with nearly fifty years of history, stands out as one of the oldest associations of its kind in West Asian studies. It is also a privilege to assume the position of the Presidency of the society, when the past-president, in this case my good friend Mehrzad Boroujerdi, has left a management system that eases my tasks enormously. -
Whose Game Is It Anyway? Board and Dice Games As an Example of Cultural Transfer and Hybridity Mark Hall
Whose Game is it Anyway? Board and Dice Games as an Example of Cultural Transfer and Hybridity Mark Hall To cite this version: Mark Hall. Whose Game is it Anyway? Board and Dice Games as an Example of Cultural Transfer and Hybridity. Archimède : archéologie et histoire ancienne, UMR7044 - Archimède, 2019, pp.199-212. halshs-02927544 HAL Id: halshs-02927544 https://halshs.archives-ouvertes.fr/halshs-02927544 Submitted on 1 Sep 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. ARCHIMÈDE N°6 ARCHÉOLOGIE ET HISTOIRE ANCIENNE 2019 1 DOSSIER THÉMATIQUE : HISTOIRES DE FIGURES CONSTRUITES : LES FONDATEURS DE RELIGION DOSSIER THÉMATIQUE : JOUER DANS L’ANTIQUITÉ : IDENTITÉ ET MULTICULTURALITÉ GAMES AND PLAY IN ANTIQUITY: IDENTITY AND MULTICULTURALITY 71 Véronique DASEN et Ulrich SCHÄDLER Introduction EGYPTE 75 Anne DUNN-VATURI Aux sources du « jeu du chien et du chacal » 89 Alex DE VOOGT Traces of Appropriation: Roman Board Games in Egypt and Sudan 100 Thierry DEPAULIS Dés coptes ? Dés indiens ? MONDE GREC 113 Richard. H.J. ASHTON Astragaloi on Greek Coins of Asia Minor 127 Véronique DASEN Saltimbanques et circulation de jeux 144 Despina IGNATIADOU Luxury Board Games for the Northern Greek Elite 160 Ulrich SCHÄDLER Greeks, Etruscans, and Celts at play MONDE ROMAIN 175 Rudolf HAENSCH Spiele und Spielen im römischen Ägypten: Die Zeugnisse der verschiedenen Quellenarten 186 Yves MANNIEZ Jouer dans l’au-delà ? Le mobilier ludique des sépultures de Gaule méridionale et de Corse (Ve siècle av. -
Chapter 1. a Chronology of Game Programming
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks . [ Team LiB ] Chapter 1. A Chronology of Game Programming "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." —Douglas Adams KEY TOPICS Phase I: Before Spacewar Phase II: Spacewar to Atari Phase III: Game Consoles and Personal Computers Phase IV: Shakedown and Consolidation Phase V: The Advent of the Game Engine Phase VI: The Handheld Revolution Phase VII: The Cellular Phenomenon Phase VIII: Multiplayer Games In Closing The art and science of game development have experienced a huge progression since the early days. Hardware has improved by orders of magnitude, whereas game complexity and richness have simply exploded. To better understand how games are coded today, and why, it is essential to look back and review the history of game programming. I have divided that lengthy narration into what I consider the eight most defining moments that shaped the current industry. Let's time warp ourselves to those moments and take a look at how things were done back then. This way the reasons behind today's practices will become obvious. I will avoid the trivial and focus on programming practices. Because raw data is useless without perspective, it's also important to provide some context in which to interpret the data and to understand how today's programming practices were developed. [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. -
Never Change 2.1
Never Change 2.1: A Look at Jay-Z’s Lyrical Evolution kashema h. www.kashema.com Never Change 2.1: A look Jay-Z’s Lyrical Evolution By kashema h. “Intro” Jay-Z’s classic album Reasonable Doubt (1996) turned 20 years old this summer but it has been two years since he has released another album. He released “Spiritual” after the extrajudicial killings of Alton Sterling and Philando Castile. Jay is featured on the remix of “All the Way Up” and teamed up with DJ Khaled and Future to create “I Got the Keys.” Back in April, Mr. Carter made a cameo on his wife’s Beyoncé’s visual album, Lemonade as a family man. The last time we saw the lyricist in full rap mode (e.g. album, singles and tour) was for Magna Carta Holy Grail in 2013. The promotional On The Run trailer for the married couple’s tour stars Jay-Z and Beyoncé as bank robbers à la Bonnie and Clyde, and features all kinds of guns, ski masks, shady figures, cop chases and a line-up. In 2014, I started to think about Jay’s past criminal life as a drug dealer, and his references to it on his records. I let the thing between my eyes analyze Jay’s skills, then put it down—type Braille...you feel me? Last month, the rapper narrated the New York Times Op-Ed: “The War on Drugs Is an Epic Fail.” I went back to my study of Jay-Z and his lyrics with a more critical eye.