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Archive for January, 2014

The White House, Games, and HipBone/Sembl — today

Thursday, January 2nd, 2014

[ by Charles Cameron — a project of keen interest to me, and a request for your support ]
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Something is going on in one corner of the White House that has me agog in a pleasant way.


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Mark DeLoura, Senior Advisor for Digital Media at the WH Office of Science and Technology Policy is soliciting ideas about Games that Can Change the World. I’ve jumped in, and so have some old friends, one auld acquaintance and one new…

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The home page for this project is hosted on its own Games for Impact site, and I’d invite you to take a look, and note in particular…

  • Games where ideas collide (& create new ideas)
  • This is my own page, for the HipBone / Sembl games and DoubleQuotes — and if you have found my style of analysis valuable, you may want to go there, (take the trouble to) log in, and upvote my idea — making a comment too, should you so wish.

  • Positive Impact and Game Evangelism
  • Similarly, you can log in and upvote the whole idea by supporting this proposal, the current “leading” concept…

    Part of what makes this entry so interesting is the fact that Chris Crawford, game designer and thinker non pareil, is discussing his own long-hoped-for paradigm shift in game design in this thread. Chris is the “auld acquaintance” I mentioned, and I met him via the good services of my old friend Mike Sellers late in the last century. It is good to read him again in the new millennium.

  • Games to increase understanding about emergent social systems
  • Mike’s own offering is this one, which I also highly recommend. Mike is one of the founding fathers of multiplayer games with graphical architecture, and has more recently been working to bring human psychology into gameplay with increasing subtlety. By all means give him a vote up if that sounds good.

  • Knecht/Connect – a playable version of the Glass Bead Game
  • As you know, my own games attempt to bring the game concept embedded in Hermann Hesse’s great novel, The Glass Bead Game / Magister Ludi into playable form, and my friend Paul Pilkington has been doing the same in a series of books [1, 2, 3] and a Twitter stream. Let’s help him get some recognition, too…

  • Try the Poietic Generator
  • This one’s a game concept I like, too — it’s based on Conway‘s Game of Life… and brings it alive!

    It was submitted by Olivier Auber, whom I hadn’t previously met — so he’s my new acquaintance, and I’m hoping his game ideas will flourish and that acquaintance will grow into friendship in as things unfold…

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    So that’s the overall project, along with a sampling of specific ideas that I admire and would invite you to support. I hope you’ll find (and support) some other game concepts of interest, too.

    In a follow up post honoring Chris Crawford — which may still take a while to write and post — I’ll be looking at some of the historical background of “serious games” — and of the HipBone / Sembl style of thinking in particular.

    Brilliant use of “DoubleQuote in the Wild” images!

    Thursday, January 2nd, 2014

    [ by Charles Cameron — a succinct and powerful double photo display, excellent for teaching critical thinking ]
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    Seeing is believing, no?

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    Hat tip: Tim Mathews.

    Happy New “Creative Leap” Year

    Wednesday, January 1st, 2014

    [ by Charles Cameron — wondering whether a von Kármán vortex street might be a good place to take a Paul Lévy walk one of these days — when I’m out and about, foraging for new ideas ]
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    "Named after French mathematician Paul Lévy, a Lévy walk is characterized by many small moves combined with a few longer trajectories."

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    M’friend Bill Benzon of the New Savanna blog posted two paras out of an NYT blog piece, Navigating Our World Like Birds and Bees, today:

    What they have found is that when moving with a purpose such as foraging for food, many creatures follow a particular and shared pattern. They walk (or wing or lope) for a short time in one direction, scouring the ground for edibles, then turn and start moving in another direction for a short while, before turning and strolling or flying in another direction yet again. This is a useful strategy for finding tubers and such, but if maintained indefinitely brings creatures back to the same starting point over and over; they essentially move in circles.

    So most foragers and predators occasionally throw in a longer-distance walk (or flight), which researchers refer to as a “long step,” bringing them into new territory, where they then return to short walks and frequent turns as they explore the new place.

    I can’t help but think that this may give us a closer approximation to the way minds can think than our usual terms, linear and lateral, or on a wider scale, disciplinary and interdisciplinary thinking, with the short walks involving thoughts that require investigation but not analogy, and the long steps being leaps by analogy into new territory — the familiar hop, skip and jumps we also call creative leaps.

    From my POV, seeing both linear and leaping thoughts this way allows for the fact that what we’ve been calling linear thoughts aren’t so much linear as local, while analogical thoughts by their very nature take us from one thought domain to another — via parallelism or opposition — leaping conceptual distances.

    Which is why I can wish you a Happy New “Creative Leap” Year! — even though 2014 isn’t divisible by 4 and there will still only be 28 days this February.


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