Search

Search content of the knowledge base.

The search found 3295 results in 0.093 seconds.

Search results

  1. Progress Quest

    Progress Quest is a next generation computer role-playing game. Gamers who have played modern online role-playing games, or almost any computer role-playing game, or who have at any time installed or upgraded their operating system, will find themselves incredibly comfortable with Progress Quest's very familiar gameplay. Progress Quest follows reverently in the footsteps of recent smash hit online worlds, but is careful to streamline the more tedious aspects of those offerings. Players will still have the satisfaction of building their character from a ninety-pound level 1 teenager, to an incredibly puissant, magically imbued warrior, well able to snuff out the lives of a barnload of bugbears without need of so much as a lunch break. Yet, gone are the tedious micromanagement and other frustrations common to that older generation of RPG's.

    (Source: Progress Quest)

    Ana Isabel Jimenez Sanchez - 28.09.2021 - 21:25

  2. Safara in the beginning

     Safara in the beginning is a hypertext explained by Washington.edu as "An African princess taken as a slave from Senegal to Martinique in the seventeenth century"

    Ragnhild Hølland - 28.09.2021 - 22:23

  3. Remix: Making Art and Commerce Thrive in the Hybrid Economy

    Remix is an urgent, eloquent plea to end a war that harms our children and other intrepid creative users of new technologies. It also offers an inspiring vision of the post-war world where enormous opportunities await those who view art as a resource to be shared openly rather than a commodity to be hoarded.

    Criminalizing our children and others is exactly what our society should not do, and Lessig shows how we can and must end this conflict—a war as ill conceived and unwinnable as the war on drugs. By embracing “read-write culture,” which allows its users to create art as readily as they consume it, we can ensure that creators get the support—artistic, commercial, and ethical—that they deserve and need. Indeed, we can already see glimmers of a new hybrid economy that combines the profit motives of traditional business with the “sharing economy” evident in such Web sites as Wikipedia and YouTube. The hybrid economy will become ever more prominent in every creative realm—from news to music—and Lessig shows how we can and should use it to benefit those who make and consume culture.

     

    Alisa Nikolaevna Ammosova - 29.09.2021 - 00:05

  4. Fable

    Role-playing fans yearning for a rich adventure will find much to engage them. In the mystical land of Albion, the game will immerse players in a world where every action has a consequence, and players shape their destiny to rise to fame ... or descend into infamy. This role playing game will take you from childhood through adulthood and on to an old (and powerful) age.

    (Source: WorldCat entry)

    Ana Isabel Jimenez Sanchez - 29.09.2021 - 00:32

  5. Modernity At Large: Cultural Dimensions Of Globalization

    The world is growing smaller. Every day we hear this idea expressed and witness its reality in our lives-through the people we meet, the products we buy, the foods we eat, and the movies we watch. In this bold look at the cultural effects of a shrinking world, leading cultural theorist Arjun Appadurai places these challenges and pleasures of contemporary life in a broad global perspective.
    Offering a new framework for the cultural study of globalization, Modernity at Large shows how the imagination works as a social force in today's world, providing new resources for identity and energies for creating alternatives to the nation-state, whose era some see as coming to an end. Appadurai examines the current epoch of globalization, which is characterized by the twin forces of mass migration and electronic mediation, and provides fresh ways of looking at popular consumption patterns, debates about multiculturalism, and ethnic violence. He considers the way images-of lifestyles, popular culture, and self-representation-circulate internationally through the media and are often borrowed in surprising (to their originators) and inventive fashions.

    Alisa Nikolaevna Ammosova - 29.09.2021 - 16:11

  6. Collected Fictions

    Jorge Luis Borges has been called the greatest Spanish-language writer of our century. Now for the first time in English, all of Borges' dazzling fictions are gathered into a single volume, brilliantly translated by Andrew Hurley. From his 1935 debut with The Universal History of Iniquity, through his immensely influential collections Ficciones and The Aleph, these enigmatic, elaborate, imaginative inventions display Borges' talent for turning fiction on its head by playing with form and genre and toying with language. Together these incomparable works comprise the perfect one-volume compendium for all those who have long loved Borges, and a superb introduction to the master's work for those who have yet to discover this singular genius.

    (Source: Goodreads Page)

    Alisa Nikolaevna Ammosova - 29.09.2021 - 16:55

  7. Das Kollektive Gedächtnis

    Bored? E-mail and chat with AOL and the internet. 

    Can "the interactive" be the fun factor of online art?

    I'm thinking it's not "the interactive", but rather the "interacting", namely with other real people. Hence the success of chats and forums and mailing lists. But hence also the failure of interactive artworks, where I as a user should be playing with a machine as well as myself.... !

    If one simply looks at the works, one will probably find no "internet literature" in what circulates here: the differens collaborative projects, the texts to be forwarded, the collective stories and collections. The objection is always right: one could have done this on paper....

    And yet: one CANNOT do it on paper. Not with THESE people that we have met on the internet - and with other people in the print world or locally in creative writing-workshops it would have been very different! 

    Translated by Kine-Lise Madsen Skjeldal

    Kine-Lise Madsen Skjeldal - 30.09.2021 - 19:16

  8. Ode to a Fallen Dialogue

    This interactive game-poem is an ode to the struggles of human communication.

    It reflects on the hardships of unfortunate dialogues, the splendor of reaching to the other side, the rise and fall of human connectedness, the agonies of stray meanings and words.

    Expressed through the poetics of weather phenomena, this conceptually driven interactive work represents the mental landscape between two lovers, sometimes violent, sometimes resonating, a parallel metaphor for the contemporary digitally mediated condition.

    Early cyberspace theories referred to an erotic ontology of digital experience. Michael Heim described the platonic dimensions of an augmented Eros. Roland Barthes on the other hand described language as the skin with which we struggle to touch the 'other'. In this game-poem, senses, meanings and ideas appear to be all permeated by the ‘spell’ of technology, a rhetorical as well as an erotic act of mediation through different worlds. 

    Angeliki Malakasioti - 01.10.2021 - 08:13

  9. The Night Journey

    The Night Journey (2007-2018) is one of the first experimental art games ever made. A collaboration between renowned media artist Bill Viola and designers at the USC Game Innovation Lab, it uses both game and video techniques to tell the universal story of an individual’s journey towards enlightenment. 

    After being exhibited around the world over a decade, it is now available on home platforms.

    (Adapted from original source: The Night Journey on itch.io)

    It uses both game and video techniques to tell the universal story of an individual’s journey towards enlightenment. 

    The game begins in the center of a mysterious landscape on which darkness is falling. There is no one path to take, no single goal to achieve, but the player’s actions will reflect on themselves and the world, transforming and changing them both. If they are able, they may slow down time itself and forestall the fall of darkness. If not, there is always another chance; the darkness will bring dreams that enlighten future journeys. 

    Daniel Johannes Flaten Rosnes - 01.10.2021 - 15:52

  10. Flower

    The game exploits the tension between urban bustle and natural serenity. Players accumulate flower petals as the onscreen world swings between the pastoral and the chaotic. Like in the real world, everything you pick up causes the environment to change.

    (Source: thatgamecompany Product Page)

    Flower is a video game developed by thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller.

    Daniel Johannes Flaten Rosnes - 01.10.2021 - 15:59

Pages