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Bennett Foddy
Bennett Foddy is an Australian video game designer based in New York. Raised in Australia and trained as a moral philosopher on topics of drug addiction, Foddy was a bassist in the electronic music group Cut Copy and a hobbyist game designer while he finished his dissertation. During his postdoctoral research at Princeton University and time on staff at Oxford University, Foddy developed games of very high difficulty including ''QWOP'' (2008), which became an Internet sensation at the end of 2010 with the rise of new online social sharing tools. He later became an instructor at the NYU Game Center. His most famous game aside from ''QWOP'' is '' Getting Over It with Bennett Foddy'', a philosophical, physics-based platform game released in 2017. Early life and education Bennett Foddy was raised in Australia. His parents were academics. He studied philosophy in college and was working as a research assistant in the field when his childhood friend, Dan Whitford, started the Aus ...
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QWOP Screenshot
''QWOP'' () is a 2008 ragdoll-based browser video game created by Bennett Foddy, formerly the bassist of Cut Copy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys. The game became an internet meme in December 2010. The game helped Foddy's site (Foddy.net) reach 30 million hits. Background ''QWOP'' was created in November 2008 by Bennett Foddy for his site Foddy.net, when Foddy was a deputy director and senior research fellow of the Programme on the Ethics of the New Biosciences, The Oxford Martin School, part of the University of Oxford. He taught himself to make games while he was procrastinating from finishing his dissertation in philosophy. Foddy had been playing games ever since he got his first computer (a ZX Spectrum 48K) at age 5. Foddy stated: Gameplay and reception Players play as an athlete named "Qwop", who is participating in a 100-meter event at the Olympic Games. Using only the Q, W, O and P keys, players must control the movemen ...
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QWOP
''QWOP'' () is a 2008 ragdoll-based browser video game created by Bennett Foddy, formerly the bassist of Cut Copy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys. The game became an internet meme in December 2010. The game helped Foddy's site (Foddy.net) reach 30 million hits. Background ''QWOP'' was created in November 2008 by Bennett Foddy for his site Foddy.net, when Foddy was a deputy director and senior research fellow of the Programme on the Ethics of the New Biosciences, The Oxford Martin School, part of the University of Oxford. He taught himself to make games while he was procrastinating from finishing his dissertation in philosophy. Foddy had been playing games ever since he got his first computer (a ZX Spectrum 48K) at age 5. Foddy stated: Gameplay and reception Players play as an athlete named "Qwop", who is participating in a 100-meter event at the Olympic Games. Using only the Q, W, O and P keys, players must control the movemen ...
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Getting Over It With Bennett Foddy Screenshot
Receiving may refer to: * ''Kabbalah'', "receiving" in Hebrew * Receiving department (or receiving dock), in a distribution center * Receiving house, a theater * Receiving line, in a wedding reception * Receiving mark, postmark * Receiving partner, in various sexual positions * Receiving quarter, in military law * Receiving ship, a ship used in harbor to house newly recruited sailors before they are assigned to a crew * Receiving stolen goods, a crime in some jurisdictions See also * * * Accept (other) * Receive (other) Receiver or receive may refer to: Arts, entertainment, and media Music Albums * ''Receiver'' (album), the second and final album of the band Farmer Not So John, released in 1998 * ''Receivers'' (album), the fourth full-length release from Part ... * Reception (other) {{disambiguation ...
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Bennett Foddy's Speed Chess
Bennett may refer to: People *Bennett (name), including a list of people with the surname and given name Places Canada * Bennett, Alberta *Bennett, British Columbia *Bennett Lake, in the British Columbia and Yukon Territory **Bennett Range **Bennett Lake Volcanic Complex United States *Bennett, Colorado *Bennett, Iowa *Bennett, Missouri *Bennett, North Carolina *Bennett, West Virginia *Bennett, Wisconsin, a town ** Bennett (community), Wisconsin, an unincorporated community *Bennett County, South Dakota * Bennett Mountain, in the Sonoma Mountains, California ** Bennett Valley *Bennett Township (other) Elsewhere *Bennett Island, in the East Siberian Sea * Bennett Islands, Antarctica Education *Bennett College, in Greensboro, North Carolina,U.S. *Bennett College (New York), U.S. *Bennett High School (other) *Bennett Middle School, Salisbury, Maryland, U.S. *Bennett Memorial Diocesan School, Tunbridge Wells, Kent, England *Bennett University, Greater Noida, Uttar ...
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Dedicated Console
A dedicated console is a video game console that is limited to one or more built-in video game or games, and is not equipped for additional games that are distributed via ROM cartridges, discs, downloads or other digital media. Dedicated consoles were very popular in the first generation of video game consoles until they were gradually replaced by second-generation video game consoles that use ROM cartridges. History Most of the earliest home video game systems were dedicated consoles, most popularly ''Pong'' and its many imitators. Unlike almost all later consoles, these systems were typically not computers (in which a CPU is running a piece of software), but contained a hardwired game logic. In the mid-1970s, ROM cartridge-based systems, beginning with the Fairchild Channel F, had risen to prominence during the second generation of video game consoles due to the success of the Atari 2600, though stand-alone systems such as Coleco's Mini-Arcade series continued to have a ...
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Game Difficulty
Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Players’ perception and experience are the objectives of game balancing. Overview and development Similar to game design, the definition of game balance is different between various game designers and developers. Game balance is present in every type of game in some form, so there are no existing comparable interpretations of the concept. Even so, game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends entirely on the type of game being discussed. Most game designers agree that game balancing serves towards providing an engaging player expe ...
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Track & Field (video Game)
''Track & Field'', also known as in Japan and Europe, is a 1983 Olympic-themed sports video game developed by Konami for arcades. The Japanese release sported an official license for the 1984 Summer Olympics. In Europe, the game was initially released under the Japanese title ''Hyper Olympic'' in 1983, before re-releasing under the US title ''Track & Field'' in early 1984. Players compete in a series of events, most involving alternately pressing two buttons as quickly as possible to make the onscreen character run faster. It has a horizontal side-scrolling format, depicting one or two tracks at a time, a large scoreboard that displays world records and current runs, and a packed audience in the background. The game was a worldwide commercial success in arcades, becoming one of the most successful arcade games of 1984. Konami and Centuri also held a 1984 ''Track & Field'' video game competition that drew more than a million players internationally, holding the record for th ...
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Video Game Addiction
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming. The World Health Organization included gaming disorder in the 11th revision of its International Classification of Diseases (ICD). Material was copied from this source, w ...
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Punishment (psychology)
In operant conditioning, punishment is any change in a human or animal's surroundings which, occurring after a given behavior or response, reduces the likelihood of that behavior occurring again in the future. As with reinforcement, it is the ''behavior'', not the human/animal, that is punished. Whether a change is or is not punishing is determined by its effect on the rate that the behavior occurs. This is called motivating operations (MO), because they alter the effectiveness of a stimulus. MO can be categorized in abolishing operations, decrease the effectiveness of the stimuli and establishing, increase the effectiveness of the stimuli. For example, a painful stimulus which would act as a punisher for most people may actually reinforce some behaviors of masochistic individuals. There are two types of punishment, positive and negative. Positive punishment involves the introduction of a stimulus to decrease behavior while negative punishment involves the removal of a stimulus ...
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Reward System
The reward system (the mesocorticolimbic circuit) is a group of neural structures responsible for incentive salience (i.e., "wanting"; desire or craving for a reward and motivation), associative learning (primarily positive reinforcement and classical conditioning), and positively-valenced emotions, particularly ones involving pleasure as a core component (e.g., joy, euphoria and ecstasy). Reward is the attractive and motivational property of a stimulus that induces appetitive behavior, also known as approach behavior, and consummatory behavior. A rewarding stimulus has been described as "any stimulus, object, event, activity, or situation that has the potential to make us approach and consume it is by definition a reward". In operant conditioning, rewarding stimuli function as positive reinforcers; however, the converse statement also holds true: positive reinforcers are rewarding. The reward system motivates animals to approach stimuli or engage in behaviour that increases ...
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The Office (U
''The Office'' is a mockumentary sitcom created by Ricky Gervais and Stephen Merchant, first made in the United Kingdom, then Germany, and subsequently the United States. It has since been remade in ten other countries. The original series of ''The Office'' also starred Gervais as the boss and main character of the show. The two seasons were broadcast on BBC Two in 2001 and 2002, totalling 12 episodes, with two special episodes in 2003, and an extra short spectacular ten years later. A German version titled '' Stromberg'' ran for 46 episodes over five seasons, starting in 2004, and the follow-up film ''Stromberg - Der Film'' was released in German cinemas in 2014. The longest-running version of the series, the US adaptation, ran for nine seasons on the NBC Television Network from 2005 to 2013 for a total of 201 episodes. The total overall viewership is in the hundreds of millions worldwide. According to Nielsen Ratings as of April 2019, the US version of ''The Office'' was th ...
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Museum Of Modern Art
The Museum of Modern Art (MoMA) is an art museum located in Midtown Manhattan, New York City, on 53rd Street between Fifth and Sixth Avenues. It plays a major role in developing and collecting modern art, and is often identified as one of the largest and most influential museums of modern art in the world. MoMA's collection offers an overview of modern and contemporary art, including works of architecture and design, drawing, painting, sculpture, photography, prints, illustrated and artist's books, film, and electronic media. The MoMA Library includes about 300,000 books and exhibition catalogs, more than 1,000 periodical titles, and more than 40,000 files of ephemera about individual artists and groups. The archives hold primary source material related to the history of modern and contemporary art. It attracted 1,160,686 visitors in 2021, an increase of 64% from 2020. It ranked 15th on the list of most visited art museums in the world in 2021.'' The Art Newspaper'' an ...
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