Big Huggin'
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Big Huggin'
''Big Huggin is an affective video game developed by Critical Gameplay in 2013. It was created by Lindsay Grace. It has been shown in exhibits in United States, Mexico, France, and Brazil. Gameplay Its design is based on Critical Design, and in contrast to classic video games, it is not controlled by mouse or keyboard, but rather the controls of the game are based on hugs made to a 30-inch custom teddy bear. Development Big Huggin' was created in 2012 by Lindsay Grace, and its promotion continue in different cities and countries. Kickstarter campaign Lindsay Grace launched a Kickstarter campaign on January 15, 2013, in order to raise US$2,500 for the continued promotion and exhibition of the game. A subsequent goal was the subsidized release of the game for children in places where giving hugs is even more valuable than usual. The campaign helped fund the production of bears and the game. The campaign was founded on February 14, 2013 and raised US$3,080. Gameplay Player i ...
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Critical Gameplay
Critical Gameplay is a video game developer, founded in 2009 by game developer Lindsay Grace. List of games Each of the following games was developed under rapid prototyping constraints, by a single developer, designer and artist for the Critical Gameplay exhibition. Each game was developed in a weekend (art, code, and design) and then tweaked over a week. As such the games are developed under a more independent development model. The games return to the romantic notion of a lone-developer making a game late into the night. The games listed are a subset of the Critical Gameplay collection which is an evolving collection of game notions. The games are aesthetically designed to mimic characteristics of the game mechanics within their historical context (indicated by the date following). Each is designed to critique a specific gameplay mechanic from that year's standards. * ''Charity'' (1978) * ''Black/White'' (1985) * ''Simultaneity'' (1985) * ''EveryDay Heroes: Home'' (1990 ...
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2011 Video Games
Numerous video games were released in 2011. Many awards went to games such as '' Batman: Arkham City'', ''Portal 2'', '' The Elder Scrolls V: Skyrim'', '' The Legend of Zelda: Skyward Sword'' and '' Uncharted 3: Drake's Deception''. 2011 also marked the worldwide release of the Nintendo 3DS. Critically acclaimed titles Metacritic (MC) and GameRankings (GR) are aggregators of video game journalism reviews. Events Hardware releases The list of game-related hardware released in 2011 in North America. Series with new entries Series with new installments in 2011 include ''Ace Combat'', ''Assassin's Creed'', '' Batman: Arkham'', ''Battlefield'', ''Call of Duty'', ''Call of Juarez'', '' Cities XL'', ''Crysis'', ''Dead Space'', ''Deus Ex'', ''Dragon Age'', '' Driver'', ''Duke Nukem'', ''Dynasty Warriors'', ''The Elder Scrolls'', ''F.E.A.R'', ''Forza Motorsport'', '' Gears of War'', ''Infamous'', ''Killzone'', ''The Legend of Zelda'', ''LittleBigPlanet'', '' Mario Kart'', '' Modern ...
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Video Games Developed In The United States
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first pract ...
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Video Games About Toys
Video is an Electronics, electronic medium for the recording, copying, playback, broadcasting, and display of moving picture, moving image, visual Media (communication), media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, Display aspect ratio, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, Video file format, computer files, and Streaming media, network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally excl ...
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Video Games About Bears
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical video ...
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Single-player Video Games
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such. History The earliest video games, such as ''Tennis for Two'' (1958), '' Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974) and ''Space Invad ...
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Positive Psychology
Positive psychology is the scientific study of what makes life most worth living, focusing on both individual and societal well-being. It studies "positive subjective experience, positive individual traits, and positive institutions...it aims to improve quality of life." It is a field of study that has been growing steadily throughout the years as individuals and researchers look for common ground on better well-being. Positive psychology began as a new domain of psychology in 1998 when Martin Seligman chose it as the theme for his term as president of the American Psychological Association. It is a reaction against past practices, which have tended to focus on mental illness and emphasized maladaptive behavior and negative thinking. It builds on the humanistic movement by Abraham Maslow, Rollo May, James Bugental, and Carl Rogers, which encourages an emphasis on happiness, well-being, and positivity, thus creating the foundation for what is now known as positive psychology. P ...
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Fictional Teddy Bears
Fiction is any creative work, chiefly any narrative work, portraying individuals, events, or places that are imaginary, or in ways that are imaginary. Fictional portrayals are thus inconsistent with history, fact, or plausibility. In a traditional narrow sense, "fiction" refers to written narratives in prose often referring specifically to novels, novellas, and short stories. More broadly, however, fiction encompasses imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games. Definition Typically, the fictionality of a work is publicly marketed and so the audience expects the work to deviate in some ways from the real world rather than presenting, for instance, only factually accurate portrayals or characters who are actual people. Because fiction is generally understood to not fully adhere to the real world, the themes and context of ...
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Critical Gameplay Games
Critical or Critically may refer to: *Critical, or critical but stable, medical states **Critical, or intensive care medicine * Critical juncture, a discontinuous change studied in the social sciences. * Critical Software, a company specializing in mission and business critical information systems *Critical theory, a school of thought that critiques society and culture by applying knowledge from the social sciences and the humanities * Critically endangered, a risk status for wild species * Criticality (status), the condition of sustaining a nuclear chain reaction Art, entertainment, and media * ''Critical'' (novel), a medical thriller written by Robin Cook * ''Critical'' (TV series), a Sky 1 TV series * "Critical" (''Person of Interest''), an episode of the American television drama series ''Person of Interest'' *"Critical", a 1999 single by Zion I People * Cr1TiKaL (born 1994), an American YouTuber and Twitch streamer See also *Critic * Criticality (other) * Critica ...
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Positive Affectivity
Positive affectivity (PA) is a human characteristic that describes how much people experience positive affects (sensations, emotions, sentiments); and as a consequence how they interact with others and with their surroundings. People with high positive affectivity are typically enthusiastic, energetic, confident, active, and alert. Research has linked positive affectivity with an increase in longevity, better sleep, and a decrease in stress hormones. People with a high positive affectivity have healthier coping styles, more positive self-qualities, and are more goal oriented. Positive affectivity also promotes an open-minded attitude, sociability, and helpfulness. Those having low levels of positive affectivity (and high levels of ''negative'' affectivity) are characterized by sadness, lethargy, distress, and un-pleasurable engagement (see negative affectivity). Low levels of positive affect are correlated with social anxiety and depression, due to decreased levels of dopamine. ...
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Lindsay Grace
Lindsay Grace is a video game designer, artist, professor, and writer who currently lives in Miami, FL. He is best known as an academic game designer who employs critical design. He is the 2019 Games for Change Vanguard Award winner and Knight Chair at the University of Miami. He served as founding director of the American University Game Lab and Studio (JOLT), which includes the Fake News game, Factitious, the NPR game Commuter Challenge and Miami Herald's Gaming the System. In 2013 his game, ''Wait'' was inducted in the Games for Change Hall of Fame as one of the five most significant games for change in the last decade. Created in 2009, players must navigate a 3D world that fades away when the player moves, and grows more detailed as they wait. If players fail to move for long, the world also recedes. Other notable games include Big Huggin', a game controlled by a giant stuffed animal that players must hug to meet game goals. Big Huggin' was Kickstarted with notable support ...
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Affection
Affection or fondness is a "disposition or state of mind or body" that is often associated with a feeling or type of love. It has given rise to a number of branches of philosophy and psychology concerning emotion, disease, influence, and state of being. "Affection" is popularly used to denote a feeling or type of love, amounting to more than goodwill or friendship. Writers on ethics generally use the word to refer to distinct states of feeling, both lasting and spasmodic. Some contrast it with '' passion'' as being free from the distinctively sensual element. Even a very simple demonstration of affection can have a broad variety of emotional reactions, from embarrassment, to disgust, pleasure, and annoyance. It also has a different physical effect on the giver and the receiver. Restricted definition More specifically, the word has been restricted to emotional states, the object of which is a living thing such as a human or animal. Affection is compared with passion, from th ...
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