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Laura E. Hall
Laura E. Hall is an American immersive artist, puzzle game designer, and writer. She has written several books about video games, immersive entertainment, and escape rooms. Hall co-created one of the first escape rooms in the United States. In 2022, Hall was the subject of a documentary about solving an alternate reality game puzzle 14 years after it was set, called ''Finding Satoshi'' (""). Puzzles Hall began participating in alternate reality games in college, and played Perplex City. She became invested in puzzles after moving to Portland and attending Puzzled Pint events. After Perplex City's completion in 2007, Hall continued to work on a puzzle that was still unsolved, ''Billion to One''. The puzzle focused on exploring the concept of Six degrees of separation by presenting a man's photograph and his first name, "Satoshi", asking players to locate him. In 2020, Tom-Lucas Säger used image recognition software and located Satoshi, reporting it to Hall, who ran the webs ...
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Game Developers Conference
The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and round Table, roundtables by industry professionals on game-related topics covering Video game programmer, programming, game design, design, audio, production, business and management, and visual arts. History Originally called the Computer Game Developers Conference, the first conference was organized in April 1988 by Chris Crawford (game designer), Chris Crawford in his San Jose, California-area living room. About twenty-seven designers attended, including Don Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim Brengle, Cliff Johnson (game designer), Cliff Johnson, Dave Menconi, and Carol and Ivan Manley. The second conference, held that same year at a Holiday Inn at Milpitas, California, Milpitas, attracted abou ...
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Dan And Dave (magicians)
Daniel and David Buck (known by their stage name Dan and Dave) are American sleight of hand practitioners known for their contributions to the art of cardistry. Background Growing up in Sonora, California, Daniel and David Buck wanted to become illusionists at the age of 12 after watching David Copperfield perform on television. After watching one of David Blaine's popular street magic specials, the twins switched to doing close-up magic and eventually just card magic. This interest grew when the brothers met magician Ricky Smith at a convention who lent them VHS tapes on card tricks by Lee Asher and Aaron Fisher. After learning the five faces of Chris Kenner's famous Sybil cut, Dan and Dave became fascinated with card flourishing and spent the next years practicing nothing but flourishes. At this point there was extremely limited information on what is now known as cardistry. Early work Dan and Dave became mesmerized by a VHS instructional tape made by American magician Brian ...
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Alternate Reality Games
An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions. The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. It is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by an AI as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. ARGs generally use multimedia, such as telephones and mail, but rely on the Internet as the central binding medium. ARGs tend to be free to play, with costs absorbed either through supporting products (e.g., collectible puzzle cards fund Perplex City) or through promotional relati ...
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Transmedia Storytelling
Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies. From a production standpoint, transmedia storytelling involves creating content that engages an audience using various techniques to permeate their daily lives. In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique pieces of content in each channel. Importantly, these pieces of content are not only linked together (overtly or subtly), but are in narrative synchronization with each other. History Transmedia storytelling can be related to the concepts of semiotics and narratology. Semiotics is the "science of signs" and a discipline concerned with sense production and interpretation processes. Narratology looks at how structure and function factor into narrative with rega ...
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Escape Rooms
An escape room, also known as an escape game, puzzle room, exit game, or riddle room is a game in which a team of players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal in a limited amount of time. The goal is often to escape from the site of the game. Most escape games are cooperative but competitive variants exist. Escape rooms became popular in North America, Europe, and East Asia in the 2010s. Permanent escape rooms in fixed locations were first opened in Asia and followed later in Hungary, Serbia, Australia, New Zealand, Russia, and South America. Definition Escape rooms are inspired by "escape-the-room"–style video games. This is also the likely source of their name. They are also referred to as "room escapes," "escape games," "exit games," or "live escapes." In spite of the name, escaping a room may not be the main goal for the players, nor is the game necessarily confined to a single room. Gameplay ove ...
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American Game Designers
American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, people who self-identify their ancestry as "American" ** American English, the set of varieties of the English language native to the United States ** Native Americans in the United States, indigenous peoples of the United States * American, something of, from, or related to the Americas, also known as "America" ** Indigenous peoples of the Americas * American (word), for analysis and history of the meanings in various contexts Organizations * American Airlines, U.S.-based airline headquartered in Fort Worth, Texas * American Athletic Conference, an American college athletic conference * American Recordings (record label), a record label previously known as Def American * American University, in Washington, D.C. Sports teams Soccer * B ...
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Immersive Entertainment
Immersion may refer to: The arts * "Immersion", a 2012 story by Aliette de Bodard * ''Immersion'', a French comic book series by Léo Quievreux * ''Immersion'' (album), the third album by Australian group Pendulum * ''Immersion'' (film), a 2021 Chilean thriller film * Immersion (series), a webseries which test the concepts of video games in real life, created by Rooster Teeth Productions * Immersion journalism, a style of journalism Science and technology * Immersion lithography or immersion microscopy, optical techniques in which liquid is between the objective and image plane in order to raise numerical aperture * Immersion (mathematics), a smooth map whose differential is everywhere injective, related to the mathematical concept of an embedding * Immersion (virtual reality), the perception of being physically present in a non-physical world, created by using VR Other uses * Immersion baptism, a type of baptism whereby the subject is immersed in water * Immersion Corporation, ...
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Simon & Schuster
Simon & Schuster () is an American publishing company and a subsidiary of Paramount Global. It was founded in New York City on January 2, 1924 by Richard L. Simon and M. Lincoln Schuster. As of 2016, Simon & Schuster was the third largest publisher in the United States, publishing 2,000 titles annually under 35 different imprints. History Early years In 1924, Richard Simon's aunt, a crossword puzzle enthusiast, asked whether there was a book of ''New York World'' crossword puzzles, which were very popular at the time. After discovering that none had been published, Simon and Max Schuster decided to launch a company to exploit the opportunity.Frederick Lewis Allen, ''Only Yesterday: An Informal History of the 1920s'', p. 165. . At the time, Simon was a piano salesman and Schuster was editor of an automotive trade magazine. They pooled , equivalent to $ today, to start a company that published crossword puzzles. The new publishing house used "fad" publishing to publish bo ...
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Keita Takahashi
is a Japanese game designer and artist, his most notable titles being ''Katamari Damacy'' and its sequel, ''We Love Katamari''. The original ''Katamari'' game was a surprise hit and was praised for its quirkiness, originality, and charm. Takahashi is married to pianist and composer Asuka Sakai, who has worked with Takahashi on various projects. Career In an interview, Takahashi announced that he hopes to eventually move on from video games, with an ambition of designing a playground for children. On October 28, 2009, the Nottingham City Council announced during the Gamecity festival that Takahashi was spending a month in the city working on designs for the play area at Woodthorpe Grange. In 2012, Takahashi revealed to an audience that the Nottingham project had been indefinitely postponed, due to budget concerns. He and his wife, Asuka Sakai, formed the company uvula in October 2010 to support his freelance game design career, as well as his playground designs. In July 2011, ...
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Katamari Damacy
() is a third-person puzzle-action video game developed and published by Namco for the PlayStation 2. It was released in Japan in March 2004 and in North America in September 2004. Designer Keita Takahashi struggled to pitch the game to Namco's superiors, eventually seeking student aid from the Namco Digital Hollywood Game Laboratory to develop the project for less than 1 million. As director, Takahashi emphasized concepts of novelty, ease of understanding, and enjoyment. The game's plot concerns a diminutive prince on a mission to rebuild the stars, constellations, and Moon, which were inadvertently destroyed by his father, the King of All Cosmos. This is achieved by rolling a magical, highly adhesive ball called a ''katamari'' around various locations, collecting increasingly larger objects, ranging from thumbtacks to human beings to mountains, until the ball has grown large enough to become a star. ''Katamari Damacy'' story, settings and characters are highly stylized and s ...
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Boss Fight Books
Boss Fight Books is a Los Angeles-based book publisher and its eponymous series of books about video games. Similar to the style of 33⅓, a series of books about individual record albums, each book focuses solely on one video game. The company was founded by Gabe Durham in June 2013, and following a successful Kickstarter campaign in July, they released their first book, ''EarthBound'' by Ken Baumann in January 2014. The idea for the series came when Durham was reading Jeff Ryan's ''Super Mario: How Nintendo Conquered America'', as Durham wished that the book would slow down and provide more depth to the games it covered. After finding there was no equivalent of 33⅓ for video games, Durham pitched the idea of the series to his friend, Ken Baumann, who agreed to write the first book and serve as the series' designer. After securing agreements with authors for the first five books, Durham turned to Kickstarter, seeking $5,000 in funding, a target that was met within eight ho ...
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A Profound Waste Of Time
''A Profound Waste of Time'' is a British contemporary video game magazine. Crowdfunded through Kickstarters, the magazine is self-published by freelance graphic designer Caspian Whistler. The campaign for the first issue in 2016 raised £39,000; only two issues have been published, and a third is being crowdfunded. ''A Profound Waste of Time'' has received positive reviews from journalists. Publication history Freelance graphic designer Caspian Whistler began making video game zines while studying at University of the Arts London. Exposed to many quality print publications for other areas of the arts, Whistler felt that video game magazines were "bleak" in comparison. He was inspired to create "something celebratory and optimistic" to recapture his love for video games. In an interview with '' Creative Review'', Whistler said that he intended to move away "more reactionary" and mainstream aspects of video game journalism such as review scores and exclusives through a print ...
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