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Starpower
StarPower is an educational game for 12 to 35 players, designed by R. Garry Shirts for Simulation Training Systems in 1969. The game combines chance and skill at trading to establish a score. Players are assigned categories based upon their relative scores, with the highest scoring category being able to change the rules. The game is designed to illustrate the behavior of human beings in a system that naturally stratifies them economically or politically. Play Players randomly draw lots of colored chips. These chips have different number value based on their color. Players are given the opportunity to trade these chips to increase their point total. Players are told to not share information about their chips. While players are told that the group assignment is based on "achievement" or "merit", the initial distribution dominates the resulting scores. Each round, players draw random colored chips and trade them for sets of points. At the end of each round players are as ...
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Educational Game
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place. Vi ...
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Trade
Trade involves the transfer of goods and services from one person or entity to another, often in exchange for money. Economists refer to a system or network that allows trade as a market. An early form of trade, barter, saw the direct exchange of goods and services for other goods and services, i.e. trading things without the use of money. Modern traders generally negotiate through a medium of exchange, such as money. As a result, buying can be separated from selling, or earning. The invention of money (and letter of credit, paper money, and non-physical money) greatly simplified and promoted trade. Trade between two traders is called bilateral trade, while trade involving more than two traders is called multilateral trade. In one modern view, trade exists due to specialization and the division of labour, a predominant form of economic activity in which individuals and groups concentrate on a small aspect of production, but use their output in trades for other products ...
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Score (game)
In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points (except in game shows, where scores often are instead measured in units of currency), and events in the game can raise or lower the score of different parties. Most games with score use it as a quantitative indicator of success in the game, and in competitive games, a goal is often made of attaining a better score than one's opponents in order to win. Video games In video games that feature scoring, points are usually an optional, side component of gaming. Players may achieve points through normal gameplay, but their score will often not have an immediate relevance to the game itself. Instead, playing to beat a "high score" set by the game program, another player or oneself becomes an extra challenge, adding replay value. In modern gaming, the presence of a score is not as ubiquitous as it was in the past. During the era of arcade games, w ...
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Human Behavior
Human behavior is the potential and expressed capacity ( mentally, physically, and socially) of human individuals or groups to respond to internal and external stimuli throughout their life. Kagan, Jerome, Marc H. Bornstein, and Richard M. Lerner.Human Behaviour." ''Encyclopædia Britannica''. 2020. Retrieved 5 June 2020. Behavior is driven by genetic and environmental factors that affect an individual. Behavior is also driven, in part, by thoughts and feelings, which provide insight into individual psyche, revealing such things as attitudes and values. Human behavior is shaped by psychological traits, as personality types vary from person to person, producing different actions and behavior. Social behavior accounts for actions directed at others. It is concerned with the considerable influence of social interaction and culture, as well as ethics, interpersonal relationships, politics, and conflict. Some behaviors are common while others are unusual. The acceptability of ...
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James Wallis (games Designer)
James Wallis is a British designer and publisher of tabletop and role-playing games. He is not to be confused with Myriador's Jamie Wallis, who converted ''Steve Jackson's Sorcery!'' into d20 modules. Career James Wallis began roleplaying in 1981 through ''Dungeons & Dragons'' and '' Traveller'', which were both licensed in the UK by Games Workshop at the time. Wallis began publishing his own fanzines, first ''WEREMAN'' and then ''Sound & Fury'', and got to know game designer Erick Wujcik through the latter; Wujcik introduced Wallis to Kevin Siembieda at Gen Con 22 in 1989, resulting in Wallis writing two books for Palladium Books, ''Mutants in Avalon'' (1990) and ''Mutants in Orbit'' (1992). Wallis also began working on his own role-playing game based on the '' Bugtown'' comics, and in 1992 he brought the game to Phage Press, where it stalled for two years due to creative differences. ''Once Upon a Time'', a game designed by James Wallis, Andrew Rilstone and Richard Lambert, w ...
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Game Design
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following: * Gameplay, which is the interaction between the player and the mechanics and systems * Game mechanics, Mechanics and systems, which are the rules and objects in the game * Player experience, which is how users feel when they're playing the game Games such as board games, card games, dice games, casino games, role-playing games, sports, video games, Wargame (video games), war games, or simulation games benefit from the principles of game design. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations) ...
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Simulation
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the computer simulation, simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed bu ...
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Cheating
Cheating generally describes various actions designed to subvert rules in order to obtain unfair advantages. This includes acts of bribery, cronyism and nepotism in any situation where individuals are given preference using inappropriate criteria. The rules infringed may be explicit, or they may be from an unwritten code of conduct based on morality, ethics or custom, making the identification of cheating conduct a potentially subjective process. Cheating can refer specifically to infidelity. Someone who is known for cheating is referred to as a ''cheat'' in British English, and a ''cheater'' in American English. A person described as a "cheat" doesn't necessarily cheat all the time, but rather, relies on deceitful tactics to the point of acquiring a reputation for it. Academic Academic cheating is a significantly common occurrence in high schools and colleges in the United States. Statistically, 64% of public high school students admit to serious test cheating. 58% say t ...
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Revolution
In political science, a revolution (Latin: ''revolutio'', "a turn around") is a fundamental and relatively sudden change in political power and political organization which occurs when the population revolts against the government, typically due to perceived oppression (political, social, economic) or political incompetence. Revolutions have occurred throughout human history and vary widely in terms of methods, duration, and motivating ideology. Their results include major changes in culture, economy, and social institution, socio-political institutions, usually in response to perceived overwhelming autocracy or plutocracy. Scholarly debates about what does and does not constitute a revolution center on several issues. Early studies of revolutions primarily analyzed events in European history from a psychological perspective, but more modern examinations include global events and incorporate perspectives from several social sciences, including sociology and political science. S ...
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Oppression
Oppression is malicious or unjust treatment or exercise of power, often under the guise of governmental authority or cultural opprobrium. Oppression may be overt or covert, depending on how it is practiced. Oppression refers to discrimination when the injustice does not target and may not directly afflict everyone in society but instead targets or disproportionately impacts specific groups of people. No universally accepted model or terminology has yet emerged to describe oppression in its entirety, although some scholars cite evidence of different types of oppression, such as social oppression, cultural, political, religious/belief, institutional oppression, and economic oppression. The Universal Declaration of Human Rights offers a benchmark from which to assess both individual and structural models of oppression. The concept, popularized in Marx and Engels' Communist Manifesto of 1848, is often used to justify state persecution. Authoritarian oppression The word ''oppress ...
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Apathy
Apathy is a lack of feeling, emotion, interest, or concern about something. It is a state of indifference, or the suppression of emotions such as concern, excitement, motivation, or passion. An apathetic individual has an absence of interest in or concern about emotional, social, spiritual, philosophical, virtual, or physical life and the world. Apathy can also be defined as a person's lack of goal orientation. Apathy falls in the less extreme spectrum of diminished motivation, with abulia in the middle and akinetic mutism being more extreme than both apathy and abulia.Marin, R. S., & Wilkosz, P. A. (2005)Disorders of diminished motivation. Journal of Head Trauma Rehabilitation, 20(4), 377-388. The apathetic may lack a sense of purpose, worth, or meaning in their life. People with severe apathy tend to have a lower quality of life and are at a higher risk for mortality and early institutionalization. They may also exhibit insensibility or sluggishness. In positive psycho ...
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