The Marriage (video Game)
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The Marriage (video Game)
''The Marriage'' is an experimental art game created by Rod Humble and released for Microsoft Windows in March 2007. Humble set out to explore the forms of artistic expression unique to video games, leading him to express his feelings associated with marriage by relying primarily on game mechanics rather than on traditional storytelling, audio, or video elements. The game uses only simple colored shapes that the player interacts with using a mouse. The player's actions cause pink and blue squares to increase or decrease in both size and opacity, representing the balance of personal needs in a relationship. The game received praise for its innovative concept and design, as well as criticism for its heavy reliance on Humble's accompanying written explanations, and for its depiction of simplistic gender roles. As a game that self-consciously embraces its medium, it attracted attention from fellow game designers and games studies scholars, who have used it to develop concepts lik ...
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Rod Humble
Rodvik Humble (June 1, 1964) is the former Chief Executive Officer of ''Second Life'' creator Linden Lab, Chief Creative Officer at ToyTalk and former Executive Vice President for the EA Play label of the video game company Electronic Arts. He is the general manager for the Berkeley studio of Paradox Interactive. He has been contributing to the development of games since 1990, and is recently best known for his work on the Electronic Arts titles, ''The Sims 2'' and '' The Sims 3''. Previously he worked at Sony Online where he worked on ''EverQuest'' and before that Virgin Interactive's '' SubSpace''. Biography Humble was born on June 1, 1964, in Loughborough, United Kingdom. Son of an English mother and an Irish father, Humble moved to the US when he was around 27 years old. In his spare time, he continues to develop experimental games including '' The Marriage'', ''Stars Over Half Moon Bay'' and ''Last Thoughts of the Aurochs''. His work was shown and played at the SFMOMA in 20 ...
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Second Life
''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, ''Second Life'' is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective". The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. ''Second Life'' users, also called ' residents', create virtual representations of themselves, called ''avatars'', and are able to int ...
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Semiotics
Semiotics (also called semiotic studies) is the systematic study of sign processes ( semiosis) and meaning making. Semiosis is any activity, conduct, or process that involves signs, where a sign is defined as anything that communicates something, usually called a meaning, to the sign's interpreter. The meaning can be intentional such as a word uttered with a specific meaning, or unintentional, such as a symptom being a sign of a particular medical condition. Signs can also communicate feelings (which are usually not considered meanings) and may communicate internally (through thought itself) or through any of the senses: visual, auditory, tactile, olfactory, or gustatory (taste). Contemporary semiotics is a branch of science that studies meaning-making and various types of knowledge. The semiotic tradition explores the study of signs and symbols as a significant part of communications. Unlike linguistics, semiotics also studies non-linguistic sign systems. Semiotics includes th ...
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Video Game Studies
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a ...
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Low Art
In sociology, the term Low culture identifies the forms of popular culture that have Commoner, mass appeal, which is in contrast to High culture, which has a limited appeal to a smaller proportion of the populace. Culture theory proposes that both high culture and low culture are subcultures within a society, because each type of popular culture is mass produced by the culture industry, for every social class. Standards and definitions In ''Popular Culture and High Culture: An Analysis and Evaluation of Taste'' (1958), Herbert J. Gans defines and identifies ''Low culture'': Culture as social class Each social class possess their own types of high-culture and of low-culture, the definition and content of which are determined by the socio-economic and educational particulars, the ''Habitus (sociology), habitus'' of the people who compose a given social class. Therefore, what is ''high culture'' and what is ''low culture'' has specific meanings and usages collectively determ ...
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High Art
High culture is a subculture that emphasizes and encompasses the cultural objects of aesthetic value, which a society collectively esteem as exemplary art, and the intellectual works of philosophy, history, art, and literature that a society consider representative of their culture. Definition In popular usage, the term ''high culture'' identifies the culture of an upper class (an aristocracy) or of a status class (the intelligentsia); and also identifies a society’s common repository of broad-range knowledge and tradition (e.g. folk culture) that transcends the social-class system of the society. Sociologically, the term ''high culture'' is contrasted with the term ''low culture'', the forms of popular culture characteristic of the less-educated social classes, such as the barbarians, the Philistines, and ''hoi polloi'' (the masses). Concept In European history, high culture was understood as a cultural concept common to the humanities, until the mid-19th century, when Matt ...
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Procedural Rhetoric
Procedural rhetoric or simulation rhetoric Frasca, Gonzalo (2003). "Simulation versus Narrative: Introduction to Ludology." In ''The Video Game Theory Reader''. Ed. by Mark J. P. Wolf and Bernard Perron. New York: Routledge. 221–37 is a rhetorical concept that explains how people learn through the authorship of rules and processes. The theory argues that games can make strong claims about how the world works—not simply through words or visuals but through the processes they embody and models they construct. The term was first coined by Ian Bogost in his 2007 book ''Persuasive Games: The Expressive Power of Videogames''. Bogost, Ian (2008). "The Rhetoric of Video Games." The Ecology of Games: Connecting Youth, Games, and Learning'. Ed. by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press. 117–40. Bogost is the Barbara and David Thomas Distinguished Professor in Arts & Sciences, Director of Film & ...
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Passage (video Game)
''Passage'' is a 2007 experimental video game developed by Jason Rohrer. Since its release it has become a significant entry in the burgeoning debate of video games as an art form. Rohrer himself has been an outspoken proponent of advancing the artistic integrity of the medium. In the game, the player spends five minutes experiencing a character's entire lifetime, with results that many commentators have described as emotionally powerful. Rohrer has described the title as a " memento mori" game. Gameplay In form, ''Passage'' most resembles a primitive side-scroller in which players control a male avatar that can move from left to right as time progresses. There are no instructions. The environment is a two-dimensional maze with treasure chests scattered throughout, some in relatively hard to reach places. Points are earned for collecting these chests. After a short time, the player will encounter a female character who will marry the protagonist if touched; this choice, however, w ...
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Braid (video Game)
''Braid'' is a puzzle-platform video game developed by Number None and considered an indie title. The game was originally released in August 2008 for the Xbox 360's Xbox Live Arcade service. Ports were developed and released for Microsoft Windows in April 2009, Mac OS X in May 2009, PlayStation 3 in November 2009, and Linux in December 2010. Jonathan Blow designed the game as a personal critique of contemporary trends in video game development. He self-funded the three-year project, working with webcomic artist David Hellman to develop the artwork. An anniversary version is planned for release for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, Windows, Mac, and Linux with updated graphics and developer commentary. The basic story elements in ''Braid'' unfold as the protagonist, Tim, attempts to rescue a princess from a monster. Text passages laid throughout the game reveal a multifaceted narrative, giving clues about Tim's contemplations and motivati ...
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Ian Bogost
Ian Bogost is an American academic and video game designer, most known for the game ''Cow Clicker''. He holds a joint professorship at Washington University as director and professor of the Film and Media Studies program in Arts & Sciences and the McKelvey School of Engineering. He previously held a joint professorship in the School of Literature, Media, and Communication and in Interactive Computing in the College of Computing at the Georgia Institute of Technology, where he was the Ivan Allen College of Liberal Arts Distinguished Chair in Media Studies. He is the author of ''Alien Phenomenology or What It's Like to be a Thing'' and ''Unit Operations: An Approach to Videogame Criticism'' and ''Persuasive Games: The Expressive Power of Videogames'' and the co-author of '' Racing the Beam: The Atari Video Computer System'' and ''Newsgames: Journalism at Play''. His Atari 2600 game, ''A Slow Year'', won two awards, Vanguard and Virtuoso, at IndieCade 2010. Bogost has released ma ...
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Games Studies
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a ...
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