Wednesday, March 4, 2009

The Late Fragment - interactive film

http://www.latefragment.com/

About

Late Fragment is the first project conceived, through the CFC Media Lab’s Interactive Narrative Feature Program (INFP), which experiments with the creation, development, production, financing, marketing and distribution of interactive feature films. It has been produced by the CFC Media Lab in co-production with the National Film Board of Canada. It was written and directed by Daryl Cloran, Anita Doron and Mateo Guez.


About CFC

CFC celebrates 20 years of launching Canada’s most creative ideas and voices in film, television and new media to the world. As Canada’s largest institution for advanced training in film, television and new media, CFC proudly has more than 1000 alumni working in Canada and abroad. A leader in the rapidly changing entertainment landscape, CFC is committed to promoting and investing in Canada’s diverse talent and during this anniversary year will launch new programs that will continue to bring inspiring storytellers to the world.

About CFC Media Lab

CFC Media Lab provides a unique training, research and production think-tank environment for emerging new media artists, content developers and practitioners. CFC Media Lab has been experimenting with the interactive narrative form since 1997 and in the past ten years, have produced over 80 prototypes ranging from web-based interactive documentaries to “shuffle videos” – the creation of randomly generated movies on the i-Pod. For more information please visit: www.cfccreates.com

About the NFB

The National Film Board of Canada produces and distributes bold and distinctive social issue documentaries, auteur animation and innovative digital content that provide the world with a unique Canadian perspective. The recipient of its 70th Academy Award® nomination for Madame Tutli-Putli, directed by Chris Lavis and Maciek Szczerbowski, the NFB has garnered more Oscar® nominations than any production company or organization outside Hollywood. Since its founding in 1939, Canada’s public producer and distributor has won over 5000 awards, including 12 Oscars and more than 90 Genies. For more information about the NFB or to order films, go to www.nfb.ca or call 1-800-267-7710.

Tuesday, March 3, 2009

Twitter Book

http://www.twittertitters.com/2009/03/how-twitter-built-a-book.html

How Twitter built a Book

Parlour Games

http://www.seedsofknowledge.com/parlour-games.html

Victorian Parlour Games

By Tamera Bastiaans



Contrary to popular belief, Victorians did love games, indoors and out. Here are some Victorian Parlour Games as well as some modern parlor games that can be played indoors or out.

Lookabout

The host shows everyone a little knick-knack in the room. All the guests are to leave while the host hides it. When they return, everyone is to look for the item until they spot it. They are then to sit down. The last one to find it loses (or has to be "it"). It makes it a bit more difficult if guests continue to mill for a few seconds before they sit down.

You're Never Fully Dressed without a Smile

One person is selected to be "it." That person is the only one in the group who is allowed to smile. He or she can do anything they want to try and get someone to smile. If the person smiles, he or she becomes it. The person who never smiles is declared the winner.

Blindman's Bluff

One person is blindfolded, and all other guests scatter around the room. When the blindfoled person catches someone, they then have to tell who it is they have captured or the prisoner is then freed and the blindman must continue his/her pursuit until he/she can identify the person caught. The blindfold then changes hands.

Change Seats!

This is a variation on a Victorian game, but a warning to those attempting this one, clear the room of precious little decorations, it can get a little wild! All but one person sits in a chair. The person in the middle asks someone in the circle "Do you love your neighbor?" The person selected then has to state either "No." at which point the people in the chairs on each side of him/her have to change seats QUICKLY. If they aren't quick enough, the person in the middle may slip into one of the vacated seats, making the unseated neighbor it. The chosen person may instead answer, "Yes, I love my neighbor, except those who (fill in the blank....are wearing blue, or have brown hair, or play tennis, etc) Everyone who fits the description (ie is wearing blue for example) has to jump up and change seats, while the person in the middle tries to steal one. The person left standing has to ask another person if he/she loves his/her neighbor, beginning a new round.

Charades

This is a classic Victorian game with which most people are quite familiar.

Pass the Slipper

We used to play this at church when I was little. You take an object, the "slipper." Pick a person and put them in the center of the circle. They must close their eyes while the "slipper" is passed from person to person behind their backs. When the center person opens his/her eyes, the passing immediately stops and he/she must hazard a guess as to who holds the "slipper." If he/she is correct, they trade places. If wrong, the eyes are closed and the passing begins again.

Forfeits

We played a version of this when I was little as well. One person is chosen to leave the room. All the other guests must "forfeit" a special item that belongs to them. All of these items are placed in the center of the room and then the "auctioneer" is brought back in. He/she picks up an item and tries to describe it as one would an item about to be sold. In order not to forfeit the item, the owner must "fess-up" and do something amusing/embarrassing to win back the item (sing, dance, do an imitation, recitation, tell a clean joke, etc.) Victorian Parlour

The Name Game

Provide each guest with 10 small pieces of paper, and a pen or pencil. Ask them to write down the names of 10 famous people, leaders, movie stars, authors, sports figures, politicians, artists, inventors, scientists, etc. Encourage them not to make it too easy! Fold the papers, and put them into a hat, bowl, or basket. Seat guests in a large circle. Each round is limited to 30 seconds, so have a watch with a second hand available. Player One pulls out a name, and tries to get the person beside him/her to guess the name by giving clues, but never actually saying the name or what it starts with. Gestures are also no allowed. After the name is guessed, the clue giver can continue pulling names out of the hat until their time is up. The guesser gets to keep their pieces of paper, and the clue giver gets credit also. The bowl is the passed to the next person and the clue giver now becomes the guesser and there is a new clue giver. The bowl proceeds around the circle until everyone has guessed and everyone has given clues. The one with the most guesses correct wins.

Example: Name - Abraham Lincoln Clues: He lived in a log cabin. He was president during the Civil War. His wife's name was Mary Todd. He wore a stove pipe hat and had a beard. He was assasinated by John Wilkes Booth.

I'm Thinking of Something

One person picks something and commits it to memory (Mount Rushmore, the ocean, an item in the room). They do not tell what this item is but they say, for example, "I'm thinking of something large." The guests are then allowed to ask yes or no questions. "Is it a building?" "No" "Is it an animal" "No." "Is it a monument?" "Yes." "Is it in Europe?" "No" and so on until one person guesses the item correctly. If the person guesses incorrectly the game still ends and the wrong person must chose a new somtething. Players should never guess until they are completely sure they know the answer.

Alphabet Minute

Have everyone write a general topic of conversation down on a slip of paper, along with a letter of the alphabet. Pick two or three people at a time to play the game. Have them pick a topic out of a hat or basket. They then must start a conversation with one another regarding the topic. The catch is that they have to begin each sentence with a letter of the alphabet, beginning with the letter written in the slip of paper. They must follow the conversation through the alphabet, ending back with letter in which they started.

Example:

Topic: Shopping

Letter: H

Player 1 - "Hey, I have to go shopping, wanna come?"

Player 2 - "I'd love to, but I don't have much money"

Player 3 - "Just come anyway; it'll be fun!"

Player 1 - "Kim said she would meet us at the food court."

Player 2 - "Last time she was twenty minutes late!"

Player 3 - "Maybe she'll make it on time today."
And so on until they arrive back at H to finish. You can either time them and cut them off at 60 seconds. The go on to another group and see who gets the farthest in 60 seconds, or you can let them finish the alphabet and see which group finishes their topic and alphabet in the fastest amount of time.

Dictionary

We used to play this with family friends when I was growing up. Each person needs paper and a pen or pencil. You need at least one dictionary to play this game. Each person uses the dictionary in turn to look up a word (hopefully one unknown to most people) and writes down the real definition (in simplified form) and then makes up two or three others. The word and the definitions are read to the rest of the players and each has to guess which deifinition they believe is the correct one. The player gets points for each person he/she fools. The dictionary makes as many arounds as you would like, and the player with the most points at the end wins. Example:

Somnambulist

a. a person who practices rituals

b. a person who likes to be alone

c. a person who sleep walks

d. a person who is solemn and serious

(answer is c)
Children's  Parlour Games

Similes

Similes is a fun Victorian Parlour Game, and can actually be used in classrooms to teach similes. A simile is a figure of speech that compares to unlike things using like or as. One of the most famous come from Robert Burns, who wrote "My love is like a red, red rose." To play this game, you need a list of similes and a group of people. One person, we'll call him/her the "teacher," goes around the room and picks people. The "teacher" picks one person and begins a simile "Love is like a......" the player must finish the simile by stating...."rose." If the player finishes the simile incorrectly, the "teacher" thanks them but gives them the correct ending and moves on. The "teacher" should be fairly well versed in well-known similes so as to be able to accept variations or answers that are close (or even very creative!)

Click Here for a few well-known similes to print and and use for your party.

Name the Nursery Rhyme

How Well Do You Know Your Nursery Rhymes? Using a list of lines from nursery rhymes, do your best to guess the title (usually the first line) of the nursery rhyme.

Example: What! Lost your mittens? Answer: Three Little Kittens



Examples of parlor games include:



Younger children may not know where the term 'parlour games' comes from. You can explain to them that in Victorian times the late 1800's, before electricity and television, people spent their evenings playing games with friends and family. These games were usually played in a room called the parlour which is the equivalent to our family room.

Do You Love Your Neighbour?
Players- Five or more
Duration- A few minutes for each round
Equipment- Chairs, one less than the number of players

The chairs are lined up with all players sitting down except for one. The standing player asks one of the other players, 'Do you love you neighbour?' If he replies no, then the two players either side must quickly jump up and swap seats. He may reply yes, but must attach an exception. Eg 'Yes, except for those wearing blue jeans' or '...except for those with blonde hair.' Then all of those players must jump up and find a new chair.
Whatever the answer, while players are attempting to find a new seat the player who asked the question can try to sit down. Whoever is left standing asks another player, 'Do you love your neighbour?'

Hot Boiled Beans or Hot and Cold
Players- Three or more
Duration- A few minutes for each round
Equipment- An object that is easy to hide

One player is sent out of the room, while those remaining hide a small object such as a ball, pen or a watch. The player returns to the room as the others call, "Hot Boiled Beans and Bacon for supper, hurry up before it gets cold." The player attempts to find the missing object while everyone else calls out that her supper is getting "very cold", "freezing cold", "hot", "very hot", or "burning" in relation to how close or far she is from the hidden item. Once the item is found a new player is sent from the room and the object (or a new one) is hidden in a different location.

Lookabout
Players- Four or more
Duration- About 10 minutes for each round
Equipment- Any object that is easy to hide

Players are shown a little knick-knack -a teaspoon, pen, thimble, anything small- and are then asked to leave the room. A player remains in the room and hides the item. When they return, everyone is to look for the item until they spot it. They are then to sit down without saying anything. It is recommended to wander around for abit longer after finding the object so as not to reveal the hidden item to the other players.
The last one to find the object hides a new item for the next round.

Pass the Slipper
Players- Six or more
Duration- A few minutes for each round
Equipment- Traditionally a slipper, but any similarly sized object will do

Players form a circle, sitting on chairs or the floor with one person standing in the middle. They must close their eyes while the 'slipper' is passed from person to person behind their backs. When the center person opens her eyes, the passing immediately stops and she must hazard a guess as to who holds the 'slipper'. If the guess is correct, they trade places. If wrong, the eyes are closed and the passing begins again.

The Name Game
Players- Four or more, better with larger groups
Duration- A few minutes for each round
Equipment- Slips of paper, pencils, basket or hat

Provide each guest with 10 small pieces of paper, and a pen or pencil. Ask them to write down the names of 10 famous people- movie stars, authors, sports figures, politicians, artists, inventors, scientists, etc.
Fold the papers, and put them into a hat or basket. Seat guests in a large circle. Each round is limited to 30 seconds, so have a watch with a second hand available. The first player pulls out a name, and keeps giving clues to the person beside him, but never actually saying the name or what it starts with. Once the name has been guessed within the timeframe the guesser scores a point, as does the clue giver.
The hat is the passed to the next person and the clue giver now becomes the guesser and there is a new clue giver. The game continues around the circle until everyone has guessed and everyone has given clues. The one with the most guesses correct wins.

You're Never Fully Dressed without a Smile
One of the sillier parlour games, of which there were many. Parlour games often involved a person being required to perform silly actions in order to win the game.
Players- Four or more
Duration- A few minutes for each round
Equipment- None

One person is selected to be "it." That person is the only one in the group who is allowed to smile. He or she can do anything they want to try and get someone else to smile apart from touching them. If the person smiles, he or she becomes it. The person who never smiles is declared the winner.

Women And Gaming

http://www.womengamers.com/

Wendy Despain, Writer/Designer/Consultant for Quantum Content
AUTHOR: Cat Wendt | PUBLISHED: Feb. 3, 2009 | COMMENTS (0)

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Thanks to the extraordinary generosity of Santa this past holiday season, I managed to have a bit of a gaming epiphany. While lying on my parents’ couch, knee deep in my stocking stuffer copy of Fable II, it dawned on me that people actually sit down and write the games that eat up so much of my free time. They even get paid. It may seem obvious to some, but the concepts of “videogames” and “career” had not intermingled in my thoughts until late last year.

Lucky for me, Wendy Despain of Quantum Content was kind enough to grant me the honor of an interview. She offered insights into the craft of writing, shared her experiences in the industry, and revealed several tips for people hoping to work as game writers.

Wendy Despain, Writer/Designer/Consultant for Quantum Content

Wendy is a freelance multimedia writer and chair of the IGDA’s Game Writer’s Special Interest Group (SIG). She has written extensively for both television and video games, including in-character websites for Gene Roddenberry's Andromeda, movie/media blogging for Mr. & Mrs. Smith and Charlie and the Chocolate Factory, and dialogue writing for the BRATZ console game. Her most recent book, Professional Techniques for Video Game Writing, came out in May of 2008.



http://www.womeningames.com/


http://www.womeningamesinternational.org/

http://www.igda.org/women/

http://news.cnet.com/8301-13506_3-9986327-17.html

July 9, 2008 8:31 AM PDT

Just stop it already: Women do play video games

Over the past few weeks, I've heard from reputable news outlets that video games are made specifically for men and most women find little reason to play.

According to these neanderthals, games like MGS4 and GTAIV are designed for men, just like sports games are, driving simulators are, and most other titles are. And if titles are not made for men, they're made for children. All the while, women are left out in the cold.

But is that even close to true? I certainly don't think so, and to be quite honest, I think it's insulting to women to suggest such a thing. Just because most media outlets show men playing video games and the majority of people playing games are men, it doesn't mean women are left out, and you might be surprised to know that women really do play games and have a very real interest in the industry.

Even with that in mind, I don't see why it's so hard to accept. How have we come to a point where we denigrate the fact that women play video games and try desperately to paint it as a male-controlled industry? Evidently it stems from a total disregard for the facts, but maybe (just maybe) some people are opening their eyes for once.

According to the International Game Developers Association, women represent 40 percent of all gamers. And although the Entertainment Software Association pegs that number at about 38 percent, it found that the average female gamer plays games 7.4 hours per week.

With that in mind, how is it possible that women represent just 12 percent of the video game industry? Ostensibly, it's not for lack of interest--the numbers speak for themselves--so it must be something else. Unfortunately, it seems those same stereotypes may be to blame.

According to CNN, "More than 60 percent of female students enrolled in game design programs at The Art Institutes said they believed male dominance in the industry is a deterrent to women pursuing a career in gaming, according to a survey commissioned by SOE."

And therein lies the rub. Instead of inviting the fact that more women are getting into the gaming industry, the same old stereotype is ruling all else.

It's time we wake up and realize that women really do enjoy video games. It's not fair to simply say that because most developers are men and video game critics are overwhelmingly male, women aren't members of the gaming community. In reality, it's quite the opposite.

Some like to say that women only play games like Wii Fit, but the reality of the situation is quite different.

As Torrie Dorrell, senior vice president of global sales and marketing for Sony Online Entertainment, explained to CNN: "Women are out there in significant numbers playing MMOs, action games, first-person shooters. What is lacking in the equation are women behind these games."

So where do we go from here? Certainly we can't simply sit back and accept the fact that stereotypes exist in the video game industry and women are being forgotten. Instead, we need to finally pull our heads out of the sand and welcome the fact that women are very much a part of the video game industry and should play an even greater role in its development going forward.

So next time you hear someone say that women don't play video games or listen to some uninformed loon try to tell you that the video game industry is for men, make them realize that women play video games, too. And just in case they don't believe you, have them log on to Halo 3--I'm sure a woman would be more than happy to frag them into oblivion.

Want to know what Don is up to? Follow him on Twitter, identi.ca, and FriendFeed.

http://www.greatwomenofgaming.com/



http://www.station.sony.com/girl/


SONY ONLINE ENTERTAINMENT ISSUES INDUSTRY-WIDE CALL TO ACTION TO EXPAND G.I.R.L. SCHOLARSHIP PROGRAM

SAN DIEGO, Calif. – Nov. 13, 2008 – Sony Online Entertainment LLC (SOE), a global leader in online gaming, invited all companies doing business in the video game industry to join SOE's efforts to educate and recruit more women into the field of video game creation, design and production.

In a lunchtime keynote speech during the International Game Developers Association conference in San Francisco, Torrie Dorrell, senior vice president of Global Sales and Marketing for SOE, challenged companies in the video game industry to each make a $10,000 donation toward the G.I.R.L. – Gamers In Real Life – scholarship, with the goal of creating multiple scholarships and more opportunities for women.

"Today, I am challenging everyone to take action to help level the playing field for women pursuing a career in video games. By donating to the G.I.R.L. scholarship, we can encourage diversity in development and make a difference, hopefully creating more opportunities for women and ultimately making more video games women will want to play," said Dorrell.

First awarded in 2008, the G.I.R.L. scholarship was created by SOE and encourages female students toward career paths in the creative and applied arts, with the ultimate goal of developing video games that are more interesting for women to play. In 2009, the program will be managed by Scholarship America®, a leading non-profit educational support program. SOE will offer students of undergraduate programs related to video games a chance to compete for the scholarship by submitting original artwork and essays to a panel of judges.