This looks major to me—how music and movement can enable better focus, the importance of becoming able to notice less intense sensations, using rhythm and imagination to help children access speeds and intensities that they aren’t in the habit of using.
A lot of this is using rhythm and movement to teach system one.
More of the same, plus some structure of teaching—start with rhythm that imitates what the child is doing, followed with rhythm that the child can follow, then give the child the drum—both leading and following the teacher.
Both have somewhat about gradually leading children with deficits into more challenging skills. For example, teaching a child that can’t count seven beats how to chunk perceptions so that they can keep track.
I really enjoyed the recently released game Bioshock: Infinite. It’s a pretty linear FPS but it has a fun and fairly original story (or at least a story that combines familiar tropes in an original way), powerfully presented (if somewhat heavy-handed) themes, beautiful graphics, a fun companion character, and often exhilarating battles.
It’s occasionally a bit inconsistent, perhaps symptomatic of a troubled development process (apparently they threw away a lot of material and rewrote some parts of the story considerably), but overall I’d say it’s one of the best story-driven games I’ve played.
I enjoyed the game, but it is rather violent (meet interesting people and kill them!) and I didn’t like the ending. (Basically, the more you understand about physics and causality and so on, the less you’ll like the ending. No joy in the merely real here.)
Well, as with most science fiction the science part doesn’t really make sense if you think about it too much, but I felt they presented it well enough that I didn’t mind a bit of handwaving.
Elizabeth is invulnerable and surprisingly useful. This is an FPS where you can only carry two guns at once, and have limited ammo- and so I was fretting that I’d have to give up my cherished sniper rifle and use something like the machine gun.
Then Elizabeth said “hey, have some ammo!” and tossed me a fully loaded sniper rifle.
Papers, Please is an indie bureaucracy simulator (in beta) where you play the role of an entry-exit agent for a communist dictatorship.
I know that sounds either horrifically boring (e.g., Farm Simulator 2013) or horrifically campy (e.g., Surgeon Simulator 2013), but really it’s neither of those. There’s some not very subtle TSA commentary, some awkward ethical moments, and an interesting overarching plot line.
Other Media Thread
The Resistance is a card game in the paranoid debating genre, similar to mafia/werewolf. I had a lot of fun playing recently.
I think wikipedia adequately explains the rules to play without “plot cards”, which are unnecessary and without which you can use a standard deck.
http://en.wikipedia.org/wiki/The_Resistance_(game)
Eric Barnhill on Cognition, Movement, and Music
This looks major to me—how music and movement can enable better focus, the importance of becoming able to notice less intense sensations, using rhythm and imagination to help children access speeds and intensities that they aren’t in the habit of using.
A lot of this is using rhythm and movement to teach system one.
TEDx Talk
More of the same, plus some structure of teaching—start with rhythm that imitates what the child is doing, followed with rhythm that the child can follow, then give the child the drum—both leading and following the teacher.
Both have somewhat about gradually leading children with deficits into more challenging skills. For example, teaching a child that can’t count seven beats how to chunk perceptions so that they can keep track.
Barnhill’s website.
I really enjoyed the recently released game Bioshock: Infinite. It’s a pretty linear FPS but it has a fun and fairly original story (or at least a story that combines familiar tropes in an original way), powerfully presented (if somewhat heavy-handed) themes, beautiful graphics, a fun companion character, and often exhilarating battles.
It’s occasionally a bit inconsistent, perhaps symptomatic of a troubled development process (apparently they threw away a lot of material and rewrote some parts of the story considerably), but overall I’d say it’s one of the best story-driven games I’ve played.
I enjoyed the game, but it is rather violent (meet interesting people and kill them!) and I didn’t like the ending. (Basically, the more you understand about physics and causality and so on, the less you’ll like the ending. No joy in the merely real here.)
Well, as with most science fiction the science part doesn’t really make sense if you think about it too much, but I felt they presented it well enough that I didn’t mind a bit of handwaving.
So it’s not just a long babysitting mission? I was afraid of that.
Elizabeth is invulnerable and surprisingly useful. This is an FPS where you can only carry two guns at once, and have limited ammo- and so I was fretting that I’d have to give up my cherished sniper rifle and use something like the machine gun.
Then Elizabeth said “hey, have some ammo!” and tossed me a fully loaded sniper rifle.
It’s more like she’s babysitting you. (In a good way).
Papers, Please is an indie bureaucracy simulator (in beta) where you play the role of an entry-exit agent for a communist dictatorship.
I know that sounds either horrifically boring (e.g., Farm Simulator 2013) or horrifically campy (e.g., Surgeon Simulator 2013), but really it’s neither of those. There’s some not very subtle TSA commentary, some awkward ethical moments, and an interesting overarching plot line.