Wizard’s Nighmare Initial setup, Individual images by Ben Norris, composite by self
Jun 5, 2011 at 11:41 am in post by Liam Boyle
Jun 5, 2011 at 11:41 am in post by Liam Boyle
May 27, 2011 at 10:21 pm in post by alexandra pickett
has anyone used this? thoughts?
May 27, 2011 at 8:00 pm in post by Haley Grace
“When controversy arises our opposers don’t look at a game studio and see a team of artists, they see a team of toymakers who have gone too far.”
And
“I’ve heard it argued that we need a rebranding; that we need to take on a new title for this medium, kind of like how comic books had to take on the name graphic novels before they started getting the respect they deserve.”
The following discussion mainly revolved around the idea of re-naming “Video Games” to “Digital Art”, or “Interactive Media”. These new labels are meant to remove the negative stigmas associated with “games” and better reflect the professional and technical mastery that is required to create some of today’s top titles.
However, I don’t necessarily believe “rebranding” is the best solution to this situation, but I do believe that this brings up a very important topic that needs to be addressed by the industry as a whole, sometime in the near future.
Rather than trying to avoid the negative stigma that has been associated with games, I believe the easiest route to solving this problem is education about games and what they can instill, inspire, and engender in our young people. I doubt that those who perpetuate and believe the negative stigmas about gaming, are very well versed in games or how the industry has changed over the past twenty or thirty years. Instead of running from the stigma, we need to fight it head on, and show the detractors something they have never seen, and that is the positive and beneficial aspects of gaming that greatly outweigh the negatives.
And when we combat the stigma, there no longer needs to be any “rebranding”, because we have fought for what we believe is right, and proven the worth of our games to the world.
May 7, 2011 at 12:11 pm in post by Liam Boyle
#————-
# Name: Guess The Number from PyGame Tutorial
# Purpose: Learning to program
#
# Author: Liam P Boyle
#
# Created: 05/05/2011
# Copyright: (c) Liam P. Boyle 2011
# Licence: <your licence>
#————-
#!/usr/bin/env python
def main():
## This is a guess the Number game
import random
guessesTaken = 0
print (“Hello, what is your name?”)
myName = input()
number = random.randint(1,20)
print (“Well, ” + myName + “, I am thinking of a number between 1 and 20.”)
while guessesTaken < 6:
print (“Take a guess”)
guess = input()
guess = int(guess)
guessesTaken = guessesTaken + 1
if guess < number:
print(“Your guess is too low”)
if guess > number:
print(“Your guess is too high”)
if guess == number:
break
if guess == number:
guessesTaken = str(guessesTaken)
print (“Good Job ” + myName + “! You guessed my number in ” + guessesTaken + ” tries.”)
if guess != number:
number = str(number)
print (“No. The number I was thinking of was ” + number)
if __name__ == ‘__main__’:
main()
## End
Just for fun (Yes, I remember the Zork games and choose your own adventure books)
#————-
# Name: Dragon Realm from the PyGame tutorial
# Purpose: Learning to program
#
# Author: Liam P Boyle
#
# Created: 06/05/2011
# Copyright: (c) Liam P Boyle 2011
# Licence: <>
#————-
#!/usr/bin/env python
#————-
## Import Statements
import random
import time
##————-
## Global Variable Initializatins and Function definitions
def displayIntro():
print (“You are on a planet full of dragons. In front of you,”)
print (“you see two caves. In one cave the dragon is friendly”)
print (“and will share his treasure with you. The other dragon”)
print (“is greedy and hungry, and will eat you on sight.\n”)
def chooseCave():
cave = “”
while cave != “1″ and cave != “2″:
print (“Which cave will you go into (1 or 2)”)
cave = input()
return cave
def checkCave(chosenCave):
print (“You approach the cave…”)
time.sleep(2)
print (“It is dark and spooky…”)
time.sleep(2)
print(“A large dragon jumps out in front of you! He opens his jaws and…”)
print()
time.sleep(2)
friendlyCave = random.randint(1,2)
if chosenCave == str(friendlyCave):
print(“He gives you his treasure.”)
else:
print(“He gobbles you up!”)
#————-
## Main Program Logic
def main():
playAgain = “yes”
while playAgain == “yes” or playAgain == “y”:
displayIntro()
caveNumber = chooseCave()
checkCave(caveNumber)
prompt = “Do you want to play again: yes/no?”
playAgain = input(prompt)
if __name__ == ‘__main__’:
main()
##End
#————-
And finally, my own work:
#——————————————————————————-
# Name: Math Tutor pre-K
# Purpose: help children learn addition and subtraction
#
# Author: Liam P. Boyle
#
# Created: 06/05/2011
# Copyright: (c) Liam P. Boyle 2011
# Licence: <freeware w/ author attribution>
#——————————————————————————-
#!/usr/bin/env python
##Import Statements
import random
#——————————————————————————-
def greeting():
print (“What is your name?\n”)
plyrName = input()
print (“Hello, ” + plyrName + “, would you like to add and subtract?\n”)
print (“Enter y for yes or n for no\n”)
playAns = input()
return playAns
def selectMode():
ModeNum = random.randint(0,1)
return ModeNum
def additionPractice():
tries = 1
num1 = random.randint(0,5)
num2 = random.randint(0,5)
answer = num1 + num2
while tries <= 3:
print (“What does “, num1, ” plus”, num2, “equal?\n”)
plyrAnswer = int(input())
if plyrAnswer == answer:
break
else:
print(“That isn’t correct. Please try again\n”)
tries = tries +1
if plyrAnswer == answer:
print(“Great Job!!!”)
else:
print(“The correct answer is: “, answer)
def subtractionPractice():
tries = 1
num1 = random.randint(0,5)
num2 = random.randint(0,5)
if num1 < num2:
num1, num2 = num2, num1
answer = num1 – num2
while tries <= 3:
print (“What does “, num1, ” minus”, num2, “equal?\n”)
plyrAnswer = int(input())
if plyrAnswer == answer:
break
else:
print(“That isn’t correct. Please try again\n”)
tries = tries +1
if plyrAnswer == answer:
print(“Great Job!!!”)
else:
print(“The correct answer is: “, answer)
def main():
playAns = greeting()
while playAns == “y”:
switch = selectMode()
if switch == 0:
additionPractice()
else:
subtractionPractice()
print (“Do you want to play some more?\n”)
print (“Enter y for yes or n for no”)
playAns = input()
if __name__ == ‘__main__’:
main()
## End
I would like to think that I’m getting better at this
Liam B
May 6, 2011 at 7:28 pm in post by Haley Grace
His parents are trading furtive looks. What’s happening to him? He spends all his time on that thing now! It’s not normal, it’s not healthy! Hopefully tomorrow, on Saturday, he’ll go outside and go play some normal games with his friends!
It’s Saturday afternoon, and instead of playing football with his buddies, little Jimmy is shut up in his room, on that darn PC. He’s got that headset on, and he hasn’t moved for hours. He, so randomly it seems, laughs, yells, screams, and cheers.
His parents are getting worried now. Why doesn’t he want to do anything else? That game has to have a hold on him. It’s like he’s an addict! That’s it! That video game must be addictive, and Jimmy just can’t help himself!
Unfortunately, the above example is precisely what happens in many households across the globe. Parents see a deviation from what would be considered “normal” behavior, and immediately assume something sinister or troubling is at hand. But in fact it is only the positive experiences and the fulfillment that Jimmy is receiving from his new endeavor, that keeps him glued to that screen. If only his parents knew more about the world and the experience that Jimmy is participating in, they may actually prize the phenomena for what it can instill in their child, and what their child can achieve through the active pursuit of obtaining a goal or achievement. In fact professional and competitive gaming can obtain results from children naturally, that parents and teachers must exhaust limitless resources to try to attain. Things like leadership, responsibility, accountability, dependability. Teamwork skills, strategy, and critical thinking. These are all things that competitive and professional gaming have drawn out of children effortlessly, and naturally, as they simply do their best to become the
best at their particular game of choice. It is the desire and the motivation to become better that enacts the positive and ideal behavioral changes in the child themselves.
Being part of a clan or guild in a FPS or MMORPG game requires that a child be dependable and responsible enough to adhere to a practice schedule, and be where he says he will be, when he says he will be. Leadership and teamwork skills emerge naturally as the child identifies in-game challenges and then works with team or guildmates to overcome them. Critical thinking and problem solving skills are again, coming out naturally as the child
uses even more teamwork and social skills to develop strategies and plans of action with his team or guildmates. The child is being introduced to more and more diverse groups of people and playing partners the longer he plays, teaching him even more valuable social skills and giving him direct experience in dealing with other cultures and ethnicities, often times much more so than he would be exposed to
in his local geographic area. Through competition and league play, the child is exposed to both the joy of victory, and the agony of defeat, and he will have a much deeper connection to what caused the outcome
and will have opinions and THOUGHTS on why it occurred, than he would in a one-night-a-week school governed athletic program where the coach makes all the decisions and planning. Communication skills also emerge
naturally as the child communicates those thoughts and opinions to his team or guild, and they then work together to plan and decide what course of action will reward them with the best results. And thankfully, those results are no longer going to be based on who is bigger, or faster. Computer gaming gives children who are smaller and less physically gifted to be on an absolutely even playing field with everyone else. Gaming environments such as these instill or develop skills in children that parents have always striven to achieve, and they do it in a way that comes naturally to the child without having to try to coax or force it out of them. It is no longer a chore to show up on time, to contribute to a discussion, or lead his peers in an endeavor. It is an expected duty, and simply another opportunity to excel.
Through education and involvement, parents can be made to see that the behavioral changes they are seeing in their child are not problems, but are actually results that they the parents have wished for their children themselves. They must be made to understand that it is an opportunity with limitless potential that should be embraced, and not denied. When the parent tries to limit the activity, or punishes the child by taking that activity away, they are really removing one of their greatest assets in helping the child grow and learn, instead replacing it with time spent watching the T.V., or texting on their cell phone. Instead of forcing the child to quit the activity, parents should try to include the activity as part of the child’s regular activities, enabling them to embrace the activity, and still ensure the child is staying healthy and getting all the physical exercise and
activity they need. And then parents can enjoy the full joy of a competitive gamer child, by using the experiences and skills the child has gained to influence their every day life.
Imagine a world, where a parent can say “Hey Jimmy, you know how you and your guild come up with different ways to beat bosses and win battles? Well can you and your brother please go figure out a way to get the garage organized?”, or “Hey Jimmy, you should ask some of your counter-strike teammates if they have any studying tips, too.”. I don’t know how many times I’ve heard teammates doing homework together, or helping each other with tough problems, and this is without any parent involvement whatsoever. For years children and young adults have run their own teams and organizations, organized leagues and events, created communities, influenced the design and development of both hardware and software, formed internet based businesses, developed both fundamental and advanced computer skills including but not limited to: typing, general pc basics, general internet and networking basics, image creation and modification, animation, video editing, sound and music modification, and computer security, all with little to no support from the people who are supposed to be the single most guiding factor in their lives.
The following is an example of what gamers can do, simply on their own, and for no real reward, beyond being known as the “best” in the game, or in the media creation attached to those games. Everything is done by young people who were NOT in the industry yet.(So nothing was “professionally” done). This shows the potential and the vast amounts of skills and ability these young people possess, as long as they CARE and really APPLY themselves to the fullest, which is something that games have always been capable of doing. If you are offended by pixelated blood or animated violence, you may not want to watch the video below, however I would recommend it to EVERYONE, even if your sensibilities are a bit disturbed, because the skills and abilities demonstrated by the creators is truly remarkable. This goes above and beyond the mastery of the game that you will witness by the young people IN the video, who have created names, reputations, friends, fans, and even careers for themselves, through the skills they demonstrated in-game, and applies to the editing, both sound and video, as well as the special effects and transitions seen and heard throughout the entire video.
I can hardly imagine what these same children and young adults would be capable of achieving, if they had their parents right behind them, telling them that anything is possible, and that they could do, anything.
Apr 27, 2011 at 6:10 am in post by Hanna Brady
Again, no smart phone, so I’m doing this the old fashioned way with a blog. ^_^
This track will increase the player’s willingness to be whimsical, to talk to others about spreading happiness and their awareness of the limitations we as humans place on ourselves when it comes to positive random play.
The Track:
A quick note on this one:
You might need to get permission from whatever city you are working in to chalk. My university had a set of chalking rules in place, but you should check into it before you get into the more epic challenges.
Title: First Act: Chalking
Description: I chalked “Smile!” on the ground. It worked for me. ^_^
Media:

Difficulty: 1
Duration: less than a minute
This first act is pretty simple and requires no follow-up. I think part of the impact from this sort of thing comes after it is read. You remember at home that someone wrote “smile” on the ground. Maybe it works then. Maybe you wonder why the anonymous chalker did it.
I am going to tangent real quick and say that TRAPS is Twenty Random Acts of Positivity Somewhere, and boils down to writing twenty of these chalkings around one geographical area. Each chalking is a “trap” for negative emotions meant to leave accidental players a little lighter.
You can read a little more about it on my gameful blogpost:
http://gameful.org/hanna/first-run-of-traps/
And I am working on a blog for the game:
http://www.trapsthegame.blogspot.com/
Under “List of Traps” is a list of potential chalkings that might be useful for anyone who wants to try this.
Apr 27, 2011 at 5:14 am in post by Hanna Brady
This track will make players more aware of the global community outside of mainstream media. It will also empower them with their ability to contribute to positive change.
A quick note: Unfortunately, I do not have a smart phone, so I can’t try out the app or submit properly. I wanted to submit a few ideas anyway. Thanks for the opportunity. This was a great challenge to ponder these last few weeks.
The Track:
First Act:
- Learn about a country.
What I would submit on the app:
Title: First Act: Peru
Description: Spent some time on Global Voices and Wikipedia learning about Peru.
Difficulty: 1
Duration: about 30 minutes
I think of myself as a decently aware citizen of the world, and part of that is knowing I have huge blind spots. The more you know, the more you realize you don’t know.
An hour ago the things I knew about Peru were these: they speak Spanish mostly, border Ecuador, and at some point I remember there being some controversy over broadcasting radio in the native Peruvian language. I would assume they like soccer.
That’s it really. I didn’t know that they were in the middle of an election, that the digital community is afraid their options for president will lead them towards a Chavez-like regime, that the majority of the population is not a part of digital culture, or that there is a large Peruvian immigrant population in Japan dealing with the aftermath of the tsunami. One of the presidential candidates has a Japanese name. Those two countries are not a connection I would have made.
Like I said, this mini dive into learning about Peru has only reminded me how little I know. And the truth is that staying well informed on politics around the world would be a full time job. But just that tiny spark of knowledge increased my empathy for another culture. Small, yes, but significant.
This sort of act of kindness does not have the immediate external effect of a smile or a helping hand, but it is a first brick for our foundation of global empathy. And that will change the world. This is a selfish act of kindness. It makes me a better person.
Apr 18, 2011 at 4:17 am in post by Hanna Brady
One of the improvised instructions for TRAPS
So this week I ran a test of a game called “TRAPS: Twenty Random Acts of Positivity (Somewhere)”. It is the first time I ran a game and the first game I’ve thought of AND actually gotten it together to play. The essential of the game is to chalk positive instructions on the ground for casual passersby and for deliberate players to interact with. More narratively each chalking is a “trap” for negative emotions.
The people running the game had way too much fun. The people passing by seemed mostly confused, but in a happy way.
The first run was on a college campus, and I think the combination of a limited demographic and purpose to pedestrian traffic made people more self conscious. But hopscotch was a big hit.
I am going to try running it again next month with some tweaking in a different location.

This is Epic Hopscotch. One of my favorites. The hopscotch worked well because people would walk onto it, look down and realize what it was, and then their feet would begin moving of their own accord.
My other favorite was an area we marked off with the words “make up a game to get across” and then drew shapes and lines and footprints so that there were many paths to use.
I learned a lot and now I need more chalk. Thanks to the gameful community for being supportive and optimistic. ^_^
If anyone has questions or chalking suggestions I would love to hear them.
Apr 16, 2011 at 8:05 pm in post by Owen Morris
In telling the story I realized how essential games were to passing the time and staying focused and engaged. If we hadn’t had eachother to play games with it’s very likely that morale would have gone to shit. Games to get through war… CRAZY!