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    <title>Pinboard (DirkSonguer)</title>
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    <description>recent bookmarks from DirkSonguer</description>
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	<rdf:li rdf:resource="https://www.reddit.com/r/Eve/comments/4cdmmc/wtf_is_going_on_the_answer/"/>
	<rdf:li rdf:resource="http://www.dailydot.com/geek/final-fantasy-louis-vuitton/?fb=gk"/>
	<rdf:li rdf:resource="http://www.theverge.com/2015/12/10/9880594/microsoft-xbox-games-2016-interview-crackdown-3-quantum-break-recore"/>
	<rdf:li rdf:resource="https://playfab.com/blog/why-video-games-have-launch-problems/"/>
	<rdf:li rdf:resource="http://www.kotaku.co.uk/2015/04/13/the-interesting-gaming-habits-of-teenage-girls"/>
	<rdf:li rdf:resource="http://t-machine.org/index.php/2009/03/02/manifesto-for-a-game-development-studio-or-any-creative-tech-company/#comments"/>
	<rdf:li rdf:resource="http://www.wareable.com/vr/vr-games-ccp-project-nemesis-samsung-gear-vr-eve-kinect-demos-966"/>
	<rdf:li rdf:resource="http://www.intelligent-artifice.com/2015/03/gameplay-metrics-game-designs-best-kept-secret.html"/>
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	<rdf:li rdf:resource="http://gamifymyclass.blogspot.ca/2014/04/why-educators-should-learn-from-video.html"/>
	<rdf:li rdf:resource="http://hellmode.com/2013/03/21/this-isnt-the-article-i-wanted-to-write-about-tomb-raider/"/>
	<rdf:li rdf:resource="http://tweetedtimes.com/#!/PekkaPuhakka/all-about-gamification"/>
	<rdf:li rdf:resource="http://www.gamesindustry.biz/articles/2012-08-24-head-in-the-clouds"/>
	<rdf:li rdf:resource="http://www.dinofarmgames.com/why-people-think-turn-based-is-boring/"/>
	<rdf:li rdf:resource="http://www.thinkgeek.com/gadgets/electronic/ebad/?cpg=wnrss"/>
	<rdf:li rdf:resource="http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next"/>
	<rdf:li rdf:resource="http://www.mediumdifficulty.com/2012/03/06/how-i-helped-destroy-star-wars-galaxies/"/>
	<rdf:li rdf:resource="http://www.storyworlds.de/programme-saturday-2011-07-02/"/>
	<rdf:li rdf:resource="http://www.hideandseek.net/ten-eleven-twelve/"/>
	<rdf:li rdf:resource="http://altdevblogaday.com/2011/11/16/books-about-people/"/>
	<rdf:li rdf:resource="http://rampantgames.com/blog/?p=3505"/>
	<rdf:li rdf:resource="http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/"/>
	<rdf:li rdf:resource="http://www.g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/"/>
	<rdf:li rdf:resource="http://pr-blogger.de/2011/09/26/gamifaction-was-sie-von-angry-birds-lernen-konnen/?"/>
	<rdf:li rdf:resource="http://www.1up.com/news/lack-itagaki-trash-talk-saddens-tekken-harada"/>
	<rdf:li rdf:resource="http://altdevblogaday.com/2011/09/17/why-do-people-play-and-enjoy-games/"/>
	<rdf:li rdf:resource="http://arstechnica.com/gaming/news/2011/08/for-the-swarm-inside-the-world-of-professional-starcraft-players.ars"/>
	<rdf:li rdf:resource="http://tobolds.blogspot.com/2011/08/at-borders-of-legal-justice.html?"/>
	<rdf:li rdf:resource="http://rampantgames.com/blog/?p=3202"/>
	<rdf:li rdf:resource="http://www.quora.com/Social-Games/What-are-the-primary-demographics-gender-age-ethnicity-etc-of-the-average-social-game-enthusiast"/>
	<rdf:li rdf:resource="http://store.steampowered.com/hwsurvey"/>
	<rdf:li rdf:resource="http://www.youhaventlived.com/qblog/2011/QBlog060711C.html"/>
	<rdf:li rdf:resource="http://tobolds.blogspot.com/2011/07/valuing-time-over-money.html?"/>
	<rdf:li rdf:resource="http://www.brokentoys.org/2011/06/28/fear-and-monocles/"/>
	<rdf:li rdf:resource="http://www.brokentoys.org/2011/07/02/eve-developers-player-reps-meet-issue-statements-no-monocles-harmed/"/>
	<rdf:li rdf:resource="http://supermeatboy.com/103/Watch_this_now_/#b"/>
	<rdf:li rdf:resource="https://www.sifteo.com/"/>
	<rdf:li rdf:resource="http://fora.tv/2010/07/27/Jesse_Schell_Visions_of_the_Gamepocalypse"/>
	<rdf:li rdf:resource="http://t-machine.org/index.php/2011/05/30/by-running-a-spy-network-i-am-griefing/"/>
	<rdf:li rdf:resource="http://www.guardian.co.uk/technology/2011/may/15/video-game-design-psychology"/>
	<rdf:li rdf:resource="http://radar.oreilly.com/2011/04/gamification-purpose-marketing.html#comment-7250008"/>
	<rdf:li rdf:resource="http://terranova.blogs.com/terra_nova/2011/04/gamification.html"/>
	<rdf:li rdf:resource="http://www.cringely.com/2011/04/sony-may-be-clueless-in-psn-hack/"/>
	<rdf:li rdf:resource="http://whatgamesare.com/2011/04/you-need-100000-game-development.html"/>
	<rdf:li rdf:resource="http://www.next-gen.biz/features/is-reality-really-broken"/>
	<rdf:li rdf:resource="http://jeff-vogel.blogspot.com/2011/03/minecraft-makes-little-girls-cry.html"/>
	<rdf:li rdf:resource="http://www.rockpapershotgun.com/2011/03/07/a-day-in-the-life-of-minecraft-creator-mojang/"/>
	<rdf:li rdf:resource="http://jergames.blogspot.com/2006/10/learn-to-love-board-games-again100.html"/>
	<rdf:li rdf:resource="http://www.pinkpigtailinn.com/2011/03/how-i-left-my-guild.html"/>
	<rdf:li rdf:resource="http://www.llts.org/Articles/Articles/071_ten_ton_lb_assassin.php"/>
	<rdf:li rdf:resource="http://www.eurogamer.net/articles/2011-02-21-the-boy-who-stole-half-life-2-article"/>
	<rdf:li rdf:resource="http://adachen.com/2010/10/04/what-is-gamification-and-real-world-examples-of-it/"/>
	<rdf:li rdf:resource="http://www.tannerhiggin.com/2010/12/making-men-uncomfortable-what-bayonetta-should-learn-from-gaga/"/>
	<rdf:li rdf:resource="http://www.joystickdivision.com/2010/12/five_essential_video_game_docu.php"/>
	<rdf:li rdf:resource="http://biobreak.wordpress.com/2011/01/03/adults-need-to-play-too/"/>
	<rdf:li rdf:resource="http://www.eldergame.com/2011/01/there-shouldnt-be-a-signup-form/"/>
	<rdf:li rdf:resource="http://www.useit.com/alertbox/kinect-gesture-ux.html"/>
	<rdf:li rdf:resource="http://lcc.gatech.edu/~bmedler3/papers/Heeter%20-%20Game%20Design%20and%20Challenge.pdf"/>
	<rdf:li rdf:resource="http://metaversemodsquad.wordpress.com/2010/12/20/exceed-expectations-by-representing-the-customer/"/>
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  </channel><item rdf:about="http://insertcredit.com/2012/09/17/seventeen-anecdotes-about-the-nintendo-wii/">
    <title>seventeen anecdotes about the nintendo wii | insert credit</title>
    <dc:date>2018-06-22T08:31:20+00:00</dc:date>
    <link>http://insertcredit.com/2012/09/17/seventeen-anecdotes-about-the-nintendo-wii/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[seventeen anecdotes about the nintendo wii]]></description>
<dc:subject>nintendo gaming games console</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7033fe92a142/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
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</item>
<item rdf:about="https://www.raphkoster.com/games/presentations/cycle-of-life/">
    <title>Cycle of Life – Raph's Website</title>
    <dc:date>2018-06-21T21:22:23+00:00</dc:date>
    <link>https://www.raphkoster.com/games/presentations/cycle-of-life/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This talk was presented at an event hosted by Next Games in Helsinki, Finland. Alas, there is no recording or transcript.]]></description>
<dc:subject>gaming raphkoster mobile gamedevelopment</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8e9e18acf1c5/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:raphkoster"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
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</item>
<item rdf:about="http://t-machine.org/index.php/2009/04/06/what-i-believe-in-for-quality-of-life/">
    <title>What I believe in, for Quality of Life – T-machine.org</title>
    <dc:date>2018-06-21T16:57:11+00:00</dc:date>
    <link>http://t-machine.org/index.php/2009/04/06/what-i-believe-in-for-quality-of-life/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[the term “crunch” is a euphemism for “unpaid overtime” used largely to disguise the true nature of what’s being described. No-one should ever use the term “crunch”. Everyone should actively encourage others to call it what it is (unpaid overtime). “unscheduled overtime” is NOT an acceptable alternative; it is simply another, slightly less positive, euphemism.
no employer gets an opt-out from responsibility for Quality of Life issues, neither charities nor startups. Quality of Life is about the relationship between employee and employer, independent of individual industries, organizations, or projects
the company must at all times actively discourage staff from doing unpaid overtime; if the company wishes to support overtime, it should be supporting *paid* overtime only
no programmer, artist, or designer should ever stay late in the office “because it’s quieter then, and I can get more work done when everyone else has gone home”; if the office environment is that poor, the company needs to fix it, fast
the MOST EFFICIENT (for the company) number of weekly office hours for programmers, artists and game designers lies somewhere between 30 and 50 hours a week.
the MOST EFFECTIVE/DESIRABLE (for the employees) number of weekly office hours for programmers, artists and game designers lies somewhere between 20 and 60 hours a week.]]></description>
<dc:subject>industry gaming worklife</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:34e0e59f8028/</dc:identifier>
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</item>
<item rdf:about="http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall">
    <title>Rare and the rise and fall of Kinect • Eurogamer.net</title>
    <dc:date>2017-04-01T22:44:35+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The sensor's original codename, "Project Natal", is both a reference to project incubator Alex Kipman's native burg, and a statement of intent: this was to be a new birth for an artform long hamstrung - or so it was maintained - by the need to master an abstract input mechanism before you could enjoy yourself. "The vast majority of people are just too intimidated to pick up a videogame controller," Steven Spielberg said during a conference cameo at E3 2009, adding that "the only way to bring interactive entertainment to everybody is to make it invisible."

Looking back five years on from Kinect's eventual release, it all seems so quaint. Demand for controller-based experiences is unabated, and touchscreens rather than motion or voice controls have arguably given us the most convincing tech-led design innovations, thanks to the meteoric rise of smartphones and tablets. Kinect, meanwhile, has proven to be anything but "invisible" in practice.]]></description>
<dc:subject>article kinect gaming microsoft</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:c09c0f373298/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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</item>
<item rdf:about="http://quanticfoundry.com/2016/12/15/primary-motivations/">
    <title>7 Things We Learned About Primary Gaming Motivations From Over 250,000 Gamers - Quantic Foundry</title>
    <dc:date>2017-01-19T20:10:21+00:00</dc:date>
    <link>http://quanticfoundry.com/2016/12/15/primary-motivations/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In the Gamer Motivation Profile (for video games), we measure 12 distinct motivations for each gamer. One way to get a concise picture of all the data we’ve collected is to focus on primary motivations—the motivation that each gamer scores highest on and is most important to them. In this post, we’ll step through what we learned when we compared the primary motivations of different demographic segments.]]></description>
<dc:subject>gaming statistics games demographics motivation</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:992d524fe6c9/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
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</item>
<item rdf:about="http://mixnmojo.com/features/sitefeatures/Indiana-Jones-and-the-Iron-Phoenix-The-Lost-Sequel-to-Fate-of-Atlantis">
    <title>Indiana Jones and the Iron Phoenix: The Lost Sequel to Fate of Atlantis: After Fate of Atlantis | The International House of Mojo</title>
    <dc:date>2016-10-19T09:53:45+00:00</dc:date>
    <link>http://mixnmojo.com/features/sitefeatures/Indiana-Jones-and-the-Iron-Phoenix-The-Lost-Sequel-to-Fate-of-Atlantis</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Released in 1992, Indiana Jones and the Fate of Atlantis is considered among the strongest entries in the beloved LucasArts adventure line-up and probably remains the best Indiana Jones game to date. Why, then, did it take seven years for the next proper Indy title - no offense intended to the perfectly addictive Desktop Adventures - to arrive on PCs with 1999’s Indiana Jones and the Infernal Machine?]]></description>
<dc:subject>games gaming history postmortem indinanajones</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:acd5f7501ca6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:history"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:postmortem"/>
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</item>
<item rdf:about="http://www.raphkoster.com/2016/07/14/i-really-did-mean-mmo/">
    <title>I really did mean “MMO” – Raph's Website</title>
    <dc:date>2016-09-30T15:26:25+00:00</dc:date>
    <link>http://www.raphkoster.com/2016/07/14/i-really-did-mean-mmo/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This mirror worlding process is going to swallow everything. It’s at the template id stage for objects–meaning one id for a type of object–, but Internet of Things is going to change that, and move it down to individual object IDs for instances. If you have one of those nifty keychains that connects to Bluetooth, you already assigned those an id like that, which will eventually be swallowed too. And believe me, there will be pressure to unify fictional and real databases too, because having a Pokemon gym in your house is important for Zillow to know, and so on. These are what often gets termed “layers” in these circles: basically aggregations of data that you choose or do not choose to view. In the AR contact lenses of the future, layers replace apps, and you choose to run them in parallel or individually. LinkedIn and Pokemon Go team over someone’s head, exactly like howw MMOs put name and guild affiliation.

So what we are building, in fits and starts, is a large scale spatial simulation that allows clients to connect to it, which has object types for every object in the world, will eventually track as many instances of objects (physical ones like buildings, keys, cars, shipping containers; and virtual ones like businesses, Pokemon gyms, and housing lots) as is feasible, maintains a persistent data store of all of those objects, and which includes an object type for “players” who are real people.]]></description>
<dc:subject>AR MMO gaming social society</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:91244b41fc99/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:MMO"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:society"/>
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</item>
<item rdf:about="http://habitatchronicles.com/2004/10/kidtrade-a-design-for-an-ebay-resistant-virtual-economy/">
    <title>Habitat Chronicles: KidTrade: A Design for an eBay-resistant Virtual Economy</title>
    <dc:date>2016-09-30T15:25:54+00:00</dc:date>
    <link>http://habitatchronicles.com/2004/10/kidtrade-a-design-for-an-ebay-resistant-virtual-economy/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Though many of the ideas presented in this article have been kicking around in my head for more than 20 years, and some of the features were tested here-and-there in various virtual economies that I’ve been fortunate enough to help create, the bulk of the work presented in this paper is part of an undeveloped children’s MMOG, designed for a Tantrum, Inc., and appears in this paper with permission. As always, I wish to thank the entire MUD/MMOG development community for constantly challenging and refining many of the ideas contained herein, and especially Chip Morningstar, who co-designed and  implemented most of the virtual economies that inspired this design. The latest draft of this article clarifies some design issues and makes a few minor fixes, all as the direct result of discussions on Habitat Chronicles and TerraNova. Thanks gang.

There are many external markets for virtual objects, including Gaming Open Market (GOM), TheGoods , and eBay to name a few. Not all use real currency to facilitate trades. For the sake of brevity, I will refer to all external trading markets as eBay, acknowledging any significant differences, where warranted.]]></description>
<dc:subject>economy games gaming mmo</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:fae45acd04e9/</dc:identifier>
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</item>
<item rdf:about="http://motionographer.com/2016/08/01/4-things-we-wished-wed-known-before-creating-a-vr-experience-in-unreal/">
    <title>Motionographer 4 things we wished we’d known before creating a VR experience in Unreal</title>
    <dc:date>2016-08-03T15:31:16+00:00</dc:date>
    <link>http://motionographer.com/2016/08/01/4-things-we-wished-wed-known-before-creating-a-vr-experience-in-unreal/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Over the last three years, we’ve had the pleasure of producing some of the first branded VR experiences to hit the market. With each new project, we’ve encountered crazy challenges that put our backs against deadlines and had us asking, “What the f*ck have we gotten ourselves into?”

Whether stitching and color correcting live-action, rendering massive amounts of masks and utilities for pre-rendered 3D or figuring out how to track and combine both for the same experience, we always came away with tips and tricks to tackle the next project.

Nothing, however, could prepare us for the move from passive to interactive VR experiences.]]></description>
<dc:subject>vr unreal games gaming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:55afd29d3d16/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:vr"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:unreal"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.raphkoster.com/games/presentations/cycle-of-life/">
    <title>Cycle of Life – Raph's Website</title>
    <dc:date>2016-05-03T07:42:41+00:00</dc:date>
    <link>http://www.raphkoster.com/games/presentations/cycle-of-life/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This talk was presented at an event hosted by Next Games in Helsinki, Finland. Alas, there is no recording or transcript.]]></description>
<dc:subject>gaming games industry gamedev</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ddc82e31cc08/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:industry"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.reddit.com/r/Eve/comments/4cdmmc/wtf_is_going_on_the_answer/">
    <title>WTF is going on? The Answer. : Eve</title>
    <dc:date>2016-04-01T07:26:09+00:00</dc:date>
    <link>https://www.reddit.com/r/Eve/comments/4cdmmc/wtf_is_going_on_the_answer/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The largest coalition in the game decided to take a poke at the numerically inferior Low Sec alliances. Instead of crumbling as expected to the superpower, they banded together and pushed them back out of their area of space, taking all of the big coalition's income in the area as they did.
Once people saw it was possible to beat this super-coalition, most of the player groups in the game decided to band together, with encouragement from the enormously rich I Want Isk (IWI) gambling organisation who have grievances with the super-coalitions's component alliances.
Today marked a major victory in taking the strategically important staging system of one of the super-coalition's player groups which caused that group to flip sides to the attackers.]]></description>
<dc:subject>eve gaming society social</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d4c831716c51/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:eve"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:society"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.dailydot.com/geek/final-fantasy-louis-vuitton/?fb=gk">
    <title>Louis Vuitton's newest fashion model is a character from Final Fantasy</title>
    <dc:date>2015-12-30T06:08:32+00:00</dc:date>
    <link>http://www.dailydot.com/geek/final-fantasy-louis-vuitton/?fb=gk</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[French fashion house Louis Vuitton has recruited a new model to feature in its spring/summer 2016 campaign, but it's not someone you'll recognize from the usual fashion magazines or even from Hollywood.   The character Lightning from the Final Fantasy series stars in new images and a video shared by Louis Vuitton's creative director Nicolas Ghesquiere on Instagram. In the caption, Ghesquiere introduces the video with the description "reality and fantasy become one" and describes Lightning as "a genuine heroine."]]></description>
<dc:subject>fashion games gaming</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4ec0ca77c100/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:fashion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.theverge.com/2015/12/10/9880594/microsoft-xbox-games-2016-interview-crackdown-3-quantum-break-recore">
    <title>Save Point | How Microsoft plans to make the Xbox great again</title>
    <dc:date>2015-12-13T17:46:02+00:00</dc:date>
    <link>http://www.theverge.com/2015/12/10/9880594/microsoft-xbox-games-2016-interview-crackdown-3-quantum-break-recore</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In theory, the Xbox One was an improvement on everything fans loved about the Xbox 360: a more powerful Kinect, new hardware that merged the console with your cable box, and lots of talk about the cloud. Microsoft only forgot one thing: the games. During the hour-long kick-off presentation, six minutes were allotted to new game announcements.]]></description>
<dc:subject>gaming microsoft xbox</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ed3a2dc7e817/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:xbox"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://playfab.com/blog/why-video-games-have-launch-problems/">
    <title>Why video games have launch problems | PlayFab</title>
    <dc:date>2015-10-11T19:30:30+00:00</dc:date>
    <link>https://playfab.com/blog/why-video-games-have-launch-problems/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[It comes down to the fact that most games are now online services, with updated content, special events, virtual economies, player interaction, etc. All of these things require backend services — services that need to be built and thoroughly tested before launch, and that need to run reliably from that point on. Done right, a game’s backend services provide for a great customer experience and make possible the kinds of live game operations techniques that foster an engaged pool of players, happy to spend their money long after the initial release. Done wrong, they can absolutely kill a game.]]></description>
<dc:subject>computer games gaming backend development cloud</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ccffe1701fd4/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:computer"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:backend"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:cloud"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.kotaku.co.uk/2015/04/13/the-interesting-gaming-habits-of-teenage-girls">
    <title>The Interesting Gaming Habits of Teenage Girls | Kotaku UK</title>
    <dc:date>2015-05-15T18:06:04+00:00</dc:date>
    <link>http://www.kotaku.co.uk/2015/04/13/the-interesting-gaming-habits-of-teenage-girls</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[But flipping through the schedule at the Game Developers Conference in San Francisco this March, my eyes settled on a talk called "Curiosity, Courage, and Camouflage: Revealing the Gaming Habits of Teen Girls." I am not now (nor have I ever been) a teen girl, but I'd like to think that a modicum of empathy can go a long way. After reading Patricia Hernandez's piece on the ludicrously popular Kim Kardashian game last year, I figured that's what most young women were playing these days, and I wanted to try to understand that. The presentation was revelatory, but not in the way that I expected.]]></description>
<dc:subject>games gaming teenagers girls statistics</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:04b85aca279d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:teenagers"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:girls"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:statistics"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://t-machine.org/index.php/2009/03/02/manifesto-for-a-game-development-studio-or-any-creative-tech-company/#comments">
    <title>Manifesto for a Game Development Studio (or any creative tech company) | T-machine.org</title>
    <dc:date>2015-04-04T17:31:34+00:00</dc:date>
    <link>http://t-machine.org/index.php/2009/03/02/manifesto-for-a-game-development-studio-or-any-creative-tech-company/#comments</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Here are the founding principles of my next startup. It’s incomplete and imperfect, but for where I want to go … it’s a start. Incidentally, if you share them, and want to work with me, you should get in touch (adam.m.s.martin at gmail.com). I’m sure we can find a way to work together.]]></description>
<dc:subject>management games gaming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a8059dcc32d3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:management"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.wareable.com/vr/vr-games-ccp-project-nemesis-samsung-gear-vr-eve-kinect-demos-966">
    <title>CCP Games shows off Project Nemesis for Gear VR and Kinect experiments</title>
    <dc:date>2015-03-25T08:20:40+00:00</dc:date>
    <link>http://www.wareable.com/vr/vr-games-ccp-project-nemesis-samsung-gear-vr-eve-kinect-demos-966</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[CCP Games, the developer of space MMO EVE Online and its upcoming VR debut EVE: Valkyrie, isn't ruling anything out. We got to try out four VR demos that CCP's teams in Atlanta and Shanghai have been working on - Project Nemesis, Disc Arena, Ship Spinner and The Workshop.

The seven strong CCP Atlanta team whittled down thirteen ideas to three to make playable demos which means there's plenty more where these came from.

None are guaranteed to see the light of day but CCP has brought them to EVE FanFest in Reykjavik to get the reactions of fans, like it did two years ago when it debuted Valkyrie.]]></description>
<dc:subject>gaming vr games ccp</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9f3c2bb0ea8c/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:vr"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ccp"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.intelligent-artifice.com/2015/03/gameplay-metrics-game-designs-best-kept-secret.html">
    <title>Intelligent Artifice - Gameplay metrics: game design’s best kept secret?</title>
    <dc:date>2015-03-14T12:06:09+00:00</dc:date>
    <link>http://www.intelligent-artifice.com/2015/03/gameplay-metrics-game-designs-best-kept-secret.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[http://www.intelligent-artifice.com/2015/03/gameplay-metrics-game-designs-best-kept-secret.html Gameplay metrics: game design’s best kept secret?]]></description>
<dc:subject>games gaming analytics metrics</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:0b733d43e39c/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:analytics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:metrics"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.newyorker.com/tech/elements/deepmind-artificial-intelligence-video-games">
    <title>What Google DeepMind Means for A.I. - The New Yorker</title>
    <dc:date>2015-03-08T14:00:00+00:00</dc:date>
    <link>http://www.newyorker.com/tech/elements/deepmind-artificial-intelligence-video-games</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The auditorium begins to buzz. Demis Hassabis, the program’s creator, advances to the next clip in his video presentation. The A.I. uses four quick rebounds to drill a hole through the left-hand side of the wall above it. Then it executes a killer bank shot, driving the ball into the hole and through to the other side, where it ricochets back and forth, destroying the entire wall from within. Now there are exclamations, applause, and shocked whispers from the crowd. Hours after encountering its first video game, and without any human coaching, the A.I. has not only become better than any human player but has also discovered a way to win that its creator never imagined.]]></description>
<dc:subject>ai article google gaming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e1aa238ed1e8/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ai"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:google"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.forbes.com/sites/ryanmac/2015/03/03/minecraft-markus-persson-life-after-microsoft-sale/">
    <title>Inside The Post-Minecraft Life Of Billionaire Gamer God Markus Persson</title>
    <dc:date>2015-03-05T06:23:17+00:00</dc:date>
    <link>http://www.forbes.com/sites/ryanmac/2015/03/03/minecraft-markus-persson-life-after-microsoft-sale/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[It was June 16, 2014, and Persson bunkered in his penthouse apartment with a cold. Minecraft users had been up in arms that week about the company’s decision to start enforcing its End User License Agreement, which barred players from charging others for certain game-play features, such as stronger swords. As hundreds of tweets an hour flowed in, Persson, feverish from his cold, tapped out a 129-character outburst that would change his life forever.


“Anyone want to buy my share of Mojang so I can move on with my life?” he asked. “Getting hate for trying to do the right thing is not my gig.”

Mojang CEO Carl Manneh was sitting at home with his family when he first saw the tweet. Within 30 seconds of his reading it, his phone rang. A Microsoft executive who coordinated with Mojang wanted to know if Persson was serious. “I’m not sure–let me talk to him,” said Manneh.]]></description>
<dc:subject>games gaming minecraft</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2017ee39f5a5/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:minecraft"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://gamifymyclass.blogspot.ca/2014/04/why-educators-should-learn-from-video.html">
    <title>First the Classroom, Then the World: What Video Games Can Teach Educators</title>
    <dc:date>2014-04-07T13:03:20+00:00</dc:date>
    <link>http://gamifymyclass.blogspot.ca/2014/04/why-educators-should-learn-from-video.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[No one denies that video games are popular. How popular? Well, the ESRB (Entertainment Software Rating Board, the organization responsible for video games' parental ratings) has a great infographic to answer that question]]></description>
<dc:subject>games gaming gamification study infographic</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:f9b6f81765bd/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:study"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:infographic"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://hellmode.com/2013/03/21/this-isnt-the-article-i-wanted-to-write-about-tomb-raider/">
    <title>This Isn’t the Article I Wanted to Write About Tomb Raider | Hellmode</title>
    <dc:date>2013-04-07T18:33:27+00:00</dc:date>
    <link>http://hellmode.com/2013/03/21/this-isnt-the-article-i-wanted-to-write-about-tomb-raider/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Instead this is an article about Lara Croft being choked to death.
There’s a scene fairly early on in the game where our young, intrepid heroine is being stalked through the forest. Her innocence is shattered; her friends are being brutally shot around her, their screams echoing in the distance as they’re murdered. She crouches against some old ruins at one point, finding a brief reprieve from the horrors she’s witnessing unfold. Suddenly a man surprises her, grabbing her and lifting her up by her throat. His hand clamps over her throat and he begins to choke the life out of her. She starts struggling. She has seconds to live.
If you don’t hit the right series of buttons, she’s choked to death in front of you. Her body goes limp in his hands, her face goes blank, and he laughs the cruelest of laughs.
If you don’t hit the right series of keys, she dies a horrible death. He lives. They never escape the island and Lara never becomes the heroine she was destined to be.
I hit the keys wrong at first. I was so taken aback by the scene that I just stared at it, my mouth slightly open. A video game had never made me feel this way in my entire life—and I wasn’t sure what I thought about that.]]></description>
<dc:subject>article games gaming review laracroft emotions</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9c13593fe5b9/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:review"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:laracroft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:emotions"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://tweetedtimes.com/#!/PekkaPuhakka/all-about-gamification">
    <title>PekkaPuhakka/all-about-gamification (by Pekka Puhakka) on The Tweeted Times</title>
    <dc:date>2013-01-03T13:29:33+00:00</dc:date>
    <link>http://tweetedtimes.com/#!/PekkaPuhakka/all-about-gamification</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[All about Gamification summary]]></description>
<dc:subject>gamification gaming news</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8e5916eece2b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:news"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamesindustry.biz/articles/2012-08-24-head-in-the-clouds">
    <title>Head in the Clouds</title>
    <dc:date>2012-08-24T20:30:48+00:00</dc:date>
    <link>http://www.gamesindustry.biz/articles/2012-08-24-head-in-the-clouds</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The most oft-quoted figure, over the past week, is a number which purports to be OnLive's peak concurrent user figure - around 1800 users. It's tough to extrapolate subscriber numbers from that figure without additional data, but somewhere south of 20,000 seems plausible. Meanwhile, the service was costing around $5 million a month to run. This is not, in any sense, a viable business.]]></description>
<dc:subject>gaming cloud service maketing startup z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:cb501fc4ec10/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:cloud"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:service"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:maketing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:startup"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.dinofarmgames.com/why-people-think-turn-based-is-boring/">
    <title>Dinofarm Games » Why People Think Turn-Based is “Boring”</title>
    <dc:date>2012-07-04T12:35:33+00:00</dc:date>
    <link>http://www.dinofarmgames.com/why-people-think-turn-based-is-boring/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Let me ask you:  how much do you like to “wait around”?  I’m going to guess that even if a million people read this blog, nobody answered “too much”.   I know, I know – they meant “too much” in a different sense of the phrase than I’ve just implied.  Either way, let’s cut out the “too much”.  Do you like to wait around at all?   I’m going to dare to guess that most people don’t like to “wait around” AT ALL.  Waiting around at all, pretty much universally, almost objectively, sucks.]]></description>
<dc:subject>games gaming gamedesign speed z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d792e7558c67/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:speed"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.thinkgeek.com/gadgets/electronic/ebad/?cpg=wnrss">
    <title>ThinkGeek :: Sifteo Interactive Gaming Cubes</title>
    <dc:date>2012-04-11T07:25:05+00:00</dc:date>
    <link>http://www.thinkgeek.com/gadgets/electronic/ebad/?cpg=wnrss</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[We have been fighting over who gets to play with the Sifteo sample here at the office. These little blocks are addicting! Imagine all the fun of your favorite puzzle games meeting the touch-sensitivity of your smartphone meeting the accelerometer of your Wiimote. And the best part? It comes with the ability to write your own games!]]></description>
<dc:subject>stifteo games gaming platform play z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:11762d119bad/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:platform"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next">
    <title>When The Consoles Die, What Comes Next?</title>
    <dc:date>2012-03-15T13:37:40+00:00</dc:date>
    <link>http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next</link>
    <dc:creator>DirkSonguer</dc:creator><dc:subject>presentation future gaming technology z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8421c179ee24/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:presentation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:future"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:technology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.mediumdifficulty.com/2012/03/06/how-i-helped-destroy-star-wars-galaxies/">
    <title>How I Helped Destroy Star Wars Galaxies » Medium Difficulty</title>
    <dc:date>2012-03-13T06:57:16+00:00</dc:date>
    <link>http://www.mediumdifficulty.com/2012/03/06/how-i-helped-destroy-star-wars-galaxies/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Ironically, those voices were the same people who happily handed Tan money for the credits I provided. Happily handed me stacks of cash for Jedi accounts. Did I help in the demise of SWG? Yes. That is something I accepted long ago. The game that I loved so much, I helped to destroy]]></description>
<dc:subject>mmog gaming starwarsgalaxies z3 farming</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d48b844538f3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmog"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:starwarsgalaxies"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:farming"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.storyworlds.de/programme-saturday-2011-07-02/">
    <title>Saturday, July 2 | storyworlds across media</title>
    <dc:date>2012-02-24T07:26:18+00:00</dc:date>
    <link>http://www.storyworlds.de/programme-saturday-2011-07-02/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Even though narratology was conceived as a transmedial endeavour from its very beginnings in Russian formalism and French structuralism, most of its more influential models have been – and continue to be – developed in the context of literary criticism and film studies. In contemporary media culture, however, the creation of storyworlds is not limited to literature and traditional feature films. Rather, emerging forms of multimodal and interactive narration, experiments with the distinction between fictional and nonfictional narrative, various forms of intermedial adaptation, and attempts at ‘transmedia storytelling’ create new ways of presenting narrative content, thereby calling attention to the affordances and limitations of different narrative media as well as to their potential for cooperation. The increased interest in the relation between media and narrative sparked by the development of digital technology and the recent proliferation of delivery techniques in the context of media convergence has reinforced the need for an interdisciplinary and transmedial narratology that studies storyworlds across media.]]></description>
<dc:subject>media story video gaming gamedesign z3 stories storytelling</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:3a04b61ff794/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:media"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:story"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:video"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:stories"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:storytelling"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.hideandseek.net/ten-eleven-twelve/">
    <title>Ten, Eleven, Twelve | Hide&amp;Seek - Inventing new kinds of play</title>
    <dc:date>2012-01-17T23:24:44+00:00</dc:date>
    <link>http://www.hideandseek.net/ten-eleven-twelve/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[There will be no escaping games in 2012. From the Olympics to hit shows on TV, lucrative games on your mobile phone to innovative live events, games are more a part of our everyday lives than they’ve ever been.
This briefing document looks ahead to the key issues that can help guide your strategy in 2012. And, since the gaming world evolves fast, we’ve drawn some concrete examples of these trends from front-runners in 2011, so you can get to grips with what they mean in practice. ]]></description>
<dc:subject>games gaming study paper z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:db98d0ad0b5d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:study"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:paper"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://altdevblogaday.com/2011/11/16/books-about-people/">
    <title>Books about people « #AltDevBlogADay</title>
    <dc:date>2011-11-20T10:47:35+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/11/16/books-about-people/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Over the years, my job gave me the priviledge of meeting amazing people. People who had a deep impact on my career, on my knowledge, on my personalty, and on what I am as a whole.

That must be why I am so fond of stories about game development that focus on people. The technology keeps changing, but the motivation that drives it remains. The people who shaped one way or another what our industry looks like today are for me an endless source of inspiration and motivation.

So I decided to share with you a few books I recently read, both have the same focus on the people behind the technology rather than on the technology itself.]]></description>
<dc:subject>games gaming gamedesign literature books z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7ada72449f48/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:literature"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:books"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://rampantgames.com/blog/?p=3505">
    <title>If Quake Was Made Today…</title>
    <dc:date>2011-11-15T09:27:25+00:00</dc:date>
    <link>http://rampantgames.com/blog/?p=3505</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[As a bunch of “old-school” RPG fans hang out here, we’re accustomed to griping about how “dumbed down” RPGs have become over the years.

But it’s not just our favorite genre. As much as we complain about RPGs becoming first-person shooters, first-person shooters aren’t what they used to be, either.

To illustrate this point, this excellent video by kmooseman]]></description>
<dc:subject>games gaming gamedesign simplify fun video z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d440f7d06733/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:simplify"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:fun"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:video"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/">
    <title>who killed videogames? (a ghost story) | insert credit</title>
    <dc:date>2011-10-21T15:21:44+00:00</dc:date>
    <link>http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The larger man spoke. He gestured while doing so. “You teach the player how to play the game in one minute. Within that one minute, you give them in-game money. You make them spend all of that money to buy an investment that will begin to earn them profit. They build a thing. It says: this thing will be finished in five minutes. Spend one premium currency unit to have it now. You happen to have one free premium currency unit. The game makes you use it now. Now you have a thing. Now it says to wait three minutes to collect from that thing. So they have a reason to stick around for three minutes. When those three minutes are up, you tell them to come back in a half an hour. You say, ‘You’re done for now. Come back in a half an hour.’ The phone sends them a push notification in a half an hour. Right here, you’re telling them to wait. You’re expressing to them the importance of patience. They’re never going to forget the way it feels to wait a half an hour after playing a game for one minute. They’re going to forget the second time they wait for a half an hour, and the third time, and they’ll then not forget the first time they have to wait for four hours, then twenty-four hours. This is why they’ll start to pay to Have Things Right Now.]]></description>
<dc:subject>socialgames gaming gamedesign psychology z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:db852da4f273/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:socialgames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/">
    <title>DICE 2010: &quot;Design Outside the Box&quot; Presentation Videos - G4tv.com</title>
    <dc:date>2011-10-19T15:41:51+00:00</dc:date>
    <link>http://www.g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Carnegie Mellon University Professor, Jesse Schell, dives into a world of game development which will emerge from the popular "Facebook Games" era.]]></description>
<dc:subject>future gamification gaming gamedesign jesseschell talk z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:6c14e293c3c2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:future"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:jesseschell"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:talk"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://pr-blogger.de/2011/09/26/gamifaction-was-sie-von-angry-birds-lernen-konnen/?">
    <title>Gamifaction: Was Sie von Angry Birds lernen können | pr-blogger.de</title>
    <dc:date>2011-10-05T08:30:17+00:00</dc:date>
    <link>http://pr-blogger.de/2011/09/26/gamifaction-was-sie-von-angry-birds-lernen-konnen/?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Spielen ist Lernen – auch wenn es auf den ersten Blick schwerfällt, in dem über 350 Millionen mal heruntergeladenen Casual Game Angry Birds mehr als nur Zeitvertreib zu sehen. Und den suchen nicht wenige von uns:  Fast jeder zweite deutsche Internetnutzer besucht Online Gaming-Seiten. Knapp 40 Prozent der Smartphone Besitzer nutzen ihr Handy zum Spielen (comscore 2011). Kein Wunder, dass mehr und mehr darüber nachgedacht wird, den Gebrauch von Produkten oder Services für Nutzer mit Erfolgsfaktoren aus dem Spielesektor attraktiv und belohnend zu gestalten. Das Zauberwort heisst Gamification.]]></description>
<dc:subject>gamification gaming gamedesign z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:80044cf4291d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.1up.com/news/lack-itagaki-trash-talk-saddens-tekken-harada">
    <title>The Lack of Itagaki's Trash Talk Saddens Tekken's Harada</title>
    <dc:date>2011-10-04T05:52:25+00:00</dc:date>
    <link>http://www.1up.com/news/lack-itagaki-trash-talk-saddens-tekken-harada</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Tomonobu Itagaki spent the better part of two decades at Tecmo and Team Ninja, where his major projects included developing the Dead or Alive fighting game series and making sure you knew the competition (Tekken in particular) wasn't any good. He left the developer several years ago and is now working on action game Devil's Third at Valhalla Game Studios. In other words, he's no longer in the fighting game business and therefore no longer trash talks the competition -- and it's exactly that which Tekken boss Katsuhiro Harada misses.]]></description>
<dc:subject>gaming doa tekken interview gamesindustry z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:0a5e8cf6092a/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:doa"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tekken"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interview"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamesindustry"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://altdevblogaday.com/2011/09/17/why-do-people-play-and-enjoy-games/">
    <title>Why do people play and enjoy games? « #AltDevBlogADay</title>
    <dc:date>2011-09-22T07:47:15+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/09/17/why-do-people-play-and-enjoy-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Though there can be many answers to that question, perhaps the simplest answer is escapism.

No matter whats occurring in your life many people enjoy the ability to escape to somewhere else for a few minutes or an hour or two and just forget about real life for a bit.  Whether its scoring the winning goal in a football game or racing in an F1 car, shooting terrorists in a FPS or defending the realm against an evil wizard, that ability to skip to someone else is a compelling reason to spend time and money for most people.]]></description>
<dc:subject>gamedesign motivation gaming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:c4db949814ae/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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</item>
<item rdf:about="http://arstechnica.com/gaming/news/2011/08/for-the-swarm-inside-the-world-of-professional-starcraft-players.ars">
    <title>&quot;For the swarm!&quot; Inside the world of professional StarCraft players</title>
    <dc:date>2011-08-30T05:19:07+00:00</dc:date>
    <link>http://arstechnica.com/gaming/news/2011/08/for-the-swarm-inside-the-world-of-professional-starcraft-players.ars</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I was thinking back to those long-vanished days recently as I stepped on the plane to Anaheim, California. My destination was the Major League Gaming (MLG) Pro Circuit, brainchild of Sundance DiGiovanni. MLG started its life in 2002 featuring primarily console games, but experienced unexpectedly large growth with the release of Blizzard's StarCraft II in 2010 (read our review). After arriving in Anaheim, I experienced this growth myself as I found my way to the end of a gigantic line stretching all the way to the end of the Anaheim Convention Center and into the adjacent parking lot. Passing tourists with their Mickey Mouse ears would sometimes turn and stare at us, and I could see them thinking: who were these people and what exactly were they lining up for?]]></description>
<dc:subject>gaming games esports documentary</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:036184777d08/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:esports"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:documentary"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://tobolds.blogspot.com/2011/08/at-borders-of-legal-justice.html?">
    <title>Tobold's MMORPG Blog: At the borders of legal justice</title>
    <dc:date>2011-08-22T13:35:32+00:00</dc:date>
    <link>http://tobolds.blogspot.com/2011/08/at-borders-of-legal-justice.html?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Bernie Maddoff is in jail for the next 150 years. He misled investors with a Ponzi scheme, a scam in which you promise people a high return on investment, which you pay not with any real business, but with the money new investors give you. In real life, this is fraud, and if you are caught you will go to jail for it. In a game, for example if I offer you a dodgy deal for a street in Monopoly counting on the fact that you are bad with numbers, this is part of the game and I won't go to jail for it. It's just play money. But what of situations that are in between? ]]></description>
<dc:subject>gamedesign games gaming scams eve z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2a1725f9ddf6/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:scams"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:eve"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://rampantgames.com/blog/?p=3202">
    <title>A Brief History of Wing Commander</title>
    <dc:date>2011-08-22T13:34:48+00:00</dc:date>
    <link>http://rampantgames.com/blog/?p=3202</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Okay, you may not think two full articles to be all that brief, but considering the scope and significance of the series, this seems pretty well abridged to me. G4TV has a two-part history of the series]]></description>
<dc:subject>wingcommander gaming history z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7551cc0502e7/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:wingcommander"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:history"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.quora.com/Social-Games/What-are-the-primary-demographics-gender-age-ethnicity-etc-of-the-average-social-game-enthusiast">
    <title>Social Games: What are the primary demographics (gender, age, ethnicity, etc) of the average social game enthusiast? - Quora</title>
    <dc:date>2011-07-26T10:54:01+00:00</dc:date>
    <link>http://www.quora.com/Social-Games/What-are-the-primary-demographics-gender-age-ethnicity-etc-of-the-average-social-game-enthusiast</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[We (PopCap Games), in partnership with Information Solutions Group, published a report on social game users earlier this year. 

The research covered 5,000 social game players in the US and UK, and found that the average social gamer is a 43-year old woman. But the reality is much more multi-faceted... here are the key findings:

Among the nearly 5,000 consumers who responded to the survey, more than 1,200 play games on social networking sites and platforms at least once a week, qualifying them as "social gamers" for the purposes of the survey. Two-thirds of all qualified survey respondents are U.S.-based. 55% of all social gamers are female and 45% are male — with the disparity being even larger among UK consumers (58% vs. 42%). The average age of social gamers is 43, with U.S.-based social gamers averaging 48 years of age compared to 38 for those based in the UK. Further, 46% of American social gamers are 50 or older, compared to just 23% in the UK. Only 6% of all social gamers are age 21 or younger.]]></description>
<dc:subject>social games gaming demographics studies popcap</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:bd0c461e9bdb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:demographics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:studies"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:popcap"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://store.steampowered.com/hwsurvey">
    <title>Steam-Hard- &amp; Software-Umfrage</title>
    <dc:date>2011-07-10T07:28:58+00:00</dc:date>
    <link>http://store.steampowered.com/hwsurvey</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Steam conducts a monthly survey to collect data about what kinds of computer hardware and software our customers are using. Participation in the survey is optional, and anonymous. The information gathered is incredibly helpful to us as we make decisions about what kinds of technology investments to make and products to offer.
Now with Mac! Use the dropdown below the graphs to filter by platform or view combined stats.]]></description>
<dc:subject>gaming hardware software survey steam</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4cf2bc51fa25/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:hardware"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:software"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:survey"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:steam"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.youhaventlived.com/qblog/2011/QBlog060711C.html">
    <title>QBlog</title>
    <dc:date>2011-07-08T03:49:00+00:00</dc:date>
    <link>http://www.youhaventlived.com/qblog/2011/QBlog060711C.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[OK, so this basically gives me permission to ramble on a bit about how games evolve over time. Designers can stop reading now, there's nothing here you don't already know...

I suppose, as I'm stating the obvious, I should begin by pointing out that there are four kinds of changes that happen to games.
]]></description>
<dc:subject>games gaming gamedesign z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ad7e5e11410a/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://tobolds.blogspot.com/2011/07/valuing-time-over-money.html?">
    <title>Tobold's MMORPG Blog: Valuing time over money</title>
    <dc:date>2011-07-04T10:01:30+00:00</dc:date>
    <link>http://tobolds.blogspot.com/2011/07/valuing-time-over-money.html?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I don't play golf. But if I did, and I'd tell my colleagues at the office that I spent €250 on a golf club, they would nod wisely and say that this is what a decent golf club costs. But if I told them I spent 2,500 hours on the driving range training, they would think I'm crazy. Online players think differently. They'd nod wisely if I told them I spent 2,500 hours in an online game, and think I'm crazy because I spent €250 on World of Tanks. I didn't spend 2,500 hours in WoT, but I did 2,500 battles, so well over 250 hours, which at less than 1€ per hour still is cheaper than most other forms of commercial entertainment. ]]></description>
<dc:subject>games gaming motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d4193c451a90/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.brokentoys.org/2011/06/28/fear-and-monocles/">
    <title>Fear And Monocles — Broken Toys</title>
    <dc:date>2011-07-03T17:15:29+00:00</dc:date>
    <link>http://www.brokentoys.org/2011/06/28/fear-and-monocles/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[First, the Eve playerbase feels both empowered and angry. They feel very much as though they should have a voice in how the game is run. CCP has not disagreed with this, and their “Council of Stellar Management” player advisory council is currently winging its way to Iceland, at CCP’s expense (and knowing the expense of last-minute airline reservations, more than cancelling any benefit from selling virtual monocles). We’ve seen player protests in MMOs before, but this is the first overt player riot - enabled in part by Eve’s own strengths of being a unitary server game so that if, say, someone decides it’s a good idea to shoot up a statue commemorating the in-game NPC leaders as a political gesture, it can get legs.]]></description>
<dc:subject>eve gaming communities communitymanagement z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:0f6ed1370f4b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:eve"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:communities"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:communitymanagement"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.brokentoys.org/2011/07/02/eve-developers-player-reps-meet-issue-statements-no-monocles-harmed/">
    <title>Eve Developers, Player Reps Meet, Issue Statements, No Monocles Harmed — Broken Toys</title>
    <dc:date>2011-07-03T17:10:36+00:00</dc:date>
    <link>http://www.brokentoys.org/2011/07/02/eve-developers-player-reps-meet-issue-statements-no-monocles-harmed/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[CCP Zulu (aka Arnar Hrafn Gylfason, Eve’s senior producer)

The investment of money in EVE should not give you an unfair advantage over the investment of time. The CSM, under NDA, has been presented with CCP‘s plans for continued evolution of the business model and agrees that nothing they saw breaks this principle. CCP has committed to sharing their plans with the CSM on this front on an ongoing basis.

The Mittani (aka Alexander Gianturco, Eve’s senior politician)

We believe that the situation that has unfolded in the past week has been a perfect storm of CCP communication failures, poor planning and sheer bad luck.  Most of these issues, when dealt with in isolation, were reasonably simple to discuss and resolve, but combined they transformed a series of errors into the most significant crisis the EVE community has yet experienced.]]></description>
<dc:subject>eve gaming communitymanagement communities z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:3474418dc7b3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:eve"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:communitymanagement"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:communities"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://supermeatboy.com/103/Watch_this_now_/#b">
    <title>Team Meat (Super Meat Boy!) - Watch this now!</title>
    <dc:date>2011-06-28T05:14:13+00:00</dc:date>
    <link>http://supermeatboy.com/103/Watch_this_now_/#b</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Holy god.. that trailer makes me relive so many horrible memories.. yet is just so awesome.

For those of you who dont know, Tommy and i were both documented by a tiny 2 person team called Blink Works on and off for about a year during the middle-end of development of Super Meat Boy. We met them at GDC the year we lost at the IGF.. they approached us after the loss and told us they were thinking about doing a short documentary about indie games. They had been talking to many indie devs and wanted to do something that could show the world the life of an indie game designer, we agreed and they followed us back to santa cruz. For the next 9+ months of development our lives were peppered with their cameras and almost sickeningly kind and gentle nature (they are Canadian).]]></description>
<dc:subject>gaming video documentation z3 indie gamedev</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:10344cc8da25/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:video"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:documentation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:indie"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.sifteo.com/">
    <title>Sifteo - The Future of Play</title>
    <dc:date>2011-06-02T07:48:51+00:00</dc:date>
    <link>https://www.sifteo.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Sifteo cubes are 1.5 inch computers with full-color displays that sense their motion, sense each other, and wirelessly connect to your computer. You, your friends, and your family can play an ever-growing array of interactive games that get your brain and body engaged.

Sifteo’s initial collection of titles includes challenging games for adults, fun learning puzzles for kids, and games people can play together.]]></description>
<dc:subject>education games hardware gaming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e323ccc0415e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:education"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:hardware"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://fora.tv/2010/07/27/Jesse_Schell_Visions_of_the_Gamepocalypse">
    <title>FORA.tv - Jesse Schell: Visions of the Gamepocalypse</title>
    <dc:date>2011-06-01T04:34:38+00:00</dc:date>
    <link>http://fora.tv/2010/07/27/Jesse_Schell_Visions_of_the_Gamepocalypse</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Games perpetually revolutionize computer use toward denser interaction with the human mind. To do that, they perpetually revolutionize themselves. Understanding the next frontiers of the genre is one way to understand where society is going.

In this talk Jesse Schell explores the social, cognitive, and technological trends in computer game design and use.

Jesse Schell is the CEO of Schell Games, the author of the authoritative text, The Art of Game Design: a book of lenses, and a Professor of Entertainment Technology at Carnegie Mellon, specializing in Game Design. At Walt Disney, he was Creative Director of the Imagineering VR Studio.]]></description>
<dc:subject>future gamification gaming gamedesign jesseschell talk</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e26d3931d9c1/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:future"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:jesseschell"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:talk"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://t-machine.org/index.php/2011/05/30/by-running-a-spy-network-i-am-griefing/">
    <title>T=Machine » “by running a spy network I am griefing”</title>
    <dc:date>2011-05-30T14:13:27+00:00</dc:date>
    <link>http://t-machine.org/index.php/2011/05/30/by-running-a-spy-network-i-am-griefing/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you’re an MMO designer, and you *still* don’t grok the griefer-mindset, or you somehow hope/believe that “one day, there will be no griefers”, then maybe this RPS interview with the always-fun-to-watch Goonswarm will help you:]]></description>
<dc:subject>games gaming killer communities</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d31cf7e23539/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:killer"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:communities"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.guardian.co.uk/technology/2011/may/15/video-game-design-psychology">
    <title>The seduction secrets of video game designers | Technology | The Observer</title>
    <dc:date>2011-05-27T15:22:06+00:00</dc:date>
    <link>http://www.guardian.co.uk/technology/2011/may/15/video-game-design-psychology</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Video games, we have been led to believe, are about wasting time. It is a misunderstanding that players and game makers have railed against for 40 years. While movies and television are endlessly analysed and debated in the mainstream media, games are characterised as troubling, irresponsible or banal, the fatuous byproducts of the digital revolution.

But a growing number of theorists and designers disagree. This is, after all, an entertainment medium that worldwide makes $50bn a year, a medium in which an estimated one third of UK adults indulge. An emerging school of thought, drawing on cognitive science, psychology and sociology, suggests that our growing love of video games may actually have important things to tell us about our intrinsic desires and motivations.]]></description>
<dc:subject>gamedesign gaming interviews z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:44c9a74626c6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interviews"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://radar.oreilly.com/2011/04/gamification-purpose-marketing.html#comment-7250008">
    <title>The purpose of gamification - O'Reilly Radar</title>
    <dc:date>2011-05-09T13:28:20+00:00</dc:date>
    <link>http://radar.oreilly.com/2011/04/gamification-purpose-marketing.html#comment-7250008</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA["Gamification efforts have come under criticism from many in the games industry for being shallow..."
Yes, you got that part right.
"-- that is, lacking the narrative quality of games made with a pure entertainment motive."
I don't think you understand the criticism, then, if you think "shallow" simply refers to "less narrative quality".]]></description>
<dc:subject>games gamification gaming gamemechanics z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8a6230312048/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamemechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://terranova.blogs.com/terra_nova/2011/04/gamification.html">
    <title>Terra Nova: Gamification</title>
    <dc:date>2011-05-04T13:30:44+00:00</dc:date>
    <link>http://terranova.blogs.com/terra_nova/2011/04/gamification.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My gamified syllabi in classes, for exampled, have bombed. Students *really* don't want their grades determined by MMORPG mechanicsms. That's because one of the essential conditions of XP acquisition - that you can try and try again indefinitely - are missing in a classroom. In teaching, time is limited. So are mob pulls; you can't have as many shots at challenges as you want. In a classroom, you have a few challenges, time runs out, and somebody - me - has to judge how you did. Also, there are not enough opportunities for loose, flowing grouping; every teamwork exercise in a class is forced-grouping which, we've learned, people hate. Add to that the fact that ultimately the class is serious and not play. This means no one can say "settle down, it's just a game." And therefore, they DON'T settle down. They get almost homicidal when another team-mate screws up their grade.]]></description>
<dc:subject>gamification gaming motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a167d47fc18d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.cringely.com/2011/04/sony-may-be-clueless-in-psn-hack/">
    <title>I, Cringely » Blog Archive » Sony may be clueless in PSN hack - Cringely on technology</title>
    <dc:date>2011-05-04T13:29:35+00:00</dc:date>
    <link>http://www.cringely.com/2011/04/sony-may-be-clueless-in-psn-hack/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Sony’s huge PlayStation Network (PSN) has been down for a week now following the theft of ID and credit card data on some or all of the gaming and video entertainment network’s 77 million customer accounts. Readers have been asking for comment but I stay out of these things unless I have something new to contribute. That something finally comes a week into the crisis as gamers begin to wonder why the network is still not back in operation and speculate on what this all means to Sony? It’s a huge loss of face, if course, but beyond that the damage to Sony is minimal. And the upside for PSN members, including those involved in the many emerging class action lawsuits, is likely to be bupkes. Nothing.]]></description>
<dc:subject>business security sony gaming platforms z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:eea89eafe88d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:business"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:security"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:sony"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:platforms"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://whatgamesare.com/2011/04/you-need-100000-game-development.html">
    <title>You Need $100,000 [Game Development] - What Games Are</title>
    <dc:date>2011-04-08T05:59:46+00:00</dc:date>
    <link>http://whatgamesare.com/2011/04/you-need-100000-game-development.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Probably the single biggest thing that stands between the idea of making a great game and the reality of actually doing it is the cost.

Even with agile practices in place, games need a certain level of development before they start to show their potential. The game actions need to extend, the loops need to be in place, the dynamic needs to be coming together and the wins need to build toward something. It needs to develop an aesthetic voice and style, work on the user experience and finally have some level of testing. These things take time and money.

How much? It varies massively depending on what it is, but the bare minimum is $100,000. If you find yourself pitching well below that, it usually portends trouble]]></description>
<dc:subject>business gamedesign gamedev gaming z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:6c2fdfd96ae9/</dc:identifier>
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</item>
<item rdf:about="http://www.next-gen.biz/features/is-reality-really-broken">
    <title>Is Reality Really Broken? | Edge Magazine</title>
    <dc:date>2011-04-08T05:59:11+00:00</dc:date>
    <link>http://www.next-gen.biz/features/is-reality-really-broken</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In her new book, Reality Is Broken, Jane McGonigal argues that the rules, rewards and feedback offered by modern videogames can be used to make the world a happier and more productive place. We sit down with her to learn more.]]></description>
<dc:subject>games gaming gamification gamemechanics interview z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7f5c3625539d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interview"/>
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<item rdf:about="http://jeff-vogel.blogspot.com/2011/03/minecraft-makes-little-girls-cry.html">
    <title>The Bottom Feeder: Minecraft Makes Little Girls Cry.</title>
    <dc:date>2011-03-25T14:13:36+00:00</dc:date>
    <link>http://jeff-vogel.blogspot.com/2011/03/minecraft-makes-little-girls-cry.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I've been playing Minecraft a lot lately (when I'm not porting our newest game to Windows and iPad), and I will have several things to write about this truly fascinating game. For example, my nine year old daughter is addicted to it, and I thought her first experience with it was telling.]]></description>
<dc:subject>gaming story immersion gamedesign z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:11567fde0c33/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:story"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:immersion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
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<item rdf:about="http://www.rockpapershotgun.com/2011/03/07/a-day-in-the-life-of-minecraft-creator-mojang/">
    <title>A Day In The Life Of Minecraft Creator Mojang | Rock, Paper, Shotgun</title>
    <dc:date>2011-03-13T17:58:14+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2011/03/07/a-day-in-the-life-of-minecraft-creator-mojang/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[With exclusive access to Minecraft creators Mojang, I spent a day with Markus ‘Notch’ Persson and his team in their Stockholm offices, from the first meeting of the morning to the Friday afternoon’s booze and gaming relaxation. With kebab in between. Notch talks to us about how he came to be in the position he’s now in, his intentions for Minecraft and Scrolls, and the philosophy behind his game development. I also speak to his colleagues Jakob Porser and Carl Manneh, find out how the team deals with player feedback, their passion for transparency, and Notch’s plans for games after he’s completed Minecraft.]]></description>
<dc:subject>gaming gamedev interview minecraft z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:dd55ba7a8875/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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<item rdf:about="http://jergames.blogspot.com/2006/10/learn-to-love-board-games-again100.html">
    <title>Yehuda: Learn to Love Board Games Again:100+ Ways to Rejuvenate the Games You Already Own</title>
    <dc:date>2011-03-07T21:17:46+00:00</dc:date>
    <link>http://jergames.blogspot.com/2006/10/learn-to-love-board-games-again100.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Do you have dusty games in the closet that you grew bored with years ago?

Do your kids beg you to play with them, but you can't stand another round of roll-the-die/pick-a-card, move-your-piece, do-what-the-space-tells-you-to-do, and somebody wins a few hours later?

Do you want to add fun and excitement to your life without spending a dime?

In the last fifteen years, board game designers and dedicated board gamers around the world have learned a thing of two about what really makes board games fun for adults. The principles used in modern board game designs can be used to help you rejuvenate your old board games. You, too, can learn to love board games again.]]></description>
<dc:subject>boardgames games gaming gamedesign z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:0f5ef5f9f189/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:boardgames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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<item rdf:about="http://www.pinkpigtailinn.com/2011/03/how-i-left-my-guild.html">
    <title>The Pink Pigtail Inn: How I left my guild</title>
    <dc:date>2011-03-07T09:23:29+00:00</dc:date>
    <link>http://www.pinkpigtailinn.com/2011/03/how-i-left-my-guild.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[OK. It’s Friday night and I admit I’ve had a drink or possibly two already, which means that I’m in a mood for talking and sharing, possibly more than I normally would. But sharing is a bit of the point of blogging, isn't it?

There won't be any pretence or cover-up. This is the truth, the reality the way it is, including cracks and less-than-perfect. But even if this post starts in misery, I assure you it will get much better towards the end. Don’t worry. Just have a seat and a pint and relax while I'm sharing my story, OK? And don't forget I love my guild.

Now let's get started, shall we? (Larísa fills a pint to the brim and heads for her favorite armchair, takes a sip and clears her throat before speaking up.)]]></description>
<dc:subject>mmog gaming social community communitymanagement z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ec4c132590f7/</dc:identifier>
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<item rdf:about="http://www.llts.org/Articles/Articles/071_ten_ton_lb_assassin.php">
    <title>Gamers Behaving Badly - Hacks, Cheats, and Griefs on a Grand Scale | Ten Ton Hammer</title>
    <dc:date>2011-03-01T06:48:24+00:00</dc:date>
    <link>http://www.llts.org/Articles/Articles/071_ten_ton_lb_assassin.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Eyewitness Accounts of MMO Hacks, Griefs, and Cheats on a Grand Scale
Put enough people in one place and sooner or later someone will test the boundaries. MMORPGs are no exception. Ranging from the hilariously frivolous to the monetarily disastrous, here are five stories of player-fueled negativity that have made an indelible mark on massively multiplayer gaming, plus a bonus interview of gamers taking extraordary steps to restore one MMORPG to its former glory.

The Assassination of Lord British]]></description>
<dc:subject>games gaming ultima griefing beta mmog z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:48499ad89ae2/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ultima"/>
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<item rdf:about="http://www.eurogamer.net/articles/2011-02-21-the-boy-who-stole-half-life-2-article">
    <title>The Boy Who Stole Half-Life 2 Article - Page 1 | Eurogamer.net</title>
    <dc:date>2011-02-22T09:34:18+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2011-02-21-the-boy-who-stole-half-life-2-article</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[At 6am on 7th May 2004, Axel Gembe awoke in the small German town of Schönau im Schwarzwald to find his bed surrounded by police officers. Automatic weapons were pointing at his head and the words "Get out of bed. Do not touch the keyboard" were ringing in his ears.

Gembe knew why they were there. But, bleary-eyed, he asked anyway.

"You are being charged with hacking into Valve Corporation's network, stealing the videogame Half-Life 2, leaking it onto the internet and causing damages in excess of $250 million," came the reply. "Get dressed."]]></description>
<dc:subject>hacking piracy valve halflife gaming z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:b490915a575d/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:piracy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:valve"/>
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<item rdf:about="http://adachen.com/2010/10/04/what-is-gamification-and-real-world-examples-of-it/">
    <title>What is Gamification and Real World Examples of It « Ada on Startup Marketing (@adachen)</title>
    <dc:date>2011-02-16T17:03:51+00:00</dc:date>
    <link>http://adachen.com/2010/10/04/what-is-gamification-and-real-world-examples-of-it/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Gamification is a new vocabulary word lately, and there’s even a summit about it. What is the definition of gamification? The word gamification is used to describe companies integrating game mechanics into their non-gaming product or service to drive user engagement. These companies are “gamifying” their products and services by adding light game mechanics on top of them.

What does that actually look like? While the term is relatively new, the tactics aren’t and have already been in play for quite some time. Here are some examples of gamification in action.]]></description>
<dc:subject>gamification gaming gamedesign gamemechanics z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:557fc7d98c60/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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<item rdf:about="http://www.tannerhiggin.com/2010/12/making-men-uncomfortable-what-bayonetta-should-learn-from-gaga/">
    <title>Making Men Uncomfortable: What Bayonetta Should Learn From Gaga | Gaming the System: Tanner Higgin</title>
    <dc:date>2011-02-09T08:50:36+00:00</dc:date>
    <link>http://www.tannerhiggin.com/2010/12/making-men-uncomfortable-what-bayonetta-should-learn-from-gaga/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I’ve been thinking a lot lately about Bayonetta. I gave up on it about a month ago, mostly because I found it tedious, incoherent, and punishing (purely from a receptive standpoint), but also because I felt embarrassed playing it. I found myself having to explain the indulgence to my partner, who, while sitting next to me on the couch or passing by the TV, would reel in horror as Bayonetta’s porn star Barbie body fought doll faced angels with stripper like finesse. From an outsider’s perspective, Bayonetta is an encapsulation of all that is wrong with videogames. But I don’t think that is entirely the case, and the shame I felt had more to do with the reception of my partner than what I was actually feeling while playing the game. In fact, quite unexpectedly, Bayonetta exhibits feminist resistances lacking from most other games; however, it is ultimately a failed project because these resistances are not adequately engaged with patriarchal hegemony. Or to put it another way, Bayonetta needs to learn from Lady Gaga.]]></description>
<dc:subject>gamedesign characterdesign characters gaming games gaga z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a835a1734236/</dc:identifier>
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<item rdf:about="http://www.joystickdivision.com/2010/12/five_essential_video_game_docu.php">
    <title>Joystick Division - Five Essential Video Game Documentaries</title>
    <dc:date>2011-02-09T08:50:14+00:00</dc:date>
    <link>http://www.joystickdivision.com/2010/12/five_essential_video_game_docu.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[​It's hard to keep track of every event in gaming's past. The industry has grown, fallen, and expanded for over forty years, and it shows no signs of stopping.

The are many wonderful books that follow extensive history of video games, but we'd like to talk about five films that should be watched for a holistic view of the medium. Some of these films may be hard to track down, but check them out if you can because they will make you understand the way other people play games.]]></description>
<dc:subject>games gaming history video documentation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d8c75a46c123/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:history"/>
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<item rdf:about="http://biobreak.wordpress.com/2011/01/03/adults-need-to-play-too/">
    <title>Adults Need To Play, Too « Bio Break</title>
    <dc:date>2011-01-04T08:08:59+00:00</dc:date>
    <link>http://biobreak.wordpress.com/2011/01/03/adults-need-to-play-too/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Christmas is usually pretty fun in our family, and I do my best to add to the flavor of the season.  I still make weird faces for the group picture (my hope is that my family will not have any “normal” photos for my funeral collage and instead will have to put pictures of me with my finger up my nose while they weep and say, “We will miss him!”), and I still come up with bizarre wish lists.]]></description>
<dc:subject>gaming psychology games z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:641b574cf53f/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
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<item rdf:about="http://www.eldergame.com/2011/01/there-shouldnt-be-a-signup-form/">
    <title>There Shouldn’t Be A Signup Form | Elder Game</title>
    <dc:date>2011-01-04T08:08:30+00:00</dc:date>
    <link>http://www.eldergame.com/2011/01/there-shouldnt-be-a-signup-form/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[When I buy a AAA game from the store, I have a vested interest in liking the game. I’ve plonked $60 down for it, so there’s less of a chance I’ll abandon it just because the installer is annoying, or the tutorial is a bit dull, or because I have to create an account first. I’ll give the game a chance… at least a half hour.

But if it’s a web game, I’m not going to give it more than a minute of my time. That first minute has to hook me, draw me into the second minute. The second minute has to draw me into the third, and so on, until I’m solidly invested in the game.]]></description>
<dc:subject>gaming investment login facebook openid account z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:51dcce593e3e/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:investment"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:login"/>
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<item rdf:about="http://www.useit.com/alertbox/kinect-gesture-ux.html">
    <title>Kinect Gestural UI: First Impressions (Jakob Nielsen's Alertbox)</title>
    <dc:date>2011-01-03T14:14:49+00:00</dc:date>
    <link>http://www.useit.com/alertbox/kinect-gesture-ux.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Kinect is a new video game system that is fully controlled by bodily movements. It's vaguely similar to the Wii, but doesn't use a controller (and doesn't have the associated risk of banging up your living room if you lose your grip on the Wii wand during an aggressive tennis swing).

Kinect observes users through a video camera and recognizes gestures they make with different body parts, including hands, arms, legs, and general posture. The fitness program, for example, is fond of telling me to "do deeper squats," which it can do because it knows how my entire body is moving. Analyzing body movements in such detail far exceeds the Wii's capabilities, though it's still not going to put my trainer down at the gym out of work.]]></description>
<dc:subject>games ui ux kinect gaming z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:39f515bfcfa0/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
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</item>
<item rdf:about="http://lcc.gatech.edu/~bmedler3/papers/Heeter%20-%20Game%20Design%20and%20Challenge.pdf">
    <title>lcc.gatech.edu/~bmedler3/papers/Heeter - Game Design and Challenge.pdf</title>
    <dc:date>2010-12-21T15:20:42+00:00</dc:date>
    <link>http://lcc.gatech.edu/~bmedler3/papers/Heeter%20-%20Game%20Design%20and%20Challenge.pdf</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In this manuscript we propose that Challenge-avoiders, also referred to as Impression Managers, are a 
heretofore ignored but commonly occurring player type.  We consider whether and how eight very 
different modern games accommodate Explorers, Challenge-seekers, and Challenge-avoiders and discuss 
implications for entertainment and learning game design]]></description>
<dc:subject>gaming gamedesign gamemechanics bartle taxonomy z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:28a8fa35c6cb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamemechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:bartle"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:taxonomy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://metaversemodsquad.wordpress.com/2010/12/20/exceed-expectations-by-representing-the-customer/">
    <title>Exceed Expectations By Representing the Customer | The Metaverse Mod Squad Blog</title>
    <dc:date>2010-12-20T21:55:34+00:00</dc:date>
    <link>http://metaversemodsquad.wordpress.com/2010/12/20/exceed-expectations-by-representing-the-customer/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[It’s really, really easy to exceed customer expectations by doing one simple thing: Have the customer’s back. Customers want to feel like someone is on their side, and being on the customer’s side is the job of the community team.]]></description>
<dc:subject>games communities communitymanagement gaming social z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a1c9b2d7cae3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:communities"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:communitymanagement"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
</rdf:RDF>