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    <description>recent bookmarks from infovore</description>
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  </channel><item rdf:about="http://blog.findings.com/post/20117251507/how-we-will-read-clive-thompson">
    <title>- How We Will Read: Clive Thompson</title>
    <dc:date>2012-04-03T21:52:25+00:00</dc:date>
    <link>http://blog.findings.com/post/20117251507/how-we-will-read-clive-thompson</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["That’s why I like having these little printed books, or these little files of my notes, because I can literally pull up anything I want to remember from Moby Dick, and in repeating it, remember it. Annotating becomes a way to re-encounter things I’ve read for pleasure." Which is why I have a stack of eight books on my dining table, and more to come over the years - to be read, not just hoarded.]]></description>
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    <title>Games Without Frontiers: Sweet Success, Fascinating Failure: 48 Sleepless Hours at Global Game Jam</title>
    <dc:date>2009-02-09T16:17:16+00:00</dc:date>
    <link>http://www.wired.com/gaming/gamingreviews/commentary/games/2009/02/gamesfrontiers_0209</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Maybe participating in a Game Jam ought be a required rite of passage for anyone who wants to make videogames. It's a deep, oxygen-less dive into the depths of the industry, compressed into 48 hours. Survive it, and you can survive anything." Development as fractal.
]]></description>
<dc:subject>games development wired clivethompson globalgamejam fractal microcosm simplicity</dc:subject>
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<item rdf:about="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/11/gamesfrontiers_1117">
    <title>Games Without Frontiers: Victory in Vomit</title>
    <dc:date>2008-11-17T08:18:15+00:00</dc:date>
    <link>http://www.wired.com/gaming/gamingreviews/commentary/games/2008/11/gamesfrontiers_1117</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Clive Thompson on how Mirror's Edge "hacks" your proprioception: "it explains, I think, why Mirror's Edge is so curiously likely to produce motion sickness. The game is not merely graphically realistic; it's neurologically realistic."
]]></description>
<dc:subject>wired clivethompson article writing games mirrorsedge motionsickness proprioception</dc:subject>
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