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    <description>recent bookmarks from infovore</description>
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      <rdf:Seq>	<rdf:li rdf:resource="https://sarahendren.substack.com/p/playing-the-believing-game"/>
	<rdf:li rdf:resource="http://www.rotational.co.uk/2016/07/the-mechanic/"/>
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  </channel><item rdf:about="https://sarahendren.substack.com/p/playing-the-believing-game">
    <title>playing the believing game - by Sara Hendren - undefended / undefeated</title>
    <dc:date>2021-08-28T18:17:18+00:00</dc:date>
    <link>https://sarahendren.substack.com/p/playing-the-believing-game</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["... believing, Elbow says, is a separate muscle entirely, a willed and practiced capacity to assume some idea in a text, or some possible technical choice, or some inkling held before a group, is worth considering as if it were full of truth, for a set amount of time. It’s not just the “yes, and” approach that improv-style brainstorming is famous for. Believing is granting some interpretation of what’s at hand a provisional but deep sense of rightness. For a set amount of time. For that time—for the length of the believing game—your whole self is devoted to this idea, to see if the space and breathing room you give it helps you to see it in its full possibility."

Sara Hendren on the Beliving and Doubting games; reminds me a bit of critical reading, where - for the duration of an essay - you work to believe it as truth, and only outside the bounds of it do you then start to interrogate it.]]></description>
<dc:subject>design sarahendren belief technique criticism</dc:subject>
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<item rdf:about="http://www.rotational.co.uk/2016/07/the-mechanic/">
    <title>rotational » The Mechanic - Alex Wiltshire</title>
    <dc:date>2016-07-22T11:56:01+00:00</dc:date>
    <link>http://www.rotational.co.uk/2016/07/the-mechanic/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Alex's column on game mechanics is one of my favourite new RPS features - they're all cracking, and a good example of understanding games by going to the source, rather than guessing - and also highlighting the fact that games are made by *people*, not just conjured out of thin air. Really good stuff.]]></description>
<dc:subject>writing criticism design games mechanics alexwiltshire</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:70a0b6235e92/</dc:identifier>
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<item rdf:about="http://www.markboulton.co.uk/journal/comments/its-not-working-for-me-crit">
    <title>It’s Not Working For Me: #crit | Mark Boulton</title>
    <dc:date>2012-05-10T16:07:37+00:00</dc:date>
    <link>http://www.markboulton.co.uk/journal/comments/its-not-working-for-me-crit</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.]]></description>
<dc:subject>art design process crit criticism education</dc:subject>
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<dc:identifier>https://pinboard.in/u:infovore/b:77c7e9e65762/</dc:identifier>
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<item rdf:about="http://blog.buildllc.com/2010/04/couch-cushion-architecture-a-critical-analysis/">
    <title>Build Blog » Couch Cushion Architecture; A Critical Analysis</title>
    <dc:date>2010-06-26T20:51:36+00:00</dc:date>
    <link>http://blog.buildllc.com/2010/04/couch-cushion-architecture-a-critical-analysis/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["More primal and immediate than any of the previously mentioned examples, it was couch cushion architecture that established the basic building blocks of our design logic. Unrepresented and ignored for too long in the architectural industry, today’s post pays respect to the wonders of couch cushion architecture. We’ve rounded up a (mostly) admirable collection of projects, taken from a randomly conducted search on the internet. Join us as we take a critical analysis of the architecture, methods and design philosophies of living room furniture re-appropriation." Charming, and generous, too.
]]></description>
<dc:subject>architcture criticism design children play</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:eaa4bdfef6c6/</dc:identifier>
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<item rdf:about="http://www.edge-online.com/blogs/are-games-design">
    <title>Are Games Design? | Edge Online</title>
    <dc:date>2010-01-07T12:18:19+00:00</dc:date>
    <link>http://www.edge-online.com/blogs/are-games-design</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I tend to see them as having much more in common with the approach of an architect or landscape designer in terms of shaping and creating flows, confluences and possibilities for enjoyment... As a result I really do think that critical appreciation and commentary from the world of architecture and design could be illuminating and progressive." Jones on the lack of perception - outside games criticism - of games as design objects (rather than media objects). It is excellent; I agree with it all.
]]></description>
<dc:subject>games design criticism mattjones edge toyetics</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:6862072bcb6e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
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<item rdf:about="http://www.auntiepixelante.com/?p=459">
    <title>auntie pixelante › level design lesson: in the pyramid</title>
    <dc:date>2009-07-02T10:26:56+00:00</dc:date>
    <link>http://www.auntiepixelante.com/?p=459</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["this is good level design." A lovely dissection of a couple of screens from Super Mario Land; detailed, spot-on, carefuly analysis from Anna Anthropy. Amazing what you can do with four types of block.
]]></description>
<dc:subject>game design supermarioland levels space analysis criticism</dc:subject>
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<item rdf:about="http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-table-of.html">
    <title>Insult Swordfighting: A New Taxonomy of Gamers: Table of Contents</title>
    <dc:date>2008-08-31T14:28:46+00:00</dc:date>
    <link>http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-table-of.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The series "A New Taxonomy of Gamers" wrapped up last Friday. For your convenience, here are the links to all 11 parts in one convenient post." Oh, this looks good.
]]></description>
<dc:subject>games theory play criticism taxonomy design players</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:7ca772662f0a/</dc:identifier>
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<item rdf:about="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html">
    <title>Click Nothing: Ludonarrative Dissonance in Bioshock</title>
    <dc:date>2008-07-20T18:42:38+00:00</dc:date>
    <link>http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all."
]]></description>
<dc:subject>games story criticism narrative bioshock storytelling interaction play design</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:1c81d310626d/</dc:identifier>
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