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    <description>recent bookmarks from infovore</description>
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    <title>Stock and flow « Snarkmarket</title>
    <dc:date>2011-02-01T13:47:43+00:00</dc:date>
    <link>http://snarkmarket.com/2010/4890</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Flow is the feed. It’s the posts and the tweets. It’s the stream of daily and sub-daily updates that remind people that you exist. Stock is the durable stuff. It’s the content you produce that’s as interesting in two months (or two years) as it is today. It’s what people discover via search. It’s what spreads slowly but surely, building fans over time.

I feel like flow is ascendant these days, for obvious reasons—but we neglect stock at our own peril." This is good.]]></description>
<dc:subject>stock flow content writing robinsloan snarkmarket</dc:subject>
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    <title>GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince</title>
    <dc:date>2009-01-07T10:04:37+00:00</dc:date>
    <link>http://www.gamesetwatch.com/2009/01/column_diamond_in_the_rough.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
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<dc:subject>games storytelling narrative difficulty experience flow princeofpersia gamesetwatch</dc:subject>
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<item rdf:about="http://www.aaronland.info/weblog/2008/10/08/tree/#pattern">
    <title>[this is aaronland] Tree planting and tree hugging in the age of personal informatics</title>
    <dc:date>2008-10-11T16:28:06+00:00</dc:date>
    <link>http://www.aaronland.info/weblog/2008/10/08/tree/#pattern</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Everything breaks, so what happens when we wire the world on the sort of massive scale being proposed and every day is more irritating than the next? Probably what will happen is that people will just walk away from the entire project damning it first with market insignificance and if that doesn't work then rendering it meaningless with government regulation. It's worth at least talking about." Aaron is awesome.
]]></description>
<dc:subject>design designengaged metrics planning capacity informatics ubicomp noise flow</dc:subject>
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<item rdf:about="http://www.rockpapershotgun.com/2008/07/03/trackmania-world-record-trailer/">
    <title>Trackmania: World Record Trailer | Rock, Paper, Shotgun</title>
    <dc:date>2008-07-03T09:17:17+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2008/07/03/trackmania-world-record-trailer/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["250 Trackmania players racing round the same track." Beautiful; unlikely the merged-replay videos, these are real simultaneous players - and there's still that lovely, fluid flow to it. I need to play this more than ever.
]]></description>
<dc:subject>trackmania video flow games racing record simultaneity</dc:subject>
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<item rdf:about="http://fav.or.it/static/overview/subpage/index">
    <title>Fav.or.it - Overview</title>
    <dc:date>2008-04-26T21:27:42+00:00</dc:date>
    <link>http://fav.or.it/static/overview/subpage/index</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Favorit is a unique product that not only allows you to aggregate content like a newsreader but also allows you to post comments, all without leaving its site."
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<item rdf:about="http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo?currentPage=1">
    <title>Halo 3: How Microsoft Labs Invented a New Science of Play</title>
    <dc:date>2007-08-25T10:04:53+00:00</dc:date>
    <link>http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo?currentPage=1</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Bungie's designers aren't just making a game: They're trying to divine the golden mean of fun." Large Wired article on how Bungie do UX research for Halo 3.
]]></description>
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<item rdf:about="http://www.receiver.vodafone.com/17/articles/indexcenter01.html">
    <title>receiver - The space to play</title>
    <dc:date>2006-12-20T08:31:31+00:00</dc:date>
    <link>http://www.receiver.vodafone.com/17/articles/indexcenter01.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In "The space to play" [Jones] explores themes from his research at Nokia into the universal human urge to play – and how it relates to the way we design our technology, our environments and our future." - Matt Jones on play in Vodafone's receiver maga
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