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[https://hub.xpub.nl/soupboat/~flem/CROSSWORDS_glossary%20of%20pp.pdf the glossary of productive play - VOL1 ]
[https://hub.xpub.nl/soupboat/~flem/CROSSWORDS_glossary%20of%20pp.pdf the glossary of productive play - VOL1 ]
=== 22.02.2022 ===
FIRST PROTOTYPE OF CROSSWORDS BOOKLET
(PUT PICTURES)


== .''personal'' glossary of productive play==
== .''personal'' glossary of productive play==

Revision as of 19:55, 22 February 2022


.experiments

08.02.2022

screenshotcrosswords1

there must be a way to put a dot or something at the end of words!


Create a grid of whatever size and a list of words.

Shuffle the word list, and then sort the words by longest to shortest.

Place the first and longest word at the upper left most position, 1,1 (vertical or horizontal).

Move onto next word, loop over each letter in the word and each cell in the grid looking for letter to letter matches.

When a match is found, simply add that position to a suggested coordinate list for that word.

Loop over the suggested coordinate list and "score" the word placement based on how many other words it crosses. Scores of 0 indicate either bad placement (adjacent to existing

words) or that there were no word crosses.

Back to step #4 until word list is exhausted.


think about sudoku - check mechanism of backtracing

10.02.2022

the glossary of productive play - VOL1

22.02.2022

FIRST PROTOTYPE OF CROSSWORDS BOOKLET (PUT PICTURES)

.personal glossary of productive play

.ideas

you can't write letters

you can just write numbers

no scheme to follow

words go diagonally

many definitions same word

parallel crosswords: two next to each other (comparing method)

write the opposite of what the definitions say

Spoonerism

    • see questions, to be put underneath crosswords to ask for reflection

.glossary

GAMIFICATION: when the line between pleasure time and labour time starts to blur (competition, exercising more,

efficiency, rationalisation, not for your own profit)

application of game design elements and principles to non-game contexts

increases productivity, makes things easier to do, is human motivation

the belief that labour can be fun

is a tool?

PRODUCTIVE PLAY:


LOOTBOX: lot of items in a box with a twist as final outcome, a variety of media

an object the user pay for in videogames to make their character look better, to make easier for them to win the game

the player doesn't know what they're going to get

based on a surprise mechanism

player pays for it

it's collectionable

it's exclusively for you

it's an additional investement

it's exploitative

it's addictive

TO GAMIFY: go back to games using people's craving

SUBVERTING:

APPROPRIATION:

GAMES: adhering to rules, learning about reality without the consequences of reality

mimicking the system in place

computational systems

playable theory


ARTIFICIALITY:

TAYLORISM: scientific management, efficiency

a mechanism to increase productibity

IDEOLOGY: self-consciousness, the set of ideas that naturalises social-constructed beliefs

makes the subordinate class to accept a state of alienation without revolting

is images, concepts, representations

is a structured imposed to the majority of humans

social relations and processes are appropriated by individuals, hidden under common sense, that makes them valid and mystified

is profoundly unconscious (Althusser)

as a reaction to society changes

LABOUR: alienated work, not having control over the entire process of creating a product

DISPOSITIF:

FALSE CONSCIOUSNESS:


MAGIC CIRCLE:

ANTI-GAMIFICATION: artists that criticise ludic ideology by subverting the use of games

example: users can't interact/have minimal interaction/don't obtain anything by gaming

VIDEOGAMES: reproductive technology

ENTERTAINMENT: is the prolungation of work under late capitalism

POPULAR CULTURE: commercial, make profit, it reflects popular dreams

associated with the manipulation of the culture of the people

what people do

forms and traditions which have their roots in the social and material conditions of a particular class


ADDICTION: uncontrollable use

non-chemical addiction

compulsive engagement in a rewarding experience despite serious repercussions

HOOK-HABIT-HOBBY: the process that gets the player into the game and makes it addictive (ice-breaker with a good deal)

IKEA EFFECT: something a user put a lot of effort, time, into. The added value people give to what they created, to the

attachment they have to what they made with their hands

ANCHORING: influencing users by attracting them towards a reference point (anchor). for example, attract them with a big

discount: the reference point is the starting point price, that was lowered. it doesn't matter if the price is still

really high. the fact that it's a discount is the only important point.

SOCIAL PROOF: the social acceptble method/way of behaving should be paying

RESPONSABILITY: the agency the game is giving to the users while taking decisions in a game. example: choose between three boxes.

MANIPULATION:

ACCESSIBILITY:


MODDING: player-driven modification of a computer game

unpaid gamers, players/consumers

PARASITE: noise in an informatic system

biological infiltration within a larger body

rats in a kitchen

to eat next to

part of the process of mutation

POACHING: on the property of others

GIFT-ECONOMY: system of obligations incurred by giving and lending

OPEN-WORLD: open ended artificial space in games, non structural but with optional linear missions

SANDBOX: emphasize world building

GAMEPLAY: constructed, programmed moves towards a goal or mission

PLAY MATERIAL: changeable components of a game

FANCULTURE


FREETIME: leisure practices included in humans' lives

LEISURE TIME: person's free-time activities

freedom to choose how to use your time

PLAY: activity done during leisure time

TEMPORALITY: experienced time/lived time, what you receive by doing some activity?

INTERSECTIONALITY: the interplay of oppressive systems within culture

your leisure time steals other people leisure time

LEISURE CLASS: the economic ruling class, that is more present in consumption than production

.questions

just because it's gamified it doesn't mean it's not work?

what is the border between game and reality?

can everything be turned into a game? // can play make people accept work?

is gamification an ideology?


if gifts serves to profit more, are they still gifts?

does gamification have any use/value? is it more desiderable than traditional ideologial systems (ex: catholicism)?

are people just manipulated? do they ive in a permanent state of false consciousness?

how does the culture consumption change from the past to the present?


how society and game change toghether?

is escaping reality the solution?

is gamification positive?

is work always negative?

is productivity always negative?

what's the booster for an ideology?


are modders co-developers?

who is the parasite? the player infecting the body of the corporate's host? OR the corporate fed by the free labour of the player?

is modding a hobby or a job?


does leisure needs to be "well-done"? healthy? productive?

what do you think is leisure?

.bibliography

https://medium.com/@vanacorec/backtracking-and-crossword-puzzles-4abe195166f9

https://en.wikipedia.org/wiki/Crossword

https://en.wikipedia.org/wiki/Bananagrams