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"The games of a people reveal a great deal about them.“ Marshall McLuhan. The art of Asian games. Games of chance race games Games of Matching, Memory, and Identification card games Games of Power and Dexterity sports and games of physical prowess

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The art of Asian games


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    1. "The games of a people reveal a great deal about them.“ Marshall McLuhan The art of Asian games

    2. Games of chance race games Games of Matching, Memory, and Identification card games Games of Power and Dexterity sports and games of physical prowess Games of skill and ability / war and territory games of position and displacement

    3. The majority of the world’s board games have been race games. the prerequisite for all flat-surface competitions total obscurity of their origins the oldest die -- a cubic die from late-5-millennium-B.C.E. Syria mltiple shapes and sizes six-sided or cubic diceoblong or stick dice variously numbered with dot-and-ring numerals or linear devicesChinese complex multifaceted dicecubic dice of ivory or bone, which are characterized by the 1’s and 4’s being in red two-sided diceTibetan dice engraved with characters used for fortune telling.dice cups with lids and porcelain bowls used as a method of obviating cheating Games of chance Dice

    4. Games of chance Dice

    5. originated in India as a form of moral instruction to expound the idea to children that good is rewarded and evil punished a simple linear race game of numbered squares with philosophical implications each individual square carries an inscription that exemplifies a moralizing precept. The lower squares are concerned with mortal vices or hellish states and the upper with heavenly realms and spiritual states, so that the ladders draw the player up (toward heaven), and the snakes draw him down (toward hell). Games of chance snakes and ladders

    6. Race game national game of India Is one of the longest-lived and most successful games made of four lengths of cloth attached to the sides of a central rectangle. The underlying game is a classic race game, in which each of the four players competes to send his men down the center of his “arm” from the middle, counterclockwise around the perimeter, and back To the starting point. Games of chance Pachisi

    7. race games whose aim is material success Players take turns rolling a pair of dice to determine where they begin on the bureaucratic ladder and then either get promoted or demoted on subsequent throws. In Chinese promotion games there is no counting of squares. Instead, at each official position are listed possible movements to other positions, according to the outcome of specific dice rolls. incorporated the idea of meritorious reward and punishment similar to Monopoly but also included a moral and didactic component Games of chance Chinese promotion games

    8. Race game is played today in one incarnation or another virtually across the globe balance between chance and skill as being ideal perhaps the only important one in which such a balance exists Games of chance Backgammon

    9. Japan’s Backgammon the oldest known board game in Japangreat popularity from the 12 to the 16 century Sugoroku, in Japanese, literally means“two sixes.” “Two (or double) sixes” signifies twelve boxes,or spaces, referring to the two rows of twelvespaces each on the board.Difference is in the design of the boardits proportions and the playing surface Games of chancesugoroku

    10. was a veritable craze in China from about 350 B.C.E. to 200 C.E was played by the elite took the equipment for the game to their graves. the mechanism of play is six rods,which usually are shown laid outneatly in parallel lines on a playing mat tallies were used to keep recordof the number of pointswon by each player Games of chanceLiubo (“six rods”)

    11. The advent of chess marked a major step forward in the evolution of the board game in society. skill and ability worldwide distribution the undiminished enthusiasm and the continued improvement of even its highest exponents intellectual status that distinguishes them from all other games played with pieces on a board. games of skill and ability / war and territory

    12. originated in northern India sometime before 600, spread to Iran and then to Mesopotamia, and reached Europe about the year 1000 war game: seizing a throne, regaining a throne, building an empire. games of skill and ability chess

    13. xiangqi (elephant or figural game) game of war and displacementhas been played in China since the end of the Northern Song period (960–1127) uses thirty-two disc-shaped pieces in two opposing “armies,” which move on the intersecting points of a grid on a board that is nine by eight squares on a side. The objective is to capture or eliminate the opponent’s pieces, culminating in the capture of the opposing general games of skill and ability xiangqi

    14. Shogi: Japan’s Game of Generals Similar to chess played by two contenders, moving their pieces alternately with the goal of capturing the opponent’s king games of skill and ability shogi

    15. Chinese game of weiqi game of position Korean and Japanese derivatives, baduk and go consummate board game of skill possible permutations are almost infinite favorite game of mathematicians The game is played by two players on a board marked with a grid 19*19 lines, each player using a set of identical disk-shaped pieces. The players take turns placing their pieces on the interstices of the grid in an attempt to surround each other’s pieces, and the winner of the game is the player who ends up with the most pieces that are not surrounded. games of skill and ability weigi

    16. Go: Japan’s Seige Game game of position the game of the superior mind go is the Japanese version of the Chinese weiqi games of skill and ability go

    17. In the 12-14 centuries, a new type of game appeared in Asia and Europe it was defined by different forms of matching, both sets and sequences cards convenience and versatility Their origins remain a matter of dispute, China remains the most probable place of origin, not only because the earliest indisputable reference to playing cards survives from China, but also because of its widespread use of paper and printing. Tile games such as mahjong and dominoes are closely related to cards Japanese shell-matching game (kai-ooi) Games of Matching, Memory, and Identification

    18. China’s Passion for Playing Cards, Dominoes, and Mahjong term pai (literally, plaque), which can refer both to cards and to tiles Chinese pai games are games of the money-suit system (including mahjong), games of the domino system, and a large and richly varied category including everything from drinking to poetry cards. Games of Matching, Memory, and Identification

    19. Persian playing cards broader topic of gambling, games of chance, and divination in the Islamic world even though gambling, along with wine and divination, was expressly forbidden in the Koran and in later Commentaries. Games of Matching, Memory, and Identification

    20. Ganjifa: Indian Playing Cards related to the Persian word ganj, or “treasury.” trick-taking game, like whist or bridge, but with strict rules governing what cards may be led. There are usually three players and all of the cards are dealt in counter-clockwise fashion. Games of Matching, Memory, and Identification

    21. Japanese games kai-ooi (covering shells) a shell-matching game an incense game (jishu-ko) (ten types of incense) decoration of their respective paraphernalia important symbolic meaning Games of Matching, Memory, and Identification

    22. sports and games of physical prowess long tradition of physical competition in Asian culture hand-eye coordination skills, and to varying degrees by strength and stamina Sedentary games and physical contests both require skills acquired by practice, tactical thinking, and adherence to rules and conventions; in all are found the temptation to cheat, the role of chance, and, of course, the aim of winning itself. Games of Power and Dexterity

    23. Pitch-Pot: The Scholar’s Arrow-Throwing Game the aim is to hit a particular target stem directly from the need to hone survival skills, be they skills of hunting or warfare probably began as a pastime invented by archers who whiled away the hours pitching arrows into an empty wine pot. Games of Power and Dexterity Pitch-Pot

    24. Polo: The Emperor of Games The word polo is thought to derive from the Tibetan pulu, the wood from which the ball was made Games of Power and Dexterity Polo

    25. No other ball game matches its combination of speed, skill, stamina, and bravery. Although now long overtaken in popularity by other games in the West, polo in its heyday was an international spectator sport, played and watched not only in England and the United States but also in South America. In the areas of Asia where horse breeding was central to livelihood, polo was played passionately by all classes of people. Tibet, China, Iran, India, and Central Asia have all been proposed as homelands for the game and a recent study has argued convincingly that polo developed in northeastern Iran. In Iran, polo became the sport of kings and a metaphor for manly virtues. Games of Power and Dexterity Polo

    26. there is ample historical evidence for its practice in China from the Warring States period (480–221 B.C.E.) onward. A similar game was played in Japan as early as the 11th century, but its historical relationship to the Chinese version remains unclear. Games of Power and Dexterity kickball

    27. 1.  U.S. computer and video game software sales grew 4 % in 2005 to $7 billion -- a more than doubling of industry software sales since 1996. 2.  69% of American heads of households play computer and video games.  3.  The average game player is 33 years old and has been playing games for 12 years.4.   The average age of the most frequent game buyer is 40 years old. In 2006, 93 % of computer game buyers and 83 % of console game buyers were over the age of 18. 5.  85 % of all games sold in 2005 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.  6.  87 % of game players under the age of 18 report that they get their parents’ permission when renting or buying games, and 89 % say their parents are present when they buy games. Top 10 video game industry facts

    28. 7.   35 % of American parents say they play computer and video games. Further, 80 % of gamer parents say they play video games with their kids. 66 % feel that playing games has brought their families closer together. 8.  38 % of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (30%) than boys age 17 or younger (23%). 9.  In 2005, 25 % of Americans over the age of 50 played video games, an increase from 9 % in 1999.10.  44 % of game players say they play games online one or more hours per week. In addition, 32 % of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 % in 2002. Top 10 video game industry facts

    29. Game idea What this game going to be about? Fun? Genre shooter, trivia, puzzle, etc. Story / narrative liner or non linear script Game design document A basis for programmers to build the game engine. Collborative between artists, programmers and producers. Script outline Environment Cast of characters-behaviors, design, Storyboard – animations and scripted characters Tech. solutions, sketches, formulas The elements of game design

    30. Engine programmed general prototype of the game with levels and interactivity loads levels, display enemies, collision detection system, animated scripts very primitive graphics Graphics, design and intergartion Replacement of the sketches used in the engine with finished art backgronds, characters, etc. The politics of programmer- artist interaction Back-and-forth communication process Scope Deadline Priority The elements of game design

    31. Game play Elements are coded and added to the engine Computer AI Artificial intelligence (AI) of the enemies Programmed behaviours, reactions Tech and game limitations Sound and music Postproduction process voices Effects Music The elements of game design

    32. User interface Rudimentary GUI built in the beginning substituted with the final version Play button load / save Quit Options (on/off, etc) Testing and debugging Focus groups Testers 10% of the time to do 90% of the work (development), and then 90% of the time to do remaining 10% of the work (testing and debugging). The elements of game design

    33. Action has movingobjects and focuses on timing, reflexes, hand-eye cordination and quick thinking to achieve good score Adventure Control the character in the environment while the story is discovered Casino Gambling (such as poker or roulette) Eductional Educates the player First-peson shooter Sees the world thought the eyes of the character Run around and shoot things Game genres

    34. Puzzle Logic games that challenges mind rather then reflexes (auch as tetris) Sports Action game based on the specific sport Role-plaing games RPG Controls the character in the environment and change its attributes(power, agility) Strategy Resourcefulness and problem solving skills such as sim city Game genres

    35. Driving • Space Simulations • Simulations • Real-time Strategy • Horror • Arcade Remakes • Stealth Game genres

    36. Audience Demographics Age group Gender Playback specs Computer speed Screen size Common resolution 2003 800*600 44% 1024*768 + 49% Making fun game

    37. Initial concept Theme Storyline and characters Flow Concept and flow

    38. Loading screen • logo screen, Developer publisher info • Welcome screen • Opening animation theme intro to provide context • How to play / help • Game configuration screen • Select control layout • Built-in tutorial • Game type – single or multiplayer • Level or Game prep screen and/or cutscene • Select attributes of the character • The game • The end-of-level cutscene • Save game here • Repeat from 4. • Game over • End of game cutscene. • End credits Flow

    39. Web deployment Device deployment Small file size Plug-in penetration Server side integration File sharing between programmers and artists Ease of use Performance Lack of 3D support Lack of OS integration Flash pros and cons

    40. Basic Actions: frame, button, movie clips Keyboard detection Mouse detection Objects and classes Methods and properties Variables Functions Controlling multiple timelines Preloaders Controlling movie clips Collision detection Color interactions Animation control Procedural animation Controlling images and making design effects Controlling sound Dynamic text Random numbers Physics for games Optimization and web output Action script topics

    41. Hope garden:Hope Garden was developed by BSD medical specializing in the cancer treatment. Hyperthermia therapy is a treatment used in battling cancer by heating tumors. The heating is about as warm as a hot tub. Research has shown that heat can damage or kill cancer cells in some tumors while also making radiation therapy more effective in treating some tumors that are recurrent or progressive, despite conventional therapy. http://www.flowersforhope.com/garden/?flowerId=11717 examples

    42. http://www.questfortherest.com/ http://www.ferryhalim.com/orisinal/ http://fuelarcade.com/laserenvy/ http://www.sporkle.com/games/monstermind/ http://www.deathinsakkara.com/ http://www.shockwave.com/gamelanding/guardians.jsp http://www.shockwave.com/gamelanding/guardians.jsp http://www.playdojam.com/ http://www.dofus.com/ (download) http://www.newgrounds.com/portal/view/358966 http://www.contifanworld.com/index_fmx.php?contentID=backFour http://www.bbc.co.uk/cbbc/bluepeter/content/rich_media/microlife_media.shtml http://www.abc.net.au/gameon/chasm/more.htm http://www.sporkle.com/games/ http://www.simcoaster.com/main.html examples