<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://www.refugeesrespond.org/dadaabwikimedia/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Richard</id>
		<title>Dadaab Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://www.refugeesrespond.org/dadaabwikimedia/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Richard"/>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Special:Contributions/Richard"/>
		<updated>2026-06-21T12:19:38Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.3</generator>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1092</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1092"/>
				<updated>2019-04-10T23:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a &amp;#039;&amp;#039;Fisher Price&amp;#039;&amp;#039; busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039;, made in 2013, by is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; are present in &amp;#039;&amp;#039;Cookie Clicker,&amp;#039;&amp;#039; but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in &amp;#039;&amp;#039;Adventure Capitalist)&amp;#039;&amp;#039; to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; has a narrative, which through the flavour text of a news feed as you play and buy upgrades. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process [and] translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games, as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on &amp;#039;&amp;#039;Cookie Clicker,&amp;#039;&amp;#039; his observations seem to apply to idle games in general, all of which are clearly not subversive. So is &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039;, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  &amp;#039;&amp;#039;Cookie Clicker’s&amp;#039;&amp;#039; page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, this game relies on the alienated clicking experience for its success. In many ways, &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and &amp;#039;&amp;#039;Cookie Clicker&amp;#039;s&amp;#039;&amp;#039; “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Cow Clicker&amp;#039;&amp;#039;, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, &amp;#039;&amp;#039;Cow Clicker&amp;#039;&amp;#039; has you to click on a cow, just once, and then makes you wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life-blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1091</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1091"/>
				<updated>2019-04-10T23:26:35Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a &amp;#039;&amp;#039;Fisher Price&amp;#039;&amp;#039; busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039;, made in 2013, by is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039; are present in &amp;#039;&amp;#039;Cookie Clicker,&amp;#039;&amp;#039; but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in &amp;#039;&amp;#039;Adventure Capitalist)&amp;#039;&amp;#039; to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike &amp;#039;&amp;#039;Adventure Capitalist&amp;#039;&amp;#039;, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process [and] translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games, as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on &amp;#039;&amp;#039;Cookie Clicker,&amp;#039;&amp;#039; his observations seem to apply to idle games in general, all of which are clearly not subversive. So is &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039;, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  &amp;#039;&amp;#039;Cookie Clicker’s&amp;#039;&amp;#039; page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, this game relies on the alienated clicking experience for its success. In many ways, &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and &amp;#039;&amp;#039;Cookie Clicker&amp;#039;s&amp;#039;&amp;#039; “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. &amp;#039;&amp;#039;Cookie Clicker&amp;#039;&amp;#039; cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Cow Clicker&amp;#039;&amp;#039;, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, &amp;#039;&amp;#039;Cow Clicker&amp;#039;&amp;#039; has you to click on a cow, just once, and then makes you wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life-blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1090</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1090"/>
				<updated>2019-04-10T23:20:37Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process [and] translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games, as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clicker&amp;#039;s “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow, just once, and then makes you wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life-blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1089</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1089"/>
				<updated>2019-04-10T23:19:35Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process [and] translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games, as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clicker&amp;#039;s “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life-blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1088</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1088"/>
				<updated>2019-04-10T23:18:07Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process [and] translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games, as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clicker&amp;#039;s “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1087</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1087"/>
				<updated>2019-04-10T23:15:30Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process [and] translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games, as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1086</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1086"/>
				<updated>2019-04-10T23:14:34Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process [and] translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1085</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1085"/>
				<updated>2019-04-10T23:13:13Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1084</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1084"/>
				<updated>2019-04-10T23:12:38Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle baby formula travesty, where Nestle&amp;#039;s product was promoted as better than breast milk: “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1083</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1083"/>
				<updated>2019-04-10T23:09:46Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle formula milk travesta “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1082</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1082"/>
				<updated>2019-04-10T23:04:29Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, bewildered at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle formula milk travesta “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1081</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1081"/>
				<updated>2019-04-10T22:55:50Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, encapsulating the bewilderment that many have at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle formula milk travesta “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general, all of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1080</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1080"/>
				<updated>2019-04-10T22:55:00Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, encapsulating the bewilderment that many have at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.&amp;#039;&amp;#039;  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Criticism of Ideology&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle formula milk travesta “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general. All of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1079</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1079"/>
				<updated>2019-04-10T22:54:13Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Idle Games &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
&lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
&lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
&lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, encapsulating the bewilderment that many have at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
Idle Games as Ideology&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one.  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
&lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
&lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
&lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle Games as Criticism of Ideology&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle formula milk travesta “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general. All of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works Cited&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
&lt;br /&gt;
.Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1078</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1078"/>
				<updated>2019-04-10T22:51:54Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, encapsulating the bewilderment that many have at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
{{Quote&lt;br /&gt;
|text=...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one. &lt;br /&gt;
&lt;br /&gt;
|author= Gans}} &lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle Games as Criticism of Ideology&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle formula milk travesta “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general. All of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Works Cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1077</id>
		<title>Final Production - Idle Games</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Final_Production_-_Idle_Games&amp;diff=1077"/>
				<updated>2019-04-10T22:45:07Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039;   	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Idle Games&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
	Idle video games,  or incremental games, represent a seeming paradox in a sea of far more technologically advanced games available today - games which are vastly superior in graphics, movement possibility, mechanics, options for engagement, character development, sophistication, and storyline.  By contrast, idle games have generally basic graphics and simplistic interfaces, and severely constrain what the player can do. Yet, somehow these games have generated massive following and maintain this strange allure. &lt;br /&gt;
In an idle game, the player clicks to gain some type of currency, and soon uses their accumulated currency to purchase automation. Since clicking requires physical and attentional effort for relatively less reward, the player is better suited to aim at automation, where the game essentially plays itself. The accumulation tally can get astronomical - you can get up to the tretrigintillions (10102) and beyond.  The object of these games then, is to accumulate astronomical numbers by finding faster and more efficient ways of accumulating these numbers.  &lt;br /&gt;
There are two always-increasing numbers, total accumulation and rate of accumulation. Because numbers can always be increased, players don’t “win” by accumulating a certain amount, but instead have a number of achievements that may represent levels of currency accumulation and rewards for purchasing upgrades with the currency.  The win condition is usually to attain all the achievements and unlocks. However, at some point the rate of currency production does not make it conceivable to meet the next upgrade within a timeframe the player would find reasonable. At this point, the player is invited to “ascend” or “rank up” which involves losing everything they have accumulated, but allowing them to keep the achievements they have attained - essentially multipliers on the rate of accumulation. When a player forfeits everything to ascend they find themselves back where they were and beyond in much less time. Essentially the compounding of multipliers from ascending triggers exponential growth, so multiple ascensions allow for astronomical accumulation.  At higher levels, however, upgrades become much harder to attain, so the player must grind through levels of ascension which also become a currency. This makes these games extremely hard to win, while also requiring, despite the game playing itself, the player’s ongoing input to ensure that rates of production are optimized. The game play is to watch the numbers go by and click when upgrades are offered. &lt;br /&gt;
My partner took a look at one of these games and likened it to a Fisher Price busy board for babies. “Ding, Beep, Crinkle Crinkle.” was her comment, encapsulating the bewilderment that many have at why anyone would spend the hours and hours and days and days (and weeks and weeks) required by these games. One Youtuber streamed playing the game for ten hours straight. In comments section of that video, one viewer said they “slept to this and woke up and u were still on this, lmfaoooooo”﻿, the irony seemingly lost. In fact, there are thousands of youtube videos and thousands of pages of threads in message boards full of strategies, speedruns, and people claiming to have beat the games - and people invested in calling them out as cheats. Idle games not only have higher retention rates than most mobile games (Pecorella),  but, astoundingly, are highly monetizable.  People will pay money to buy more upgrades faster - with some packages offered at $139 in real money. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle Games as Ideology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One such game, Adventure Capitalist, makes overt idle games’ capitalist undertones, namely more and more wealth accumulated faster and faster. Starting from a lemonade stand, the player clicks on the lemon until they have enough money to buy more stands and soon a “manager’, who will automate the clicking process. From there, you can use your accumulated currency to buy more stands or diversify your assets by buying other more lucrative businesses, progressing from car washes to shrimp boats to pizza chains, then hockey teams, all the way to owning banks and oil companies. The graphic design emulates the space-agey cartoons of American post war boom-era optimism, and you are a smiling white male in a top hat. At the top of the screen numbers whiz ever upward.   At some point, the most important currency of the game is the number of angel investors, because each is a permanent compound multiplier.  The game is essentially about constant profit scaling. One reviewer, Geek Dad, summarizes the most efficient actions:&lt;br /&gt;
&lt;br /&gt;
{{...to use angels you have to sell all of your shares in all of your businesses and start again. This is a very hard thing to do even when the app itself tells you it is totally worth it. You have to raze all that you have done and start from scratch. At the beginning that was relatively hard work. How do you push that button for a do-over? The economic calculation here is a no-brainer. When you have angels, things accumulate so quickly that, while you start from scratch, you are back with most of what you had at an increasingly fast rate. So if you were serious about “winning” this game, you could cash out quite often because angels don’t die following resets (unless you spend them along the way). This is a big opportunity to teach kids about investing and compounding. My son started playing a day before me. However, I realized this issue and razed my businesses to the ground a couple of times more than him and now I am richer and pulling ahead very quickly. Even doing this just a small number of times at short intervals gave me that advantage. Once I explained what I had done, he had learned his lesson. Mathematics plus economics all in one}}.  (Gans)&lt;br /&gt;
&lt;br /&gt;
While Geek Dad, who discloses he is an economist, feels he is providing his son with valuable instruction in “investing and compounding,” he is also teaching him the efficacy of “[razing] his businesses to the ground.” as a means of rapid expansion. This seemingly-benign comment highlights just one of the many ways Adventure Capitalist, and idle games in general, inculcate the player with highly-questionable forms of capitalist actions, which are presented as fundamental to not only “winning” but define the entire rules of engagement. &lt;br /&gt;
	Geek Dad presents the decision to raze his businesses (selling everything and keeping nothing but his investors) as a difficult decision, but does so from a quite insular perspective. The loss incurred would be what the player has built up though purchases and their accumulated money. Entirely absent from consideration are the people who must make up the business, whose livelihoods would depend on the business. In fact, the game’s only people, besides you, are the functionalized managers whose sole purpose is automation, freeing you from clicking on the particular asset they “manage” so you can profit effortlessly. There is no affinity or connection to these people nor to anyone else. This makes the buying of selling of businesses, downsizing, and “restructures” completely strategic - and only carried out from a profitteering standpoint, such as when corporations move their production to a country with laxer, “business-friendly” labour and environmental laws. Like Katherine Cross’s observation of Gamergate, where gamified targeting of women became “pure tactics” disassociated from moral concerns, Adventure Capitalist portrays a world of business conduct where “tactical expediency relative to win conditions” (Cross 28) trumps anything else. (As a side note, just this very morning, my partner received an email that her company was laying off another 7000 employees - on top of the 12000 last year - as a “series of portfolio and efficiency measures to strengthen [their] core businesses”. )&lt;br /&gt;
Adventure Capitalist, by not representing any stakeholders other than the profiteers, gamifies the neoliberal dream. In this dream, all transaction and appropriation is permitted and instantly accessible if you have the capital; labour is freely available, undemanding, and complacent; and business is unfettered by considerations of environmental or social impact. Regulations, viewed by neoliberals as “business-killing” red-tape, are repealed.  In this dream, business is as easy as any action in the game - as simple as the click of a button -  if you have the means. In a perversion of Gee’s “Empathy for Complex Systems” (Gee 2), Adventure Capitalist actually serves to reduce the complexities involved in real business management (including the negotiation of tensions between a large variety of stakeholders, adherence to laws and regulations, and business-building practices such as marketing and investor-attracting) to an absurdity. At the highest level, you can buy upgrades which reduce the purchasing price of additional businesses by 99.9999%. In effect, this game promotes “Utter Ignorance of Complex Systems.”  &lt;br /&gt;
The “clicking” on assets to buy more assets and upgrades in Adventure Capitalist (and most other idle games),  is not only the means by which you “win” the game, but the only way you can start the game it at all.  The player input is at first constrained to one action - adding money by manual clicking. This then leads into a second possible action, clicking to buy automation..  Through this limitation of player option, making profit is made both “natural and inevitable”, and a “capitalist realism, [a] sense of inevitability, the impossibility of difference or contingency” (Benjamin 76), is further reinforced through the actions performed by the program, which automate your clicks and do the money-making calculations. It‘s a perpetual motion machine, which keeps running, accumulating money even while you are offline. Neoliberal capitalism is a similar perpetual motion machine, where no one is at the wheel and no one has any power to override the prime directive of endless profits. All business decisions are framed and bounded by what will raise the stock price, and return the most money to the investors before any other consideration. If a business fails to do this, investors will pull out and the company will fold. This determinism is what Benjamin Abraham refers to in his observation that “a space of possibility to be otherwise...is foreclosed by the modern developments of neoliberal capitalism, and capitalist realism’s claim that the way things are now is simply how things must always be“ (Benjamin 76). &lt;br /&gt;
Here there is another perversion of Gee’s theories. Gee believes that games can, through intelligent AI, “distribute intelligence between a real-world person and artificially intelligent virtual characters” (Gee 4). In Gee’s conception, the intelligence in a video game can enable a player to perform higher level actions, allowing for deeper and more nuanced situated practices, because the AI of the game supports the player by “[offloading] some of the cognitive burden from the learner to smart tools that can do more than the learner is currently capable of doing by himself or herself” (Gee 4). However, in idle games like Adventure Capitalist, the things a player is capable of doing are deeply constrained by the computer’s constrained role as click-automator and calculator, as well as enticer to buy more upgrades.  In this way, the ‘distributed intelligence” supports (forces) the player to perform predetermined, low level actions - hardly Gee’s vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle Games as Criticism of Ideology&lt;br /&gt;
&lt;br /&gt;
While most idle games tend to follow this formula of capitalistic determinism,  one game in particular is held as a subversive remix on the theme. Cookie Clicker, made in 2013, is actually a predecessor to the explosion of the genre, being one of its first games.  All the elements of Adventure Capitalist are present in Cookie Clicker, but the currency is cookies, and your production rate is in Cps or cookies per second. The automated clicks are purchasable after 15 manual clicks, and then you go on to buying more efficient cookie producers and upgrades which are multipliers on production rates. At some point, you have to ascend into cookie heaven to get the exponential multipliers that make affording higher upgrades plausible. In fact, this game can be said to be even more ruthlessly capitalistic because you can sell off your current assets (a thing you can’t do in Adventure Capitalist) to buy better ones. While you can sell banks, mines and factories, you can also sell grandmothers that you first hire to automate your cookie production. So what makes Cookie Clicker subversive? &lt;br /&gt;
&lt;br /&gt;
Unlike Adventure Capitalist, cookie clicker does have a narrative. It runs through the flavour text of a news feed. It starts with “You feel like making cookies. But nobody wants to eat your cookies.”	When you have made 5 cookies, the text reads, “Your first batch goes in the trash. The neighborhood raccoon barely touches it.” At 1000 cookies, your cookies “are talked about for miles around” After you make 10 billions cookies, the text reads “Strange creatures from neighboring planets wish to try your cookies.” and so on.  While your cookies numbers are one trigger of flavour text, the means by which you get the cookies are another.  The news text and items you buy often break the fourth wall, referring to the player’s actions and role in the game.  A good example of this is the click automator named “Carpal Tunnel Relief Cream”. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, as you accumulate more and more cookies, and more means of making them faster and faster, the flavor text does become more political. Eventually, the news ticker will say “cookie factories linked to global warming!” when you buy your first factory, When you buy your first antimatter machine: “whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town &amp;quot;never really existed&amp;quot;! There’s also a particularly poignant jab at the Nestle formula milk travesta “Doctors warn mothers about the dangers of ‘home-made’ cookies.”  &lt;br /&gt;
&lt;br /&gt;
Video game critic Roisin Kiberd sees Cookie Clicker as a commentary on alienated capitalist labour. Certainly the practice of clicking on cookies and then watching numbers go up with no actual end point is one where “use, value, purpose, and meaning are abstracted from the making process...translated into incremental preparations for some (always) future practice or role, practices and roles which are indefinitely postponed” (Thumlert 708).  Roisin believes that on some level, we hope that there is some meaning to the repetitive labour practices even professionals are forced to do. He describes clicking, the most basic action in idle games as the “fundamental unit of labor, the most rudimentary measure of what we’re doing” (Kiberd). He believes that we want to find meaning in our work, but it often just isn’t there - “We are clicking. Clicking away in hopes that our clicks are effective—that they will produce something, even if it’s just virtual cookies” (Kiberd).  Cookie Clicker shows us that capitalist alienation reaches even ownership levels of the machine, because as “you shift from labor to capital, your involvement decreases until you’re left vacantly staring into the screen, watching the system grind out its cookies” (Kiberd). Some may argue that therein lies the appeal of idle games.  If we are already primed for the meaninglessness of our efforts, maybe in choosing the game, and choosing to play it, and in choosing to pay real dollars for it, we exercise some sense of agency - a right to chosen frivolity. &lt;br /&gt;
&lt;br /&gt;
While Kibard focuses on Cookie Clicker, his observations seem to apply to idle games in general. All of which are clearly not subversive. So is Cookie Clicker any different?  Or does it simply (literally) capitalize on being one of the more engaging idle games? Cookie Clicker, as much as it may prod us to the meaningless of increasing numbers, has made a lot of those numbers itself, largely through ad revenue - which, fittingly, is based on clicks.  Cookie Clicker’s page attracts huge sponsors, such as The ROM and Air Canada because it has a lot of people clicking away frivolously. It is apparently valued at over one million dollars, with a subreddit membership of over 50,000.  Clearly, Cookie Clicker relies on the alienated clicking experience for its success. In many ways, Cookie Clicker simply echos the capitalism it is critiquing.  Subversiveness is indistinguishable from the hegemonic here, and Cookie Clickers “persuasive powers...to offer [real] ideological critique is insufficient when faced with a more comprehensive understanding of ideology and its effects” (Abraham 81). If Cookie Clicker is subversive, it is a subversiveness which is “trivialized and sterilized”, and ultimately absorbed by market forces.  Any criticism it may offer is simply recuperated, as in Debord&amp;#039;s Spectacle. Cookie Clicker cannot be all that subversive, because it embodies and profits from the exact same mechanisms it criticizes. In this way, while it may be as clever and self-referential as Marvel’s “fourth-wall”-breaking Deadpool, it is equally ineffectual in terms of actual resistance. &lt;br /&gt;
&lt;br /&gt;
Cow Clicker, by Ian Bogost, may be a better example of a subversive idle game. Designed as a response to Facebook games such as Farmville, Cow Clicker has you to click on a cow and then you have to wait a long time to do anything else. Nothing else happens. Under the cow, Bogost explains his game: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom premium cows and timer overrides through micropayments. Cow Clicker is Facebook games distilled to their essence” (Bogost).  By constraining what the player can do to such an extreme - and taking the entire enjoyment out of it, Bogost sucks the life blood out of any willingness to play the game. While Bogost’s focus seems rather narrow, what he is saying is applicable well beyond Farmville and other idle games.  Idle games, though they exploit our cognitive defects and play with our dopamine levels, etc., are given permission to do so because we are already groomed to accept such complacency of experience and non-engagement in our lives. Idle games, in this way, simply hold a mirror to the passivity to being alive we have come to embody, well before such games even came on the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Works Cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion, Games and Culture, Vol. 13(1) 71-91.&lt;br /&gt;
Bogost, Ian. “Cow Clicker.” Cow Clicker, www.cowclicker.com/.&lt;br /&gt;
Cross, K (2016) Press F to Revolt: On the Gamification of Online Activism. In Kafai, Tynes, &amp;amp; Richard (Eds.) (2016). Diversifying Barbie &amp;amp; Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh PA: ETC Press.&lt;br /&gt;
Gans, Joshua. “&amp;#039;AdVenture Capitalist&amp;#039;: Teaching Kids a Tough Economics Lesson.” GeekDad, 13 Dec. 2017, geekdad.com/2015/03/adventure-capitalist/&lt;br /&gt;
Gee, J.P. (2007). Are Video Games Good for Learning? In Worlds in Play: International Perspectives on Digital Game Research. New York.&lt;br /&gt;
Kelly, M. (2018). Papers Please The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. Games and Culture 2018, Vol. 13(5) 459-478&lt;br /&gt;
Kibold, Roisin. “Cookie Clicker, the Internet&amp;#039;s Most Pointlessly Addictive Game, Is Also Its Most Subversive.” The Kernel, 31 Jan. 2016, kernelmag.dailydot.com/issue-sections/staff-editorials/15694/cookie-clicker-capitalist-dystopia/.&lt;br /&gt;
Pecorella, Anthony. “Idle Games: The Mechanics and Monetization of Self-Playing Games.” LinkedIn SlideShare, 7 Mar. 2015, www.slideshare.net/Kongregate/idle-games-gdc2015final.&lt;br /&gt;
Thumlert, K., de Castell, S., &amp;amp; Jenson, J. (2018). Learning through game design: A production pedagogy, The 2018 European Conference on Games Based Learning Book: ACPI Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=1076</id>
		<title>Richard Comeau</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=1076"/>
				<updated>2019-04-10T22:41:06Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bio]] &lt;br /&gt;
&lt;br /&gt;
Hi, I&amp;#039;m Richard. &lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m perplexed by jumping cursors, but in someways maybe they replicate (or at least in some small way reflect) the meandering path my life has taken. Except that my life seems at some point to get on track, whereas those are just really really really annoying. &lt;br /&gt;
&lt;br /&gt;
I have a degree in electric bass, which somehow has evolved into working with college students on the autism spectrum - I guess the teaching degree may have played a part in that as well. I have a 15 year old - which means I was looking towards an empty nest at 46, but that has been recently thwarted by the new life about to pop into the world. I train budo (martial arts), meditate, and have a pretty solid relationship with psychedelics. I&amp;#039;m interested in consciousness-expanding things that help life to unfold more effortlessly. &lt;br /&gt;
&lt;br /&gt;
Games? I don&amp;#039;t know if I am some kind of imposter here, but I don&amp;#039;t really play games anymore.  I used to play those linear RPGs on the NES, SNES and SEGA Genesis, but the last time I tried to do that, It all just seemed lie so much of an investment compared to the time I have out here, and there&amp;#039;s music to make, things to create, business to build, etc. etc.  &lt;br /&gt;
&lt;br /&gt;
I do have a hankering to play Breath of the Wild though. I&amp;#039;m a total sucker for 3D Zelda games, but I can&amp;#039;t justify buying a system just to play that, so I may have to wait until computers can emulate it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m a first year master&amp;#039;s student in Education. Looking forward to venturing further into the world of all of this games stuff.&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 2&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 3&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;&amp;quot;Production 4&amp;quot;&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
My Game idea [https://youtu.be/2lqf6pvED9Y]&lt;br /&gt;
&lt;br /&gt;
[[Production 5 - Games and Feedback]]&lt;br /&gt;
&lt;br /&gt;
[[Final Production - Idle Games]]&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=906</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=906"/>
				<updated>2019-02-28T15:20:02Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions” (Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In much of the education system, feedback necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - is replaced by the teacher or worse by and automatic marking system encoded with &amp;quot;right answers&amp;quot;. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It places the scope of what is explorable to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teacher&amp;#039;s or  -more importantly, with the curriculum&amp;#039;s. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, they often have little to no idea why they are even learning it, why they need to, and how they are ever going to use what they are learning. Knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others&amp;#039; reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Works cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=905</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=905"/>
				<updated>2019-02-28T15:19:45Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions” (Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In much of the education system, feedback necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - is replaced by the teacher or worse by and automatic marking system encoded with &amp;quot;right answers&amp;quot;. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It places the scope of what is explorable to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teacher&amp;#039;s or  -more importantly, with the curriculum&amp;#039;s. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, they often have little to no idea why they are even learning it, why they need to, and how they are ever going to use what they are learning. Knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others&amp;#039; reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=904</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=904"/>
				<updated>2019-02-28T15:19:28Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In much of the education system, feedback necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - is replaced by the teacher or worse by and automatic marking system encoded with &amp;quot;right answers&amp;quot;. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It places the scope of what is explorable to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teacher&amp;#039;s or  -more importantly, with the curriculum&amp;#039;s. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, they often have little to no idea why they are even learning it, why they need to, and how they are ever going to use what they are learning. Knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others&amp;#039; reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=903</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=903"/>
				<updated>2019-02-28T15:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In much of the education system, feedback necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - is replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It places the scope of what is explorable to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teacher&amp;#039;s or  -more importantly, with the curriculum&amp;#039;s. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, they often have little to no idea why they are even learning it, why they need to, and how they are ever going to use what they are learning. Knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others&amp;#039; reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=902</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=902"/>
				<updated>2019-02-28T15:16:39Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It places the scope of what is explorable to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teacher&amp;#039;s or  -more importantly, with the curriculum&amp;#039;s. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, they often have little to no idea why they are even learning it, why they need to, and how they are ever going to use what they are learning. Knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others&amp;#039; reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=901</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=901"/>
				<updated>2019-02-28T15:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It places the scope of what is explorable to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teacher&amp;#039;s or  -more importantly, with the curriculum&amp;#039;s. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others&amp;#039; reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=900</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=900"/>
				<updated>2019-02-28T15:11:32Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others&amp;#039; reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=899</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=899"/>
				<updated>2019-02-28T15:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play-as-attempt-and-natural-feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=898</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=898"/>
				<updated>2019-02-28T15:09:35Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play as attempt and natural feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with its authentic and intrinsic  feedback systems, &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=897</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=897"/>
				<updated>2019-02-28T15:08:49Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play as attempt and natural feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is &amp;#039;&amp;#039;through&amp;#039;&amp;#039; this quality of freedom that play, with authentic and intrinsic systems of feedback &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=896</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=896"/>
				<updated>2019-02-28T15:07:50Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players of the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play as attempt and natural feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is by this quality of freedom that play, with authentic and intrinsic systems of feedback is the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=895</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=895"/>
				<updated>2019-02-28T15:07:06Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players on the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play as attempt and natural feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is by this quality of freedom that play, with authentic and intrinsic systems of feedback is the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=894</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=894"/>
				<updated>2019-02-28T15:06:51Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players on the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play as attempt and natural feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is by this quality of freedom that play, with authentic and intrinsic systems of feedback is the natural process.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Work cited&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Huizinga, J. Nature and Significance of Play as a Cultural Phenomenon.In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 96-120). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;br /&gt;
&lt;br /&gt;
Marone, V.  (2016). Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation. Journal of Virtual Worlds Research, 9(3).&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=893</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=893"/>
				<updated>2019-02-28T15:04:17Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players on the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
[[File: 20-struggles-every-college-student-has-dealt-with-5.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play as attempt and natural feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is by this quality of freedom that play, with authentic and intrinsic systems of feedback is the natural process.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=892</id>
		<title>Production 5 - Games and Feedback</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_5_-_Games_and_Feedback&amp;diff=892"/>
				<updated>2019-02-28T15:03:13Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: Created page with &amp;quot;400px  I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOTW-Share_icon.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
I recently got a hold of Breath of The Wild, the newest game in the Zelda franchise, It’s a wonder to behold. You wake up in a cave, and then are soon after thrust into a wide open world, with literally no limits except what is accessible by the player’s current skill level and equipment.  Your goal is both to survive the many obstacles placed in your way, as you play out the overarching goal, which is to save the land, etc. Although you have an overall quest, you are in no way railroaded towards it. You can literally do anything in the game, as long as the character controls allow it and you as the player can pull it off. The world is completely free to explore, and as you explore it, you get feedback about your choices, which is inherent to the game. As a small example, you have a stamina bar, which is depleted as you exert yourself. As you traverse the lands, you can climb the game’s hundreds of cliffs, and depending on the degree of incline the rate lose your stamina fluctuates. If you run out stamina, you fall down. The game brilliantly incorporates “failure a natural and often fun part of the process, thus encouraging repeated play  and exploration of new solutions”(Marone 4). If you fall, you scan around and try to find another way to scale. But you never have to scale that particular cliff. The game also requires stealth tactics, resource management, and selective engagement of enemies. The strategy of charging headlong into battle with the many encampments of enemies is almost never rewarded. In short, that’s a pretty quick way to keep dying. Regardless of what you do, the game provides you with options to explore, and then interesting parameters around your exploration. It allows you to engage according to your own interest. &lt;br /&gt;
&lt;br /&gt;
[[File:Zelda_E3_climbing.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Through playing this, it evokes a good definition of play. Play is a system of voluntary engagement whereby the player takes flexible action to achieve a desired goal, within ludus limits that define the playspace and define player actions. In play, a player receives feedback about the actions they take by making known to the player the benefit or detriment of those actions in relation to the desired goal. What’s important in play is the feedback is provided by the game itself, or by other players in the game space. &lt;br /&gt;
&lt;br /&gt;
This feedback system seems to apply well to to the Caillios’s four game-type categories (Caillios 148).  In agôn (competition), the feedback is provided by the relative advantage or disadvantage a players particular move makes in relation to their objective, either in that moment or revealed further in the game. In alea (chance), the system of feedback is inherent in probabilities of certain outcomes, informing players on the efficacy of their moves, and including whether there is a chance of winning or not which would dictate if the player even wants to continue playing the game. In mimicry (simulation), feedback is given through the awareness of how effective or convincing to others or to the player themselves (in solo mimicry play) and this helps inform what the player next does. In ilinix (vertigo), feedback is provided to the player in the form of how their body feels, degree of disorientation, and other felt senses.  This within-the game feedback system is also inherent in puzzles, in fact, a prerequisite - otherwise one could not build a growing awareness for what is even involved in the puzzle on the way to solve it. Feedback from the player’s attempts provides the player with ongoing possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is striking to me about the education system is that the feedback systems necessary for informed decision-making, authentic engagement and sustained interest - built into even the most simple game designs - are replaced by the teacher. This is problematic for a multitude of reasons. Here are just some:  1) It makes the goal of learning abstract and remote, leading to disinterest if the student does not care about teacher feedback, or if they feel they can never reach the teacher’s idea of “right” - over time leading to disenfranchisement.  2) Engagement is inauthentic, because it is defined by what a student is supposed to do and often rubs up against what they would rather do.  What is involuntary can never be authentic. 3) When systems of feedback are inauthentic, and engagement is only insofar as getting it right in the teacher’s eye, the student is incapacitated from building a self relationship to what they are exploring, and instead must defer that exploration to what the teacher “knows” to be true (which in some cases is patently absurd because the teacher only themselves learned the material the night before in order to present it). 4) It limits the scope of what is explorable, to what the teacher believes. When a teacher allows varying points of view, there is far less need to justify one’s point of view if it accords with the teachers or more importantly, with the curriculum. For an example of this, one need not look any further to than how Economics is taught in high school as a rationalization of a free market system. 5) As pointed out many times, because the student does not build a self relationship with what they are learning, They often have no idea why they are even learning it, why they need to, and how they are ever going to use  what they are learning. Thus knowledge is just for the test, and soon forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engaged learning, which is real learning, takes place when learners relate to the “meaning to their actions, or create their own stories that help them frame their actions through a process of meaning-making that can be generative on both a personal and a social level” (Marone 5). The play as attempt and natural feedback system is fundamental to engaged learning. A baby understands that they have the wrong shape because it doesn&amp;#039;t fit in the hole they are trying.  When chocolate chip cookies come out of the oven burnt, it lets the baker know they&amp;#039;ve either been in too long or the temperature was too high. A car sliding on ice informs the driver to slow down, or put the car in a different gear, while an arrow shot that misses the target tells the archer to adjust something in their approach or in their release.  Interpersonally, others reactions to one&amp;#039;s mood or one&amp;#039;s words are instructive in one’s becoming aware of themselves in the social space. Of course there are a million more examples. &lt;br /&gt;
&lt;br /&gt;
In this regard, Huizinga is correct in his assertion that “all play is a voluntary activity. Play to order is no longer play: it could at best be but a forcible imitation of it.” but wrong in his assertion that “by this quality of freedom alone, play marks itself off from the course of the natural process” (Huizinga 102). Actually, it is by this quality of freedom that play, with authentic and intrinsic systems of feedback is the natural process.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=File:20-struggles-every-college-student-has-dealt-with-5.jpg&amp;diff=891</id>
		<title>File:20-struggles-every-college-student-has-dealt-with-5.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=File:20-struggles-every-college-student-has-dealt-with-5.jpg&amp;diff=891"/>
				<updated>2019-02-28T14:53:18Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=File:Zelda_E3_climbing.jpg&amp;diff=890</id>
		<title>File:Zelda E3 climbing.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=File:Zelda_E3_climbing.jpg&amp;diff=890"/>
				<updated>2019-02-28T14:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=File:BOTW-Share_icon.jpg&amp;diff=889</id>
		<title>File:BOTW-Share icon.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=File:BOTW-Share_icon.jpg&amp;diff=889"/>
				<updated>2019-02-28T14:52:05Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=888</id>
		<title>Richard Comeau</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=888"/>
				<updated>2019-02-28T14:50:39Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bio]] &lt;br /&gt;
&lt;br /&gt;
Hi, I&amp;#039;m Richard. &lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m perplexed by jumping cursors, but in someways maybe they replicate (or at least in some small way reflect) the meandering path my life has taken. Except that my life seems at some point to get on track, whereas those are just really really really annoying. &lt;br /&gt;
&lt;br /&gt;
I have a degree in electric bass, which somehow has evolved into working with college students on the autism spectrum - I guess the teaching degree may have played a part in that as well. I have a 15 year old - which means I was looking towards an empty nest at 46, but that has been recently thwarted by the new life about to pop into the world. I train budo (martial arts), meditate, and have a pretty solid relationship with psychedelics. I&amp;#039;m interested in consciousness-expanding things that help life to unfold more effortlessly. &lt;br /&gt;
&lt;br /&gt;
Games? I don&amp;#039;t know if I am some kind of imposter here, but I don&amp;#039;t really play games anymore.  I used to play those linear RPGs on the NES, SNES and SEGA Genesis, but the last time I tried to do that, It all just seemed lie so much of an investment compared to the time I have out here, and there&amp;#039;s music to make, things to create, business to build, etc. etc.  &lt;br /&gt;
&lt;br /&gt;
I do have a hankering to play Breath of the Wild though. I&amp;#039;m a total sucker for 3D Zelda games, but I can&amp;#039;t justify buying a system just to play that, so I may have to wait until computers can emulate it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m a first year master&amp;#039;s student in Education. Looking forward to venturing further into the world of all of this games stuff.&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 2&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 3&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;&amp;quot;Production 4&amp;quot;&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
My Game idea [https://youtu.be/2lqf6pvED9Y]&lt;br /&gt;
&lt;br /&gt;
[[Production 5 - Games and Feedback]]&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=870</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=870"/>
				<updated>2019-02-20T23:11:23Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and finally zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The &amp;quot;ludus&amp;quot; (Callois, 141) of strict tile manipulation boundaries provides a nice balance of constraint, while the player&amp;#039;s investigative process promotes gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton, 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-final-6.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a meditation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-07-1918x1079-q75.jpg||500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;br /&gt;
&lt;br /&gt;
Works cited&lt;br /&gt;
&lt;br /&gt;
Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovation Games, NY: Taylor &amp;amp; Francis&lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155)&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=869</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=869"/>
				<updated>2019-02-20T22:03:15Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and finally zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-final-6.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a meditation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-07-1918x1079-q75.jpg||500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=868</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=868"/>
				<updated>2019-02-20T21:59:27Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-final-6.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a mediation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-07-1918x1079-q75.jpg||500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=867</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=867"/>
				<updated>2019-02-20T21:59:01Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-final-6.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a mediation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Gorogoa-07-1918x1079-q75.jpg||500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=866</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=866"/>
				<updated>2019-02-20T21:58:03Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
[[File:Gorogoa-final-6.png||400px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a mediation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=865</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=865"/>
				<updated>2019-02-20T21:57:13Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg||400px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a mediation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=864</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=864"/>
				<updated>2019-02-20T21:57:04Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg||200px]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a mediation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=863</id>
		<title>&quot;&quot;Production 4&quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=%22%22Production_4%22%22&amp;diff=863"/>
				<updated>2019-02-20T21:56:44Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: Created page with &amp;quot;File:H2x1 NSwitchDS Gorogoa image1600w.jpg  Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1 NSwitchDS Gorogoa image1600w.jpg]]&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, on the human condition, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and spends his life trying to understand its secrets. You play as reader of this story and co-author, solving puzzles to move the character along his journey.  Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlaid onto another tile, joined and separated from other tiles, and zoomed into and away from. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the puzzle solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object within a tile, but character and object movement is triggered from the correct association of the objects in the tiles - when tiles are either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture tile which is left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles.  The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39). Gorogoa exemplifies what I believe is an essential ingredient in sustaining interest in puzzle games and learning games - or any learning activity - in general. &lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a mediation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=862</id>
		<title>Richard Comeau</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=862"/>
				<updated>2019-02-20T21:44:43Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bio]] &lt;br /&gt;
&lt;br /&gt;
Hi, I&amp;#039;m Richard. &lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m perplexed by jumping cursors, but in someways maybe they replicate (or at least in some small way reflect) the meandering path my life has taken. Except that my life seems at some point to get on track, whereas those are just really really really annoying. &lt;br /&gt;
&lt;br /&gt;
I have a degree in electric bass, which somehow has evolved into working with college students on the autism spectrum - I guess the teaching degree may have played a part in that as well. I have a 15 year old - which means I was looking towards an empty nest at 46, but that has been recently thwarted by the new life about to pop into the world. I train budo (martial arts), meditate, and have a pretty solid relationship with psychedelics. I&amp;#039;m interested in consciousness-expanding things that help life to unfold more effortlessly. &lt;br /&gt;
&lt;br /&gt;
Games? I don&amp;#039;t know if I am some kind of imposter here, but I don&amp;#039;t really play games anymore.  I used to play those linear RPGs on the NES, SNES and SEGA Genesis, but the last time I tried to do that, It all just seemed lie so much of an investment compared to the time I have out here, and there&amp;#039;s music to make, things to create, business to build, etc. etc.  &lt;br /&gt;
&lt;br /&gt;
I do have a hankering to play Breath of the Wild though. I&amp;#039;m a total sucker for 3D Zelda games, but I can&amp;#039;t justify buying a system just to play that, so I may have to wait until computers can emulate it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m a first year master&amp;#039;s student in Education. Looking forward to venturing further into the world of all of this games stuff.&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 2&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 3&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;&amp;quot;Production 4&amp;quot;&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
My Game idea [https://youtu.be/2lqf6pvED9Y]&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=861</id>
		<title>Richard Comeau</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Richard_Comeau&amp;diff=861"/>
				<updated>2019-02-20T21:11:40Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bio]] &lt;br /&gt;
&lt;br /&gt;
Hi, I&amp;#039;m Richard. &lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m perplexed by jumping cursors, but in someways maybe they replicate (or at least in some small way reflect) the meandering path my life has taken. Except that my life seems at some point to get on track, whereas those are just really really really annoying. &lt;br /&gt;
&lt;br /&gt;
I have a degree in electric bass, which somehow has evolved into working with college students on the autism spectrum - I guess the teaching degree may have played a part in that as well. I have a 15 year old - which means I was looking towards an empty nest at 46, but that has been recently thwarted by the new life about to pop into the world. I train budo (martial arts), meditate, and have a pretty solid relationship with psychedelics. I&amp;#039;m interested in consciousness-expanding things that help life to unfold more effortlessly. &lt;br /&gt;
&lt;br /&gt;
Games? I don&amp;#039;t know if I am some kind of imposter here, but I don&amp;#039;t really play games anymore.  I used to play those linear RPGs on the NES, SNES and SEGA Genesis, but the last time I tried to do that, It all just seemed lie so much of an investment compared to the time I have out here, and there&amp;#039;s music to make, things to create, business to build, etc. etc.  &lt;br /&gt;
&lt;br /&gt;
I do have a hankering to play Breath of the Wild though. I&amp;#039;m a total sucker for 3D Zelda games, but I can&amp;#039;t justify buying a system just to play that, so I may have to wait until computers can emulate it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m a first year master&amp;#039;s student in Education. Looking forward to venturing further into the world of all of this games stuff.&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 2&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;&amp;#039;&amp;#039;Production 3&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Production 4&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
My Game idea [https://youtu.be/2lqf6pvED9Y]&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Immerge&amp;diff=823</id>
		<title>Immerge</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Immerge&amp;diff=823"/>
				<updated>2019-02-14T03:04:20Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Immerge 7/2/2019&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;quot;Simulation Group&amp;quot; - From the big paper:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Premise ==&lt;br /&gt;
&lt;br /&gt;
Global Warming scenario (specifically flooding)&lt;br /&gt;
&lt;br /&gt;
Perspective still unknown (3rd/1st Person probably)&lt;br /&gt;
&lt;br /&gt;
Mechanic, and eventual win condition based on survival and building&lt;br /&gt;
&lt;br /&gt;
Symbols, informative objects, and environmental storytelling are also possible narrative devices.&lt;br /&gt;
&lt;br /&gt;
== Mechanics/Winning ==&lt;br /&gt;
The survival and building mechanics occur along a &amp;#039;realistic&amp;#039; time line.  There are definite goals/constraints based on time (finding food/water sources, getting a first shelter/HQ built).  Furthermore, many changes that make the environment that much more complex, dangerous, accessible etc. are based on normal rhythms of day/night, tides, (perhaps even seasonal?), and &amp;#039;random&amp;#039; events of weather, or future/chained catastrophes. &lt;br /&gt;
&lt;br /&gt;
Survival and building are broad mechanics, and additional mentions include collaborative puzzle/problem solving, operating with stealth, racing, etc.  Building involves objects materials and resources, tools, and &amp;#039;outcome&amp;#039; objects (a boat, filtration system, etc.). &lt;br /&gt;
&lt;br /&gt;
Collaboration is a major theme - as there will be a cast of controllable characters, and non-player characters.  Characters have generic and unique skills (strength, crafting ability, dexterity, etc.) which may overlap either of survival or building goals.  Skill &amp;#039;trees&amp;#039; were mentioned to also provide some sense of character development/progression.&lt;br /&gt;
&lt;br /&gt;
Exploration is another major factor.  A &amp;#039;do-nothing&amp;#039; policy is rarely good for driving narrative, and/or character motivations.  This is especially relevant in the resource-scarce environment of the flood.   &lt;br /&gt;
&lt;br /&gt;
== Interwoven Character Team ==&lt;br /&gt;
&lt;br /&gt;
This will be a narrative, and control/simulation mechanic.  We are envisioning a &amp;#039;party&amp;#039; system (say 3-5 characters) that may be controlled on an individual basis by the player, and also through their character interactions (requesting assistance from, directing, ignoring other characters, etc).  &lt;br /&gt;
Another interesting possibility was raised regarding motivations of party members.&lt;br /&gt;
&lt;br /&gt;
The narrative aspect of this, is that the characters each have different perspectives and information.  This is historical and ongoing.  During play they are not in constant contact and one or more may leave the immediate party to explore, leave because they are upset with another party member, are on a mission, etc.  If the character(s) return, they will usually also bring information which continues to drive the story.  This could be relatively &amp;#039;important&amp;#039; information that drives the story, or goals; or more peripheral information that may aid with narrative character development, or historical understanding of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Procedural Rhetoric ==&lt;br /&gt;
&lt;br /&gt;
Global warming has become an abstract discussion about future consequences of our present actions, which largely takes place in the theatre of the mind and therefore remote from our experience. Even erratic weather patterns and extreme temperatures are attributed to incremental rise in the earths average temperature, our relative distance from the more extreme experiences allows us space from the immediacy of the experience. To this end, there is deliberately nothing fantastical about the setting nor the tasks in the game. It situates the player in what most experts agree will the consequences of global warming (massive flooding) and having to solve the problems of basic survival that are predictable in a post-ecological apocalypse scenario, including scarcity of resources, and the interpersonal dynamics that come when survival is not a given. While skills trees are one possibility for character development, gameplay may be more intriguing (or more realistic) if the player does not actually gain artificially-increased abilities, and must instead face each task with what can be scrounged, negotiated (through collaboration, or through coercion -  each having its own consequences). &lt;br /&gt;
&lt;br /&gt;
While the player is in direct control of one character, this can alternate. The game&amp;#039;s AI would influence what a character does when not under direct control by the player, which would be based on what the player was asked to do - and how successful they were at doing it, while under the player&amp;#039;s control. The goal here would be to use the players to emulate plausible reactions to the situation, so that even if the player themselves sees it as &amp;quot;just a game&amp;quot;, the other characters may sensitize the player to &amp;quot;their&amp;quot; experience - perhaps even to the point where the player could not control them to do certain things, if it was not &amp;quot;in character&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Immerge&amp;diff=822</id>
		<title>Immerge</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Immerge&amp;diff=822"/>
				<updated>2019-02-14T03:03:49Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Immerge 7/2/2019&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;quot;Simulation Group&amp;quot; - From the big paper:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Premise ==&lt;br /&gt;
&lt;br /&gt;
Global Warming scenario (specifically flooding)&lt;br /&gt;
&lt;br /&gt;
Perspective still unknown (3rd/1st Person probably)&lt;br /&gt;
&lt;br /&gt;
Mechanic, and eventual win condition based on survival and building&lt;br /&gt;
&lt;br /&gt;
Symbols, informative objects, and environmental storytelling are also possible narrative devices.&lt;br /&gt;
&lt;br /&gt;
== Mechanics/Winning ==&lt;br /&gt;
The survival and building mechanics occur along a &amp;#039;realistic&amp;#039; time line.  There are definite goals/constraints based on time (finding food/water sources, getting a first shelter/HQ built).  Furthermore, many changes that make the environment that much more complex, dangerous, accessible etc. are based on normal rhythms of day/night, tides, (perhaps even seasonal?), and &amp;#039;random&amp;#039; events of weather, or future/chained catastrophes. &lt;br /&gt;
&lt;br /&gt;
Survival and building are broad mechanics, and additional mentions include collaborative puzzle/problem solving, operating with stealth, racing, etc.  Building involves objects materials and resources, tools, and &amp;#039;outcome&amp;#039; objects (a boat, filtration system, etc.). &lt;br /&gt;
&lt;br /&gt;
Collaboration is a major theme - as there will be a cast of controllable characters, and non-player characters.  Characters have generic and unique skills (strength, crafting ability, dexterity, etc.) which may overlap either of survival or building goals.  Skill &amp;#039;trees&amp;#039; were mentioned to also provide some sense of character development/progression.&lt;br /&gt;
&lt;br /&gt;
Exploration is another major factor.  A &amp;#039;do-nothing&amp;#039; policy is rarely good for driving narrative, and/or character motivations.  This is especially relevant in the resource-scarce environment of the flood.   &lt;br /&gt;
&lt;br /&gt;
== Interwoven Character Team ==&lt;br /&gt;
&lt;br /&gt;
This will be a narrative, and control/simulation mechanic.  We are envisioning a &amp;#039;party&amp;#039; system (say 3-5 characters) that may be controlled on an individual basis by the player, and also through their character interactions (requesting assistance from, directing, ignoring other characters, etc).  &lt;br /&gt;
Another interesting possibility was raised regarding motivations of party members.&lt;br /&gt;
&lt;br /&gt;
The narrative aspect of this, is that the characters each have different perspectives and information.  This is historical and ongoing.  During play they are not in constant contact and one or more may leave the immediate party to explore, leave because they are upset with another party member, are on a mission, etc.  If the character(s) return, they will usually also bring information which continues to drive the story.  This could be relatively &amp;#039;important&amp;#039; information that drives the story, or goals; or more peripheral information that may aid with narrative character development, or historical understanding of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Procedural Rhetoric ==&lt;br /&gt;
&lt;br /&gt;
Global warming has become an abstract discussion about future consequences of our present actions, which largely takes place in the theatre of the mind and therefore remote from our experience. Even erratic weather patterns and extreme temperatures are attributed to incremental rise in the earths average temperature, our relative distance from the more extreme experiences allows us space from the immediacy of the experience. To this end, there is deliberately nothing fantastical about the setting nor the tasks in the game. It situates the player in what most experts agree will the consequences of global warming (massive flooding) and having to solve the problems of basic survival that are predictable in a post-ecological apocalypse scenario, including scarcity of resources, and the interpersonal dynamics that come when survival is not a given. While skills trees are one possibility for character development, gameplay may be more intriguing (or more realistic) if the player does not actually gain artificially-increased abilities, and must instead face each task with what can be scrounged, negotiated (through collaboration, or through coercion -  each having its own consequences). &lt;br /&gt;
&lt;br /&gt;
While the player is in direct control of one character, this can alternate. The games AI would influence what a character does when not under direct control by the player, which would be based on what the player was asked to do - and how successful they were at doing it, while under the player&amp;#039;s control. The goal here would be to use the players to emulate plausible reactions to the situation, so that even if the player themselves sees it as &amp;quot;just a game&amp;quot;, the other characters may sensitize the player to &amp;quot;their&amp;quot; experience - perhaps even to the point where the player could not control them to do certain things, if it was not &amp;quot;in character&amp;quot;.  T&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_4&amp;diff=777</id>
		<title>Production 4</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_4&amp;diff=777"/>
				<updated>2019-02-08T17:34:51Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1_NSwitchDS_Gorogoa_image1600w.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, beauty, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and becomes an adult and an old man trying to understand its secrets. In fact, you play as reader of this story and co-author.  Characters don’t not move of their own volition. It is only when a puzzle is solved, or on its way to being solved that a path is paved for the characters to move and the game progresses. Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlayed onto another tile, joined and separated from other tiles, and zoomed into and away from. The puzzles are not at all conventional. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object, but character movement is triggered from the correct association of the objects in the tiles, either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles. Thus it exemplifies what I believe is an essential ingredient in sustaining interest in this type of puzzle game, and what bores me about most “escape room” games, of which Gogogoa might be said to be a distant relative. The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing, the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:gorogoa-final-6.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game reflects the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
[[File:gorogoa-07-1918x1079-q75.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Works Cited&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovation Games, NY: Taylor &amp;amp; Francis &lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	<entry>
		<id>https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_4&amp;diff=754</id>
		<title>Production 4</title>
		<link rel="alternate" type="text/html" href="https://www.refugeesrespond.org/dadaabwikimedia/index.php?title=Production_4&amp;diff=754"/>
				<updated>2019-02-07T19:35:23Z</updated>
		
		<summary type="html">&lt;p&gt;Richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H2x1_NSwitchDS_Gorogoa_image1600w.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gorogoa, by Jason Roberts is an interactive puzzle game. It is also a meditation on the passage of time, beauty, and the meaning of a life.  Originally conceived as a graphic novel, and rendered in hundreds of beautifully hand-drawn pictures by the game designer, it’s the story of a boy who sees a mythical beast in a war-torn land and becomes an adult and an old man trying to understand its secrets. In fact, you play as reader of this story and co-author.  Characters don’t not move of their own volition. It is only when a puzzle is solved, or on its way to being solved that a path is paved for the characters to move and the game progresses. Gorogoa’s win condition is satisfied when all of the puzzles are solved, and narratively, the boy/man has uncovered the secrets he’s chasing. The only other outcome is that there are puzzles remaining to be solved. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game is played on a 2x2 square.  Each quadrant can hold a picture tile which can be shifted, overlayed onto another tile, joined and separated from other tiles, and zoomed into and away from. The puzzles are not at all conventional. Using elements of time, space, inversion of the macro and the micro, metaphor, congruence, and visual pun, the solutions require to the player to manipulate the pictures on the tiles and the objects contained in them to reframe, recontextualize and make abstract connections. To play the game, a player can make one of two basic moves, either moving the tile from one square to another, or clicking on a picture element or directional arrow within a tile. The player cannot physically move any object, but character movement is triggered from the correct association of the objects in the tiles, either overlaid, or juxtaposed horizontally or vertically.  An example of this is an archway in one picture left behind when the tile is moved. This archway becomes a transparent overlay for an implied door in another picture, which then opens. Another example is a train-track depicted on a map, stylized to appear like a ladder, which when placed properly functions as an actual ladder allowing the character to ascend in another tile.  The resources, in the form of what the tiles can do and what connections can be made are not immediately known to the player. Though exploring the different tiles, and how they might move and relate, the game continually unveils new ways the tiles may be used, and increasingly clever mechanisms that relate the tiles. Thus it exemplifies what I believe is an essential ingredient in sustaining interest in this type of puzzle game, and what bores me about most “escape room” games, of which Gogogoa might be said to be a distant relative. The ludus of tile manipulation provides a nice balance of constraint and gradual loosening of those constraints with novel tile functionality. In so doing, the game succeeds in “capturing the player’s interest with an attractive goal, teaching the player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player engaged, and rewarding the player appropriately at the end” (Fullerton 39).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:gorogoa-final-6.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gorogoa is full of incidental learning, or at least opportunity for reflection. The stunning art, architecture and iconography in Gorogoa references ancient civilizations. In some scenes these things are in shambles, decimated by the pointlessness of war. This is where the game is a mediation on the triumph of the human spirit. Here, the character you lead is crippled or blind, a personification of the world around him, and yet through even these circumstances, you lead him to persevere towards his goals. The ancient figures that are sometimes employed to aid you in your quest are usually performing difficult labour. The tasks they perform are recontextualized to “move” elements within other tiles. Incidentally, this “skin”,  allows the player to learn and appreciate, through metaphor, that our world was largely built through arduous manual labour, and to see how it was all done to support the movement (and relative lack of manual labour) most of us freely enjoy.  &lt;br /&gt;
&lt;br /&gt;
[[File:gorogoa-07-1918x1079-q75.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The boundaries restricting player movement to tile manipulation and very limited clicking on the pictures on the surface might seem to lead to a simple player experience. However, it is not possible to solve the puzzles by randomly shifting tiles and clicking on things. Each puzzle has a sequence and a distinct logic that is seldom replicated in other puzzles. The game play is to find and facilitate the connections in seemingly unrelated elements, to see things beyond what they appear to be, and fashion a world of interconnectivity which has one function, to support the journey of the boy/man through his life. In this way, we are in effect playing out a Buddhist cosmology and philosophy of sunyata, which is simultaneously the concept that nothing exists independently of anything else, and also that nothing exists the way we think it does. It is a world of relative constructed “truths.” The fun in this play, is to learn to see - in fact require yourself to see - beyond what you normally see. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Works Cited&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovation Games, NY: Taylor &amp;amp; Francis &lt;br /&gt;
&lt;br /&gt;
Caillois, R. The Definition of Play and the Classification of Games. In K. Salen and E. Zimmerman (Eds.) The Game Design Reader: A Rules of Play Anthology (pp. 122-155). Cambridge, Mass.: MIT Press.&lt;/div&gt;</summary>
		<author><name>Richard</name></author>	</entry>

	</feed>