Published on the Web (virtual world)

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Description (in English)

Queers in love at the End of the World is a hypertext game in which the reader experiences fleeting intimacy in a ten-second narrative. In the upper left of the browser window, a timer counting down the seconds prompts the reader to move quickly, advancing the narrative by clicking highlighted action words with little time to deliberate or savor the moments chosen before "Everything is wiped away."

Anthropy writes of the work, "If you only had ten seconds left with your partner, what would you do with them? What would you say? It’s a game about the transformative, transcendent power of queer love, and is dedicated to every queer I’ve loved, no matter how briefly, or for how long."

The work was inspired by a game competition, Ludum Dare, whose theme was "ten seconds." It was built with Twine, and makes use of a modified version of Stefano Russo’s timer Twine extension. It was made with support from the crowdfunding site patreon.

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"Holojam in Wonderland" is the world's first ever collocated theater piece for multiple actors and multiple audience members to take place entirely in shared untethered Virtual Reality. All performers and audience members are physically in the same room, able to free to walk around in that room and touch each other, yet they all see each other as avatars in a shared virtual world.

The research that went into this project, led by Ph.D. students Connor DeFanti and Zhenyi He, included low latency multi-participant tracking, synchronization of computer graphics with immersive 3D audio, and VR / AR collocation technology from our lab's spin-off company, Holjam Inc. The result is a new form of shared experience, combining the immediacy of live theater with the magical possibilities of shared virtual reality.

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All performers and audience members are physically in the same room, able to free to walk around in that room and touch each other, yet they all see each other as avatars in a shared virtual world.

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Description (in English)

This VR Literature work is an allegorical poem deliberately designed to emulate conventions established in early cinematographic days (the silent soundtrack, white on black intertitle-like text, parallels to Kinetoscope viewing) so as to echo a similar sense of creative pioneering/exploration. Our Cupidity Coda is designed for read through multiple times in order to unstitch its poetic denseness. It’s a slow burn work for those that click with it.

Instructions and Navigation: Our Cupidity Coda is designed for viewing via an internet browser using a VR headset – no hand controllers are necessary. The work is designed for (initial) quick sharp consumption, then repeat plays for those with which it resonates. It is also viewable using only a desktop browser/monitor, but the recommended setup is a HTC Vive using the latest version of the Mozilla Firefox browser.

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The Elder Scrolls V: Skyrim is an open world action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth main installment in The Elder Scrolls series, following The Elder Scrolls IV: Oblivion, and was released worldwide for Microsoft Windows, PlayStation 3 and Xbox 360 on November 11, 2011.

The game's main story revolves around the player character and their quest to defeat Alduin the World-Eater, a dragon who is prophesied to destroy the world. The game is set two hundred years after the events of Oblivion, and takes place in the fictional province of Skyrim. Over the course of the game, the player completes quests and develops the character by improving skills. The game continues the open world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time, and to ignore or postpone the main storyline indefinitely.

(Source: Wikipedia)

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Fus ro dah!

I used to be an adventurer like you, but then I took an arrow to the knee

Technical notes

The game is distributed on a paid-for basis and thus requires to be purchased via Steam or Bethesda for the PC version, or Xbox Store/PSN for the console version; either way, you need an account.

Description (in English)

World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe. World of Warcraft takes place within the Warcraft world of Azeroth, approximately four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne.(Source: Wikipedia)

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For the Alliance!

For the Horde!

Tempest Keep was merely a setback

Bear witness to the agent of your demise

Frostmourne hungers

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World of Warcraft Stormheim Area (from Legion)
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This game is currently only accessible via the Battle.net service and as such requires a Battle.net account. To play the game, you need to buy at least the Battle Chest (includes the original version and all the expansions but the latest one) and pay for subscription.

Description (in English)

Lips is a videopoem about the visualization of lips in human body organs, daily objects and machines. A couple communicates through a webcam. The woman recites a poem in Spanish language while the translation of the poem in English appears in the screen with animated letters.

This avant garde videopoem was filmed for a Spanish television channel of left wing ideology named Tele K and took part of a program dedicated to poetry called Show de Rimas. This poem was also exhibited in EPoetry London 2013 in a poster. As a concrete poem, it had the shape of lips. The poem has also been published in the poetry book "Danza Submarina" by Maya Zalbidea Paniagua (Publisher: Huerga y Fierro 2015).

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POX: SAVE THE PEOPLE® is a cooperative board game that challenges 1–4 players to stop the spread of a deadly disease. Not only is the game fun, but through play, players understand group immunity and the need to vaccinate. Many public health groups need to better promote immunizations in order to continue to prevent vaccine preventable diseases. Vaccinations against deadly diseases such as diphtheria, polio, and whooping cough were standard public health measures: kids today don’t worry about getting polio, for example. Due to suspicions about vaccines and links to other diseases, more parents refuse to immunize their children, which could lead to a national health crisis. Parents have misconceptions about vaccination. For example, some parents believe that vaccines are no longer necessary. This belief may stem from the idea that children develop immunity to diseases automatically through time, which is simply not true; these myths can lead to disaster. For example, whooping cough has reemerged in the United States. As the percentage of people vaccinated against whooping cough has decreased, the U.S. has lost “herd immunity” to whooping cough, thus allowing ways for contagion to spread among the populace. (Source: http://www.tiltfactor.org/game/pox/)

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Tiltfactor is delighted to be able to share some design methods with the public. Developed as part of the Values at Play project, the Grow-A-Game cards are widely in use in both K-12 and University classrooms. Using Grow-A-Game, groups of people brainstorm novel game ideas wich prioritize human values. While no prior game design experience is necessary, both experienced designers and those new to the field will have fun making games. In response to consumer demand, our team has created three distinct sets of the cards, with each version designed specifically to meet the needs of a particular user group. Apprentice, designed for 10+ beginners, as well as educators to use in classrooms and after school programs, focusing on digital game examples; Classic, designed for general users or those without much experience with digital games who are interested in exploring values-conscious design; Expert, geared toward advanced students for expert designers. This version is intended to complement more conventional brainstorming methods and without example games to modify. (Source: http://www.tiltfactor.org/game/grow-a-game/)

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Stupid Robot looks at everything but understands nothing. Can you help? Teach it as much as you can about the image. As it learns, it’ll want to know longer and longer words!
Stupid Robot is a quick and easy browser game that asks players to describe an image they are shown with particular lengths of words. The more word slots they fill, the smarter the robot gets.
Stupid Robot shows players images from libraries’ digital collections, and simply by playing players contribute data to these libraries and make the images they “tag” more accessible to the world.

Libraries and museums across the world have millions digital media artifacts, such as audio, video, and images that have no tags. Without tags (also known as metadata) describing their content, these artifacts are unsearchable and virtually unusable. Unfortunately, metadata is time consuming and expensive to generate, and many institutions can’t afford to tag their collections. Stupid Robot is part of the Metadata Games project, a free and open source suite of crowdsourcing games built to collect metadata with the public’s help. Playing Stupid Robot sends tags back to the institutions from which the images are drawn, allowing them to be more accessible to everyone: to the institutions, to researchers, and to the public. Play Stupid Robot, save digital media artifacts from oblivion.

(Source: http://www.tiltfactor.org/game/stupid-robot/)

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Do you have a green thumb? Test your skills as the victor of vines by typing the words shown on the screen, and grow your beanstalk from a tiny tendril to massive cloudscraper in this calming, zen-like typing game. Beanstalk is a quick and easy browser game that asks players to type the word they are shown on the screen. By presenting players with words from books of libraries’ scanned digital collections, Beanstalk collects transcriptions that are sent back to the libraries that the words come from. The more words players type correctly, the faster the beanstalk grows, and the more contributions are made to libraries’ and museums’ collections. Get to the top of the “High Score” leaderboard by correctly transcribing the most words, and declare yourself the victor of vines! Beanstalk tackles a major challenge for digital libraries: full-text searching of digitized material is significantly hampered by poor output from Optical Character Recognition (OCR) software. When first scanned, the pages of digitized books and journals are merely image files, making the pages unsearchable and virtually unusable. While OCR converts page images to searchable, machine encoded text, historic literature is difficult for OCR to accurately render because of its tendency to have varying fonts, typesetting, and layouts. Beanstalk presents players with phrases from scanned pages from cultural heritage institutions. After much verification, the words players type are sent to the libraries that store the corresponding pages, allowing those pages to be searched and data mined and ultimately making historic literature more usable for institutions, scholars, educators, and the public. Play Beanstalk, save scanned books from digital oblivion. (Source: http://www.tiltfactor.org/game/beanstalk/)

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