115 resultados para Card games.


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Provides information on the mathematical potential of commercial board games. Mastermind; Snakes and Ladders; Ludo.

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As part of a nationally funded project, we have developed and used 'games' as student centred teaching resources to enrich the capacity for design in beginning students in architecture, landscape architecture and urban design. Students are encouraged to learn inter-actively in a milieu characterised by self-directed play in a low-risk computer modelling environment. Recently thirteen upper year design students, six from Adelaide University (Adelaide, South Australia, Australia), five from Deakin University (Geelong, Victoria, Australia), and two from Victoria University, (Wellington, New Zealand) were commissioned over a ten-week period of the 2000-2001 Australian summer to construct a new series of games. This paper discusses the process behind constructing these games.

This paper discusses six topical areas:

– what is a game;
– specific goals of the summer games;
– the structure of a game;
– the game-making process;
– key findings from the production unit; and
– future directions.

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Technopopular culture such as computer games immerses young people in highly complex and engaging worlds, worlds in which literacy and communicative practices are significantly reconfigured and extended by the contexts in which they occur. This paper reports on a study exploring the textual engagement, pleasures and literacies entailed in playing on line computer games amongst a group of young people aged 15-16. It explores the ways in which these young people read and utilised intersections between traditional print-based text, visual images, symbols, sound, interactivity and other elements to play and make sense of a range of Real Time Strategy and Role Playing Computer Games; the place of games and gaming amongst other text-based leisure activities in their lives; and issues of interpretation, representation and response entailed in playing with real or virtual partners in cyberspace.

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12 minute solo within an hour-long work, performed 18 - 22 February 2004  at the Dancehouse, Melbourne

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The issue of credit card debt has become an increasing concern in recent years. In Australia, for example, there is currently $42.5 billion worth of outstanding debt on credit cards, with $30 billion (over 70 per cent) bearing interest. Further, in 2001, Visa reported that 32 per cent of consumers had not paid their card off in the previous 12 months, which suggests that interest-bearing debt in Australia is held by approximately only 113 of credit card borrowers. An important element of credit card marketing is the use of psychological manipulations to encourage consumers to take-up credit. In this article, we examine the use of language and imagery in unsolicited credit card limit increase offers, and how these might influence consumers' decisions to increase their credit card limit. The analysis found that the use of terms that focused on the benefits of credit card use, such as "choice", "freedom", and "peace of mind" were used consistently to convince consumers to increase their credit card limit, whereas the use the of terms that could be considered more pragmatic and with direct reference to the nature of the product, such as "debt", "repayment" and "loan", were rarely used. Similarly, the use of colour, text changes, and images, were used which may have an influence over a consumer's ability to rationally consider whether the increase is appropriate for them. The paper concludes by recommending that government and representative bodies need to take into account the psychological manipulations used by credit card providers when developing consumer policy and codes of ethics.

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