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Shigeru Miyamoto

Shigeru Miyamoto
Shigeru Miyamoto (宮本 茂, Miyamoto Shigeru?, born November 16, 1952[1]) is a Japanese video game designer and producer. He is best known as the creator of some of the best-selling, most critically acclaimed, most enduring, and most influential games and franchises of all time. Miyamoto was born and raised in Kyoto Prefecture; the natural surroundings of Kyoto inspired much of Miyamoto's later work. Early life Miyamoto was born in the Japanese town of Sonobe, a rural town northwest of Kyoto,[3] on November 16, 1952. Miyamoto graduated from Kanazawa Municipal College of Industrial Arts with a degree in industrial design[3] but no job lined up. Western genre television shows had a major influence on Miyamoto.[8] Career 1977–1984: Arcade beginnings; Donkey Kong Nintendo, a relatively small Japanese company, had traditionally sold playing cards and other novelties, although it had started to branch out into toys and games in the mid 1960s. 1990–2000: SNES and N64; Super Mario 64 and Ocarina of Time

Game studies Game studies or gaming theory is a discipline that deals with the critical study of games. More specifically, it focuses on game design, players, and their role in society and culture. Game studies is an inter-disciplinary field with researchers and academics from a multitude of other areas such as computer science, psychology, sociology, anthropology, philosophy, arts and literature, media studies, communication, theology, and more. Like other media disciplines, such as television studies and film studies, game studies often involves textual analysis and audience theory. Game studies tends to employ more diverse methodologies than these other branches, drawing from both social science and humanities approaches. History[edit] Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and anthropology. The youth of the field of game studies is also another reason for blurred boundaries between approaches. Social sciences[edit] [edit]

Foxhole radio - ZombieSquadWiki From ZombieSquadWiki Work in Progress The traditional foxhole radio is made out of scavenged parts by some soldiers during World War II. This page documents that radio as well as improvements to help it work better. The construction of the radio is not very difficult and most people age 6 and up should be able to make one. This is not only fun project, but one that can dramatically increase your ability to get information when you need it most. Basic Radio The basic radio is simply a diode, crystal earpiece (piezo electric), and an antenna. The antenna is the top left triangle looking thing. The coil is the spring looking thing Ground is the right triangle The headphones are the ear muff looking things The diode is the triangle with the line on the left side Making the coil Items required About 50 feet of wire bottle or other non-conducting form about 6 inches in length and about 2 inches in diameter pen, nail, stick to make taps Where to scavenge parts from Wire Bottle Pen Wind the coil Mods

Why gamers are a great fit at the gym "For the first 26 years of my life, I had no idea what exercise was," Fitocracy user Michael Perry says. Fitocracy uses video game techniques to encourage exercise"Glued to Games" authors say motivation is similar in fitness, games Community around online games, or fitness, satisfies a psychological need (CNN) -- They've been trained to focus for weeks at a time on a single goal. They know how to clearly identify obstacles and form step-by-step plans to overcome them. They're obsessed with improving specific skills but judge success only by overall progress made in the world they've decided to conquer -- as realistic or fantastical as it may be. It's precisely these traits that make video-gamers great bodybuilders. Take a moment to laugh, if you must. Brian Wang and Dick Talens were the stereotypical video-gamers in high school. "I literally would wake up and play all day, eating intermittently," Talens said. Dick Talens weighed 230 pounds in high school before becoming a body builder. Why?

Top 10 Video Game Consoles of All Time Serious Games Games have been on my mind more than usual lately, both because of Jane McGonigal's new book Reality is Broken, and Bruce Sterling's review of The Art of Game Design. Games are fascinating because players perform pointless tasks that under any other circumstances would be considered work, and master arcane skills, all in the name of fun. If the energy put into playing games could be harnessed to external reality, whether economic or political, it'd be like building a social perpetual motion machine. Another side of games is socialization. The last area of games that we're interested in, and on which relatively little research has been done, is the use of games to help collective decision-making.

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