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Been There, Read That: Quelf: The Most Amazing Board Game Ever Invented

March 13th, 2011

Today’s challenge is:  a problem you have had.  I’ve had a lot of problems.  (Who hasn’t?)  One I currently have is finding time to write.  with school, work, homework, and everything else, it’s really hard to have time to write.  (The same thing goes for reading.)  I wanted to have A:TNG written by 2011, but it’s March, and it’s still not done.  That’s what I plan to work on over spring break.  We’re driving down to Georgia, and most of my time in the car will be spend writing (and reading).

I wanted to mention how incredibly awesome the board game Quelf is.  I first heard about it in this video.  It looked like the funnest board game ever, so I put it on my “want list.”  A few weeks ago, I was at Target with my mom and brother and happened to find the game.  I wasn’t really even searching for it (techincally).  my mom asked me to watch my brother while he was looking at toys, so I wandered over to the board games to see if it was there.  my mom agreed to buy it, but I didn’t really have anyone to play it with.  Then, my grandma announced that she wanted to have a family game night.  I knew immediately that I was bringing Quelf.
A bunch of my family was over at my grandma’s tonight, and we had fun playing Quelf for what was probably hours.  we played other games too (like Harry Potter Clue, the original Clue, and some game that was really fun but have never heard before and I can’t remember the name), but Quelf was definitely the hilight of the night.  I think it’s everyone’s favorite board game now.  if you like randomness and doing stupid things, than you’ll love Quelf.  if you don’t, than you’ll probably hate it.  you definitely can’t be afraid of looking like an idiot.  During one of the games, I had to wear a piece of paper stuck to my forehead the whole game and have one of my socks inside out.  It’s the most hilarious game ever.

Days until:
Deathly Hallows part 1 DVD: 30
The Twilight Saga: the Complete Illustrated Guide released: 31
LeakyCon 2011: 123
Deathly Hallows part 2 Movie: 125
My 18th Birthday: 145
Breaking Dawn part 1 Movie: 251
Breaking Dawn part 2 Movie: 615

Books Read in 2011: 7
Harry Potter Reread: GoF 22

Haley

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Changes in media are rewriting our messages

February 21st, 2011

Updated: February 6, 2011, 6:27 AM

In late 2007, to spur interest in the upcoming release of the latest Batman movie, the people behind “The dark Knight” launched a multimedia, guerrilla marketing campaign.

Mysterious e-mails led recipients to websites, where visitors were instructed to go to bakeries to pick up cakes that, it turns out, had cell phones baked inside.

The complicated, Internet-aided campaign eventually led participants to special screenings of the first six minutes of “The dark Knight” at IMAX theaters in five cities. While only a few dozen people took part in the cake hunt, 1.4 million people watched online.

“Why so Serious?” was more than just a successful public-relations campaign, according to author Frank Rose. it was an attempt to create an alternate reality, immersing the participants who tried to solve its puzzles and blurring the line between real life and fantasy.

At a basic level, “Why so Serious?” is one possible answer to the key question that Rose addresses in his new book, “The Art of Immersion”: How do we tell stories in the age of YouTube, Twitter, DVRs and densely rich video games?

Rose is a contributing editor for Wired magazine and author of “West of Eden,” about Steve Jobs’ 1985 ouster from Apple.

In “The Art of Immersion” — subtitled “How the Digital Generation is Remaking Hollywood, Madison Avenue and the Way We tell Stories”— Rose argues the pervasive interactivity produced by modern technology has changed storytelling.

Not being passive consumers of content, we expect engagement from our movies, TV shows, books, games and other media.

Stories, Rose argues, give our lives meaning, and every advance in technology — from the printing press to the motion-picture camera — changed how we tell those stories.

Through most of the 20th century, we consumed stories as sequential narratives, but the Internet allows for nonlinear, “inherently participatory” storytelling. these deeper, alternate story lines now play out through multiple media, and blend into our lives.

Rose spends a lot of time in “The Art of Immersion” addressing video games — how their developers are coming up with new ways to tell stories and why gamers enjoy them so much.

Rose details research that looks at the effects of video games on the brain, which is wired to seek out the promise of a reward, and how the most compelling games create a system that rewards gamers unpredictably.

Video-game players want well-developed characters, back stories and plot lines, and game designers are using artificial intelligence to try to deliver all of this.

In Hollywood, executives at networks and studios are working to stay relevant as first VCRs and now the Internet and the DVR erode their control. Directors such as James Cameron, of “Avatar,” view 3-D as a way to immerse the audience in the story. but so far 3-D movies have not stemmed the tide of declining movie attendance and 3-D TV has failed to catch on.

Rose poses another question: If everyone who has a cell-phone camera and broadband Internet can be a moviemaker, what makes a storyteller?

People want to imagine themselves in the story, retelling it and making it their own, whether in “Harry Potter” fan fiction or in homemade YouTube videos.

The writers of books, movie scripts and TV shows still speak to millions, but the conversation isn’t one-sided anymore.

TV producers are trying to find new ways to interact with those fans, but giving up control hasn’t been easy for them.

When fans of the AMC hit “Mad Men” set up Twitter accounts using the identities of their favorite characters from the show, the cable channel initially had the accounts shut down before changing its mind in the face of negative reaction.

Still, networks are losing viewers and advertising, and marketers are looking beyond the 30- second TV spot to reach this fragmented audience.

Like the campaign for “The dark Knight,” this means relying on multiple media platforms, interactivity, audience participation and product placement, Rose contends.

And, instead of preaching to consumers, advertisers must listen to them, too, because consumers define brands whenever they write about a product on a blog or a Twitter account.

In the end, Rose wonders who will create the truly immersive experience we seek, the kind promised in the holodeck familiar to any “Star Trek” fan. And, when we do find ourselves so completely immersed, Rose asks, how will we keep track of what is real and what isn’t?

It’s the last of a series of questions posed by Rose in his book, which, despite being “old technology,” will interest anyone who wonders about the effects of the digital age on how we communicate.

Stephen T. Watson covers technology culture for The News.

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Books | Young Adults Grown-ups helping teen titles flourish

April 2nd, 2010