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	<title>Kieran Nolan &#187; Video Games</title>
	<atom:link href="http://blog.keyo.net/tag/videogames/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.keyo.net</link>
	<description>ink, pixels, pushbuttons</description>
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		<title>Atari 2600 Study</title>
		<link>http://blog.keyo.net/2009/05/atari-2600-study/</link>
		<comments>http://blog.keyo.net/2009/05/atari-2600-study/#comments</comments>
		<pubDate>Wed, 20 May 2009 09:50:16 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[8bit]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Video Games]]></category>
		<guid isPermaLink="false">http://blog.keyo.net/?p=703</guid>
		<description><![CDATA[At the moment I'm reading 'Racing The Beam', an in-depth study of Atari's VCS console from 1977 (renamed the 2600 in 1982). The book traces the systems history and talks about how it's game designers creatively worked around the machines limitations. One major constraint been how it was designed to show just 2 sprites (objects, [...]]]></description>
			<content:encoded><![CDATA[<p>At the moment I'm reading <a target="_blank" href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&#038;tid=11696" >'Racing The Beam</a>', an in-depth study of <a target="_blank" href="http://en.wikipedia.org/wiki/Atari_VCS" >Atari's VCS console</a> from 1977 (renamed the 2600 in 1982). The book traces the systems history and talks about how it's game designers creatively worked around the machines limitations.  One major constraint been how it was designed to show just 2 sprites (objects, aliens or whatever) onscreen at once.</p>
<p>In the name of research I've scored a cheap woodgrain 2600 from ebay and will conduct some serious playtesting of the games mentioned in Racing The Beam, starting off with <a target="_blank" href="http://www.youtube.com/watch?v=GuCXiz45i9k&#038;feature=fvsr" >Combat</a>, <a target="_blank" href="http://www.youtube.com/watch?v=9srvn09IXNk" >Pac-Man</a> and <a target="_blank" href="http://www.youtube.com/watch?v=U2KhY5LXXJI" >Space Invaders</a>.  Then it's onto <a target="_blank" href="http://www.youtube.com/watch?v=xy_O5LJlK8w" >Empire Strikes Back</a>. Even <a target="_blank" href="http://www.youtube.com/watch?v=2DTjLG3usQo" >E.T.</a> will be tested. It's gonna be a tough job :)</p>
<p>Anyhows, there are still applications been made for the 2600, albeit in a homebrew capacity. For instance, <a target="_blank" href="http://www.youtube.com/watch?v=R_EkNo02wa8" >Atari 2600 OS</a>, a  point and click GUI with <a target="_blank" href="http://en.wikipedia.org/wiki/Pong" >Pong</a> embedded is a marvel of minimalism.  While the <a target="_blank" href="http://www.youtube.com/watch?v=djfadUJIFmk" >2600 Full Midi interface</a> allows direct control of the VCS audio for making music, if you're into the gritty low-bit sound!</p>
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		<title>Octocky 8bit Improvo</title>
		<link>http://blog.keyo.net/2008/03/octocky-8bit-improvo/</link>
		<comments>http://blog.keyo.net/2008/03/octocky-8bit-improvo/#comments</comments>
		<pubDate>Wed, 05 Mar 2008 02:39:51 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[8bit]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Chiptunes]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Video games]]></category>
		<guid isPermaLink="false">http://blog.keyo.net/?p=199</guid>
		<description><![CDATA[A musical creation game from 1986 by Toshio Iwai, who created Electroplankton and most recently the Tenori-On for Yamaha. Octocky was released on the Famicom Disk System, the Japanese version of the 8-Bit NES console. The syncing of music, visuals and gameplay were groundbreaking at the time and it still stands out today. More information [...]]]></description>
			<content:encoded><![CDATA[<p>A musical creation game from 1986 by <a target="_blank" href="http://en.wikipedia.org/wiki/Toshio_Iwai" >Toshio Iwai</a>, who created <a target="_blank" href="http://en.wikipedia.org/wiki/Electroplankton" >Electroplankton</a> and most recently the <a target="_blank" href="http://en.wikipedia.org/wiki/Tenori-on" >Tenori-On</a> for Yamaha.  Octocky was released on the <a target="_blank" href="http://www.famicomworld.com" >Famicom Disk System</a>, the Japanese version of the 8-Bit NES console.  The syncing of music, visuals and gameplay were groundbreaking at the time and it still stands out today. More information and a rom image to run in a suitable <a target="_blank" href="http://www.emulator-zone.com/doc.php/nes/" >emulator</a> are available <a target="_blank" href="http://www.dessgeega.com/otocky.html" >here</a>. Bonus review <a target="_blank" href="http://www.siliconera.com/otocky/" >here</a>.</p>
<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/-uIdWu1CzJ0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/-uIdWu1CzJ0" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>
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		<title>Sinister 7 &#8211; Interactive Munny</title>
		<link>http://blog.keyo.net/2008/02/sinister-7-interactive-munny-2/</link>
		<comments>http://blog.keyo.net/2008/02/sinister-7-interactive-munny-2/#comments</comments>
		<pubDate>Sat, 02 Feb 2008 00:01:21 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[Designer Toys]]></category>
		<category><![CDATA[Electronics]]></category>
		<category><![CDATA[Hacking]]></category>
		<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[Physical Computing]]></category>
		<category><![CDATA[Video Games]]></category>
		<guid isPermaLink="false">http://blog.keyo.net/?p=195</guid>
		<description><![CDATA[This article from Sparkfun.com details a really interesting piece of work made with some of their equipment, an electronic version of the Magic 8-Ball game that detects motion through a gyroscope and displays its information on a mobile-phone screen embedded into a custom painted Munny. The DIY aspect of this project is great, as is [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.sparkfun.com/commerce/present.php?p=Sinister7" >This article</a> from <a target="_blank" href="http://sparkfun.com" >Sparkfun.com</a> details a really interesting piece of work made with some of their equipment, an electronic version of the <a target="_blank" href="http://en.wikipedia.org/wiki/Magic_8_ball" >Magic 8-Ball game</a> that detects motion through a gyroscope and displays its information on a mobile-phone screen embedded into a custom painted <a target="_blank" href="http://www.kidrobot.com/munny/" >Munny</a>. The DIY aspect of this project is great, as is the end result, an interactive twist to designer toy customisation.</p>
<p><a target="_blank" href="http://blog.keyo.net/wp-content/uploads/2008/08/mnny.jpg" ><img src="http://blog.keyo.net/wp-content/uploads/2008/08/mnny.jpg" alt="" title="mnny" width="300" height="300" class="alignnone size-medium wp-image-390" /></a></p>
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		<title>History of Zelda Documentary</title>
		<link>http://blog.keyo.net/2007/10/history-of-zelda-documentary/</link>
		<comments>http://blog.keyo.net/2007/10/history-of-zelda-documentary/#comments</comments>
		<pubDate>Sun, 14 Oct 2007 20:01:25 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[8bit]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Video games]]></category>
		<guid isPermaLink="false">http://blog.keyo.net/?p=183</guid>
		<description><![CDATA['Zelda No Video' is a documentary about Nintendo's 'Legend of Zelda' series by Enterbrain in Japan. It was made in 2003 but was never officially translated into English. However earlier this year Zentendo released a fansub of the documentary, which took over a dozen volunteers nearly four years to complete. The documentary takes us from [...]]]></description>
			<content:encoded><![CDATA[<p>'Zelda No Video' is a documentary about Nintendo's '<a target="_blank" href="http://en.wikipedia.org/wiki/The_Legend_of_Zelda_%28series%29" >Legend of Zelda</a>' series by Enterbrain in Japan. It was made in 2003 but was never officially translated into English. However earlier this year <a target="_blank" href="http://www.zentendo.com/features.php?articleId=46&#038;page=1" >Zentendo</a> released a <a target="_blank" href="http://en.wikipedia.org/wiki/Fan_Sub" >fansub</a> of the documentary, which took over a dozen volunteers nearly four years to complete. The documentary takes us from the series' roots on the 8bit <a target="_blank" href="http://www.famicomworld.com" >Famicom</a> / <a target="_blank" href="http://www.nesworld.com" >Nes</a> console up to the '<a target="_blank" href="http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker" >The Wind Waker</a>' on the <a target="_blank" href="http://en.wikipedia.org/wiki/Nintendo_GameCube" >Gamecube</a>. A really interesting piece of videogame history and a great insight into Zelda as a cultural phenomenon in Japan and worldwide.</p>
<p><embed style="width:400px; height:326px;" id="VideoPlayback" type="application/x-shockwave-flash" src="http://video.google.com/googleplayer.swf?docId=-6270291496148057531&#038;hl=en" flashvars=""> </embed></p>
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		<title>8bit Chiptune Workshop @ LABoral</title>
		<link>http://blog.keyo.net/2007/08/8bit-chiptune-workshop-laboral/</link>
		<comments>http://blog.keyo.net/2007/08/8bit-chiptune-workshop-laboral/#comments</comments>
		<pubDate>Wed, 15 Aug 2007 00:06:27 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[8bit]]></category>
		<category><![CDATA[Circuit Bending]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Chiptunes]]></category>
		<category><![CDATA[Video Games]]></category>
		<guid isPermaLink="false">http://blog.keyo.net/?p=178</guid>
		<description><![CDATA[A couple of weeks ago I attended an 8bit chiptune workshop at LABoral in Gijón in the Asturias region Spain. The workshop was part of series of such running alongside LABoral's Gameworld exhibition (a Second Life workshop had taken place earlier that week). The teachers were Glomag and BubblyFish from New York and 'Yes, Robot' [...]]]></description>
			<content:encoded><![CDATA[<p>A couple of weeks ago I attended an 8bit chiptune workshop at <a target="_blank" href="http://www.laboralcentrodearte.org/portal.do" >LABoral</a> in <a target="_blank" href="http://en.wikipedia.org/wiki/Gijon" >Gijón</a> in the Asturias region Spain.  The workshop was part of series of such running alongside LABoral's <a target="_blank" href="http://tale-of-tales.com/blog/2007/03/31/gameworld-virtual-exhibition/" >Gameworld</a> exhibition (a Second Life workshop had taken place earlier that week).</p>
<p>The teachers were <a target="_blank" href="http://www.glomag.com" >Glomag</a> and <a target="_blank" href="http://www.bubblyfish.com" >BubblyFish</a> from New York and '<a target="_blank" href="http://www.yesrobot.net" >Yes, Robot</a>' and <a target="_blank" href="http://rabatomusic.wordpress.com/" >Rabato</a> from Barcelona. These guys are big names in the chiptune scene and over the course of two days provided great hands on training making tracks on the <a target="_blank" href="http://en.wikipedia.org/wiki/Game_Boy_line#Game_Boy" >oldschool Nintendo Gameboy</a> using <a target="_blank" href="http://www.littlesounddj.com" >Little Sound DJ</a> and <a target="_blank" href="http://www.nanoloop.com" >Nanoloop</a>.</p>
<p><a target="_blank" href="http://en.wikipedia.org/wiki/LSDJ" >LSDJ</a> uses a text based <a target="_blank" href="http://en.wikipedia.org/wiki/Tracker" >tracker</a> interface, you adjust the sound parameters by changing <a target="_blank" href="http://en.wikipedia.org/wiki/Binary_numeral_system" >binary</a> values. <a target="_blank" href="http://www.nanoloop.com" >Nanoloop</a> is more visual and you create sounds and sequences through by selecting icons and applying them to a 4 x 4 grid of squares. Both have their pros and cons but ultimately do the same job, directly controlling the Gameboy's unique 4 channel sound sound chip. </p>
<p>The 8bit maestros also performed live on stage at LABoral backed up by Barcelona VJ duo <a target="_blank" href="http://www.entter.com" >Entter</a>, who complemented all the music by syncing up pixel graphic visuals through their own custom built flash applications. A news reporter from Madrid described the show as "Beautiful" and I've got to agree.  I've been into 8bit video game sounds and graphics since I was a child, but hearing this style of music blasting through a concert PA while watching huge pixel graphic projections was on another level of greatness altogether. </p>
<p>Both the workshop and live show were filmed for an upcoming documentary by Lionel Brouet, who made <a target="_blank" href="http://www.8-bitgeneration.com/" >8 Bit Generation</a>, so that's going to be very interesting to see. Anyway's I'm back home now and starting to mess with the special cartridges, the Gameboy is plugged into my <a target="_blank" href="http://en.wikipedia.org/wiki/Roland_Micro_Cube" >Micro Cube</a> amp and I'm beginning to make some simple loops, will post whatever happens on my <a target="_blank" href="http://myspace.com/bleepmaster" >myspace page</a>. Bleep!</p>
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		<title>FÍS07 &#8211; Dundalk IT Multimedia Exhibition</title>
		<link>http://blog.keyo.net/2007/06/fis07-dundalk-it-multimedia-exhibition/</link>
		<comments>http://blog.keyo.net/2007/06/fis07-dundalk-it-multimedia-exhibition/#comments</comments>
		<pubDate>Sat, 16 Jun 2007 11:30:07 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[Arduino]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Tangible Interfaces]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Interaction]]></category>
		<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[Mobile Phone]]></category>
		<category><![CDATA[Physical Computing]]></category>
		<category><![CDATA[Video games]]></category>
		<guid isPermaLink="false">http://blog.keyo.net/?p=174</guid>
		<description><![CDATA[This week Dundalk IT's department of Music &#038; Creative media held it's fifth annual multimedia exhibition. On display were interactive projects from the 3rd and 4th year multimedia degree students. The teams did a great job, their imagination and hard work really paying off with a innovative and varied selection of work. Here's some info [...]]]></description>
			<content:encoded><![CDATA[<p>This week Dundalk IT's department of Music &#038; Creative media held it's fifth annual multimedia exhibition. On display were interactive projects from the 3rd and 4th year multimedia degree students. The teams did a great job, their imagination and hard work really paying off with a innovative and varied selection of work. Here's some info on the projects that were on display: </p>
<p><a target="_blank" href="http://www.projectanomie.net" >Anomie</a><br />
An experimental art piece showing the journey of an amnesiac from a healthy state of mind to a state of uncertainty. Through a route of non-linear interactivity, the user helps guide the character to the reason of his ill health and the incident that caused it.</p>
<p><a target="_blank" href="http://www.projectmammy.com" >M.A.M.M.Y.</a><br />
M.A.M.M.Y. (mass audience multimedia-media yeah) is a social networking site for the creative students of DKIT, where they can communicate, collaborate and display their work. It uses bluetooth to beam recently uploaded content to students mobile phones.</p>
<p><a target="_blank" href="http://www.reachinfo.net" >R.E.A.C.H.</a><br />
The R.E.A.C.H. (Routine Education for Autistic Children at Home) team produced an e-learning CD-ROM for autistic children to show them how to get ready for school in the morning. Their research found that autistic children are visual thinkers so it uses a cartoon based approach to effectively communicate it's message.</p>
<p><a target="_blank" href="http://www.moodworks.fortunecity.com" >Delirium</a><br />
Delerium generates a visual representation of the current mood of the user using music and colour. The users temperature is recorded and inputted into the computer, at which point images and a piece of music appears and floats around the walls of the room. Questions appear onscreen that the user answers, after which these answers are compared and contrasted with the temperature reading.</p>
<p><a target="_blank" href="http://www.landofluna.fortunecity.com" >The Land Of Luna</a><br />
An exploratory game aimed at 8 to 9 year old girls. The game is from a first person perspective. The user plays the character of Lana who is transported to the world inside her snow globe, where she must collect a series of objects in different levels to save her friend Noah. There is no time limit on the game, so as to encourage the user to explore the world and interact with the characters.</p>
<p><a target="_blank" href="http://www.reubenchinaski.net" >Reuben Chinaski</a><br />
An interactive exploratory autobiography for the digital age. We see the main character, Reuben Chinaski, on his deathbed. He is too weak to write his own biography so instead he tells the user about the ups and downs of his life. The user is free to explore parts of Reuben's life in a non-linear fashion by selecting various objects in the room and letting Reuben explain what the object means to him through filmed narrated memories.</p>
<p><a href="mailto:clee04@studentmail.dkit.ie">Seven Deadly Sins</a><br />
Purge your soul of the seven deadly sins by engaging with this interactive experience. Memorize sound sequences inside the confession box while hit with some far out imagery.</p>
<p><a target="_blank" href="http://tacticalcontrolforce.com" >Tactical Control Force</a><br />
'Watch tomorrow's news today", in TCF you control a live newsfeed by taking place in a series of games. The outcome of these tests shapes the narrative. A real adrenaline rush as you try to avert a national emergency in real time. The installation for this piece is a sort of survival bunker  / command post, which helps intensify the atmosphere further.</p>
<p><a target="_blank" href="http://www.zeppelinsuniverse.com" >Zeppelin's Universe</a><br />
This game's target audience is kids in a public waiting room who are feeling restless. The main character, Mikey, goes into a dream state where he meets Zeppelin the Wizard. He has four tasks to accomplish to allow him to return to reality, or else he will be trapped in Zeppelin's Universe forever.</p>
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		<title>Rock, Scissors, (Research) Paper</title>
		<link>http://blog.keyo.net/2007/05/rock-scissors-research-paper/</link>
		<comments>http://blog.keyo.net/2007/05/rock-scissors-research-paper/#comments</comments>
		<pubDate>Mon, 07 May 2007 16:04:09 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[Hacking]]></category>
		<category><![CDATA[Physical Computing]]></category>
		<category><![CDATA[Tangible Interfaces]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Interaction]]></category>
		<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[Video games]]></category>
		<guid isPermaLink="false">http://blog.keyo.net/?p=170</guid>
		<description><![CDATA[DKIT's Department of Music &#038; Creative Media recently held it's 4th Annual Research Colloquium. Nine papers were presented by students and staff, ranging from the effects of social networking sites on peoples lives to the middle east conflict. I made a presentation on 'Bionic Roshambo', my cyberglove controlled Rock, Scissors, Paper game. More about it [...]]]></description>
			<content:encoded><![CDATA[<p>DKIT's Department of Music &#038; Creative Media recently held it's 4th Annual Research Colloquium. Nine papers were presented by students and staff, ranging from the effects of social networking sites on peoples lives to the middle east conflict. I made a presentation on '<a target="_blank" href="http://keyo.net/bionicroshambo" >Bionic Roshambo</a>', my cyberglove controlled Rock, Scissors, Paper game. More about it at <a target="_blank" href="http://keyo.net/bionicroshambo" >keyo.net/bionicroshambo</a>.</p>
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		<title>A Dictionary of Video Game Theory</title>
		<link>http://blog.keyo.net/2005/12/a-dictionary-of-video-game-theory/</link>
		<comments>http://blog.keyo.net/2005/12/a-dictionary-of-video-game-theory/#comments</comments>
		<pubDate>Sun, 11 Dec 2005 18:06:25 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Video games]]></category>
		<guid isPermaLink="false">http://keyo.net/blog1/index.php?entry=entry051211-190625</guid>
		<description><![CDATA[Does exactly what it says on the tin: link It contains a reference to triangularity as featured in the game of Rock, Paper, Scissors... that would have been handy for the Bionic Roshambo project...]]></description>
			<content:encoded><![CDATA[<p>Does exactly what it says on the tin: <a href="http://www.half-real.net/dictionary/"  target="_blank" >link</a></p>
<p>It contains a reference to <a href="http://www.half-real.net/dictionary/#triangularity"  target="_blank" >triangularity</a> as featured in the game of <a href="http://www.half-real.net/dictionary/#rps"  target="_blank" >Rock, Paper, Scissors</a>... that would have been handy for the <a href="http://keyo.net/bionicroshambo"  target="_blank" >Bionic Roshambo</a> project...</p>
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		<title>Urban Dead &#8211; Zombie MMORPG</title>
		<link>http://blog.keyo.net/2005/10/urban-dead-zombie-mmorpg/</link>
		<comments>http://blog.keyo.net/2005/10/urban-dead-zombie-mmorpg/#comments</comments>
		<pubDate>Sat, 15 Oct 2005 20:08:44 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Web]]></category>
		<category><![CDATA[Video games]]></category>
		<guid isPermaLink="false">http://keyo.net/blog1/index.php?entry=entry051015-220844</guid>
		<description><![CDATA["Urban Dead is a low-tech massively-multiplayer zombie apocalypse game where the living and the undead compete for the control of a quarantined city." Awesome stuff... The user starts by selecting their player type (civilian, military, scientist or zombie) each with different strengths and weaknesses. Then they start the game, stranded in Malton City... looking for [...]]]></description>
			<content:encoded><![CDATA[<p>"<a href="http://www.urbandead.com"  target="_blank" >Urban Dead</a> is a low-tech massively-multiplayer zombie apocalypse game where the living and the undead compete for the control of a quarantined city." </p>
<p>Awesome stuff... The user starts by selecting their player type (civilian, military, scientist or zombie) each with different strengths and weaknesses. Then they start the game, stranded in Malton City... looking for a safe house, food, weapons whatever it takes to survive the undead apocalypse.  So far I&#039;m alive... having avoided some zombies, found a baseball bat and made it to the sanctury of a Necrotech building (my character type is a Necrotech Lab Assistant), I have to wait a while there while my action points replenish... then it&#039;s back to streets :) -  this looks addictive, it&#039;s even inspired some to create a <a href="http://wiki.urbandead.com/index.php/Church_of_the_Resurrection"  target="_blank" >quasi-religion</a>!</p>
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		<title>Game Theorists win Nobel Prize</title>
		<link>http://blog.keyo.net/2005/10/game-theorists-win-nobel-prize/</link>
		<comments>http://blog.keyo.net/2005/10/game-theorists-win-nobel-prize/#comments</comments>
		<pubDate>Mon, 10 Oct 2005 20:51:39 +0000</pubDate>
		<dc:creator>kieran</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Video games]]></category>
		<guid isPermaLink="false">http://keyo.net/blog1/index.php?entry=entry051010-225139</guid>
		<description><![CDATA[Simulating and predicting the outcome of life threatening conflict through gaming: "Game theory was first developed by Hungarian mathematician John von Neumann in the 1940s and 1950s as a way to understand decision-making in the real world where several parties were bargaining, perhaps with unequal resources and information. It developed into a mathematical theory of [...]]]></description>
			<content:encoded><![CDATA[<p>Simulating and predicting the outcome of life threatening conflict through gaming:</p>
<p>"Game theory was first developed by Hungarian mathematician John von Neumann in the 1940s and 1950s as a way to understand decision-making in the real world where several parties were bargaining, perhaps with unequal resources and information.</p>
<p>It developed into a mathematical theory of strategy, which helped explain which decision, to cooperate or not with rivals, had the best pay-off.. " <a href="http://news.bbc.co.uk/2/hi/business/4326732.stm"  target="_blank" >link</a></p>
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