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	<title>Daniel Rehn &#62; Blog</title>
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	<link>http://blog.danielrehn.com</link>
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		<title>Playpower: Making it happen</title>
		<link>http://blog.danielrehn.com/2009/05/playpower-making-it-happen/</link>
		<comments>http://blog.danielrehn.com/2009/05/playpower-making-it-happen/#comments</comments>
		<pubDate>Tue, 05 May 2009 19:39:25 +0000</pubDate>
		<dc:creator>Daniel Rehn</dc:creator>
				<category><![CDATA[Project]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[playpower]]></category>

		<guid isPermaLink="false">http://danielrehn.com/blog/?p=76</guid>
		<description><![CDATA[In April 2008—just about a year ago—I co-founded Playpower with my frequent collaborators Derek and Jeremy.  Derek had spent the year in India and during his travels, he was doing what we always do: looking for the next project. It &#8230; <a href="http://blog.danielrehn.com/2009/05/playpower-making-it-happen/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>In April 2008—just about a year ago—I co-founded <a href="http://playpower.org">Playpower</a> with my frequent collaborators <a href="http://socialmovement.org">Derek</a> and <a href="http://jeremydouglass.com">Jeremy</a>.  Derek had spent the year in India and during his travels, he was doing what we always do: <em>looking for the next project.</em> It came in the form of a $12 computer that his friends insisted he not purchase.  Thankfully, he ignored their pleas and brought one back to California.  Soon after, we busted out with a mission to support affordable, effective, fun learning games.</p>
<div style="margin-right:90px;">
<p style="text-align: right;"><img class="alignnone size-full wp-image-82" title="Playpower" src="http://danielrehn.com/blog/wp-content/uploads/2009/03/11.png" alt="Playpower" width="500" height="250" /><br />
<em>by <a href="http://enso.tumblr.com/">Enso</a></em></p>
</div>
<p>So, here it is, May 2009.  We have international collaborators in Brazil, China, India, and everywhere really.  There&#8217;s an incredibly impressive group of volunteers signing up to help make this all happen.  The project has been awarded the HASTAC/MacArthur Foundation <a href="http://www.dmlcompetition.net/winnerDetail.php?x=play">Digital Media and Learning</a> award.  We&#8217;re collaborating with the 8-bit art community, especially the <a href="http://8bitpeoples.com">8bitpeoples</a>, in an effort to prove that learning games can both sound and look great.  And there&#8217;s our recent performance at <a href="http://en.oreilly.com/et2009/">ETech 2009</a> along with the resulting <a href="http://blog.wired.com/gadgets/2009/03/12-computers-ba.html">press</a> helping to get the word out about the project.  Furthermore, the computer is for sale in the <a href="http://www.makershed.com/ProductDetails.asp?ProductCode=MKPP1">MakerShed</a> and we&#8217;ll be at the <a href="http://makerfaire.com/">MakerFaire</a> to demonstrate the computer&#8217;s use as a hackable art device.</p>
<p>I am looking forward as we elevate from concept to implementation.  Bridging the gap between educators creating culturally-relevant learning games and stellar artists wanting to make a difference.  This is going to be great!  <em>(Interested in joining the project?  We need you—<a href="http://volunteers.playpower.org">sign up today!</a>)</em></p>
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		<title>Research at the Re:Game lab</title>
		<link>http://blog.danielrehn.com/2009/05/research-at-the-regame-lab/</link>
		<comments>http://blog.danielrehn.com/2009/05/research-at-the-regame-lab/#comments</comments>
		<pubDate>Fri, 01 May 2009 17:45:34 +0000</pubDate>
		<dc:creator>Daniel Rehn</dc:creator>
				<category><![CDATA[Project]]></category>
		<category><![CDATA[lab]]></category>
		<category><![CDATA[ReGame]]></category>
		<category><![CDATA[VGDb]]></category>

		<guid isPermaLink="false">http://danielrehn.com/blog/?p=102</guid>
		<description><![CDATA[I am thrilled to announce that the Re:Game Lab at UC-San Diego is fully functional with nearly thirty consoles, stretching from the Odyssey² to the the PS3.  The lab is available for researchers of all disciplines to engage with the &#8230; <a href="http://blog.danielrehn.com/2009/05/research-at-the-regame-lab/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I am thrilled to announce that the <a href="http://danielrehn.com/regame-lab">Re:Game Lab</a> at UC-San Diego is fully functional with nearly thirty consoles, stretching from the Odyssey² to the the PS3.  The lab is available for researchers of all disciplines to engage with the games and consoles as they were designed to be experienced.  Every system is configured to be recorded for gameplay analysis.</p>
<div id="attachment_103" class="wp-caption alignnone" style="width: 511px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/05/jeremy-regame-lab.jpg"><img class="size-large wp-image-103" title="Jeremy in the Re:Game Lab" src="http://danielrehn.com/blog/wp-content/uploads/2009/05/jeremy-regame-lab-1024x768.jpg" alt="Jeremy playing Yar's Revenge in the Re:Game Lab" width="501" height="376" /></a><p class="wp-caption-text">Jeremy playing Yar&#39;s Revenge in the Re:Game Lab</p></div>
<p>As a core mission of Re:Game, we&#8217;re holding weekly events for gameplay showcases and critical discussion.  We&#8217;re kicking these shindigs off with an evening devoted to the topic of <em>Rhythm games</em> (<a href="http://www.mobygames.com/game/ps2/guitar-hero">Guitar Hero</a>, <a href="http://www.mobygames.com/game/ps2/rez">Rez</a>, <a href="http://www.mobygames.com/game/playstation/dance-dance-revolution">DDR</a>, et al).  If you&#8217;re in Southern California—or even passing through—please join us!  More details are available via the <a title="Re:Game at Google Groups" href="http://groups.google.com/group/ReGame?hl=en">Re:Game discussion group</a>.</p>
<p>If you&#8217;re interested in installing a lab at your own institution, we are very enthusiastic about sharing our process with you and spreading this concept to game studies programs everywhere.  In the coming months, we&#8217;ll be providing tutorials on setting up your own lab and configuring a VGSU (Video Game Sampling Unit).</p>
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		<title>Paperboy</title>
		<link>http://blog.danielrehn.com/2009/03/paperboy/</link>
		<comments>http://blog.danielrehn.com/2009/03/paperboy/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 05:26:20 +0000</pubDate>
		<dc:creator>Daniel Rehn</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Atari Lynx]]></category>
		<category><![CDATA[average]]></category>
		<category><![CDATA[Game Boy]]></category>
		<category><![CDATA[handheld]]></category>
		<category><![CDATA[Paperboy]]></category>
		<category><![CDATA[time-study]]></category>

		<guid isPermaLink="false">http://danielrehn.com/blog/?p=42</guid>
		<description><![CDATA[Paperboy is essential and has been ported endlessly.  Recently, I recorded gameplay from several of the ports: Atari ST, C64, NES, Sega Master System,  Atari Lynx, and Game Boy.  I quickly realized that the handheld ports are the most playable &#8230; <a href="http://blog.danielrehn.com/2009/03/paperboy/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p class="mceTemp"><a href="http://en.wikipedia.org/wiki/Paperboy_(video_game)">Paperboy</a> is essential and has been ported endlessly.  Recently, I recorded gameplay from several of the ports: Atari ST, C64, NES, Sega Master System,  Atari Lynx, and Game Boy.  I quickly realized that the handheld ports are the most playable and rewarding.  Paperboy benefits from constraints in both graphics and gameplay.</p>
<p class="mceTemp">Not only that, but the <em>Average</em>s from handheld recordings are stunning.  As the paperboy&#8217;s position rarely alters,  he appears to be breezing through a blurred neighborhood.  The similarity to long-exposure photographs, particularly with the Game Boy&#8217;s yellow-green display have encouraged further explorations which I will be posting over the next few months.</p>
<div id="attachment_45" class="wp-caption alignnone" style="width: 586px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/03/frames-fnt-avg.jpg"><img class="size-full wp-image-45" title="Paperboy/Lynx (Average)" src="http://danielrehn.com/blog/wp-content/uploads/2009/03/frames-fnt-avg.jpg" alt="Paperboy/Lynx (Average)" width="576" height="384" /></a><p class="wp-caption-text">Paperboy/Lynx (Average)</p></div>
<div id="attachment_44" class="wp-caption alignnone" style="width: 586px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/03/frames-fnt-avg-gb.jpg"><img class="size-full wp-image-44" title="Paperboy/GB (Average)" src="http://danielrehn.com/blog/wp-content/uploads/2009/03/frames-fnt-avg-gb.jpg" alt="Paperboy/GB (Average)" width="576" height="384" /></a><p class="wp-caption-text">Paperboy/GB (Average)</p></div>
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		<title>Excitebike</title>
		<link>http://blog.danielrehn.com/2009/03/excitebike/</link>
		<comments>http://blog.danielrehn.com/2009/03/excitebike/#comments</comments>
		<pubDate>Thu, 05 Mar 2009 04:57:27 +0000</pubDate>
		<dc:creator>Daniel Rehn</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[Excitebike]]></category>
		<category><![CDATA[maximum]]></category>
		<category><![CDATA[NES]]></category>
		<category><![CDATA[time-study]]></category>

		<guid isPermaLink="false">http://seqproc.danielrehn.com/?p=3</guid>
		<description><![CDATA[Last month, as an early time-study, I analyzed the first three stages of Excitebike. The Maximum representations—those which show everything all at once—produced beautiful results. At first glance, you can easily understand the track design by way of the equalizer-like &#8230; <a href="http://blog.danielrehn.com/2009/03/excitebike/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Last month, as an early time-study, I analyzed the first three stages of <a href="http://en.wikipedia.org/wiki/Excitebike">Excitebike</a>.  The <em>Maximum</em> representations—those which show everything all at once—produced beautiful results.</p>
<p>At first glance, you can easily understand the track design by way of the equalizer-like formation of overlapped ramps.  Additionally, you can see an even distribution of  jumps.  And although you can press &#8220;B&#8221; for turbo, you never actually advance beyond the fixed horizontal constraint provided by the game designers.  I will create a more comprehensive study in the future including every stage as well as some track designer experiments.</p>
<div id="attachment_4" class="wp-caption alignnone" style="width: 586px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/02/frames-fnt-max-11.jpg"><img class="size-full wp-image-4" title="Stage 1-1 (Maximum)" src="http://danielrehn.com/blog/wp-content/uploads/2009/02/frames-fnt-max-11.jpg" alt="Stage 1-1 (Maximum)" width="576" height="384" /></a><p class="wp-caption-text">Stage 1-1 (Maximum)</p></div>
<div id="attachment_5" class="wp-caption alignnone" style="width: 586px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/02/frames-fnt-max-12.jpg"><img class="size-full wp-image-5" title="Stage 1-2 (Maximum)" src="http://danielrehn.com/blog/wp-content/uploads/2009/02/frames-fnt-max-12.jpg" alt="Stage 1-2 (Maximum)" width="576" height="384" /></a><p class="wp-caption-text">Stage 1-2 (Maximum)</p></div>
<div id="attachment_6" class="wp-caption alignnone" style="width: 586px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/02/frames-fnt-max-13.jpg"><img class="size-full wp-image-6" title="Stage 2-1 (Maximum)" src="http://danielrehn.com/blog/wp-content/uploads/2009/02/frames-fnt-max-13.jpg" alt="Stage 2-1 (Maximum)" width="576" height="384" /></a><p class="wp-caption-text">Stage 2-1 (Maximum)</p></div>
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		<title>VGDb and time studies</title>
		<link>http://blog.danielrehn.com/2009/03/vgdb-and-time-studies/</link>
		<comments>http://blog.danielrehn.com/2009/03/vgdb-and-time-studies/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 21:06:12 +0000</pubDate>
		<dc:creator>Daniel Rehn</dc:creator>
				<category><![CDATA[Process]]></category>
		<category><![CDATA[time-study]]></category>
		<category><![CDATA[VGDb]]></category>

		<guid isPermaLink="false">http://danielrehn.com/blog/?p=26</guid>
		<description><![CDATA[As part of the Re:Game initiative at CRCA (UC San Diego), Jeremy Douglass and I are constructing the Video Gameplay Database (VGDb). A significant component of the VGDb is representations of gameplay.  Jeremy has developed several methods to study time &#8230; <a href="http://blog.danielrehn.com/2009/03/vgdb-and-time-studies/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>As part of the <a href="http://regame.nu">Re:Game</a> initiative at <a href="http://crca.ucsd.edu">CRCA</a> (UC San Diego), <a href="http://jeremydouglass.com">Jeremy Douglass</a> and I are constructing the <a href="http://danielrehn.com/vgdb/">Video Gameplay Database (VGDb)</a>.</p>
<p>A significant component of the VGDb is representations of gameplay.  Jeremy has developed several methods to study time as it relates to gameplay sessions.  Together, we along with other interested researchers are beginning to explore the possibility of these representations.</p>
<p>For some, there&#8217;s an attraction to the ability to see a montage of gameplay situations, for others it&#8217;s the crop a particular section of screen geometry (such as the chords in Guitar Hero) and dissect the game design.  And of course, the combination of these will serve to provide an understanding of large-scale patterns in the canon of game design.</p>
<p>For my own sake, I am most compelled to explore two representations: <em>Averages</em> and <em>Maximums</em>.  <em>Averages</em> produce a long-exposure type impression from the video while <em>Maximums </em>overlay every frame into one image and provide an all-at-once impression.  In the next few months, I will be recording and analyzing a great deal of gameplay using the &#8220;Video Game Sampling Unit&#8221; that we&#8217;ve devised at Re:Game.  While all of the results will end up in the VGDb, I also intend to post the highlights of my explorations here—the truly revelatory discoveries and the wowzers.</p>
<p>In the meantime, here are two recent prototypes of the VGDb interface:</p>
<div id="attachment_27" class="wp-caption alignnone" style="width: 509px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/03/vgdb-gameplay-sessions.png"><img class="size-medium wp-image-27" title="VGDb Prototype: Gameplay Sessions" src="http://danielrehn.com/blog/wp-content/uploads/2009/03/vgdb-gameplay-sessions.png" alt="VGDb Prototype: Gameplay Sessions" width="499" height="376" /></a><p class="wp-caption-text">VGDb Prototype: Gameplay Sessions</p></div>
<div id="attachment_73" class="wp-caption alignnone" style="width: 509px"><a href="http://danielrehn.com/blog/wp-content/uploads/2009/03/vgdb-gameplay-record.png"><img class="size-full wp-image-73" title="VGDb: Gameplay Representations" src="http://danielrehn.com/blog/wp-content/uploads/2009/03/vgdb-gameplay-record.png" alt="VGDb: Gameplay Representations" width="499" height="373" /></a><p class="wp-caption-text">VGDb: Gameplay Representations</p></div>
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		<title>And here we go!</title>
		<link>http://blog.danielrehn.com/2009/03/and-here-we-go/</link>
		<comments>http://blog.danielrehn.com/2009/03/and-here-we-go/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 20:48:28 +0000</pubDate>
		<dc:creator>Daniel Rehn</dc:creator>
				<category><![CDATA[Process]]></category>

		<guid isPermaLink="false">http://danielrehn.com/blog/?p=20</guid>
		<description><![CDATA[I  have realized that, while I always share my input, I have not been as keen at capturing my output. So that&#8217;s it, this the &#8220;O&#8221; in I/O, the perfect complement to my input-focused tumblelog, Noted. Actually, I&#8217;ve experimented a &#8230; <a href="http://blog.danielrehn.com/2009/03/and-here-we-go/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I  have realized that, while I always share my input, I have not been as keen at capturing my output.  So that&#8217;s it, this the &#8220;O&#8221; in I/O, the perfect complement to my input-focused tumblelog, <a href="http://re.danielrehn.com">Noted</a>.</p>
<p>Actually, I&#8217;ve experimented a few times, the longest duration was with a daily-sketch blog that lasted a few years.  However, in that case, I was generating content specifically for the format rather than documenting everything else that I was creating.</p>
<p>The goal here is to regularly post experiments (failures and successes), the occasional crazed dialogue about my research, and and everything else related to process, practice, and output.</p>
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