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        <title>Foundations of Interactive Game Design</title>
        <itunes:author>Jim Whitehead</itunes:author>
        <link>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/</link>
        <itunes:subtitle>Course CMPS 80K, taught at Univ. of California Santa Cruz, Winter 2007.</itunes:subtitle>
        <description>Course CMPS 80K, taught at Univ. of California Santa Cruz, Winter 2007.</description>
        <itunes:summary>Introductory course on computer game design, taught by Jim Whitehead, Associate Professor of Computer Science at Univ. of California, Santa Cruz.</itunes:summary>
        <language>en-us</language>
        <copyright></copyright>
        <itunes:category text="Education">
            <itunes:category text="Higher Ed"></itunes:category>
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            <title>Foundations of Interactive Game Design</title>
            <link>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/</link>
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        <itunes:owner>
            <itunes:name>Jim Whitehead</itunes:name>
            <itunes:email>ejw@cs.ucsc.edu</itunes:email>
        </itunes:owner>
        <item>
            <title>Key Issues in Game Design &amp; Course Overview</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords></itunes:keywords>
            <itunes:subtitle>Overview of Rules, Play, Culture framework. Overview of course structure and assignments.</itunes:subtitle>
            <description>Overview of Rules, Play, Culture framework. Overview of course structure and assignments.</description>
            <itunes:summary>Introduces the Rules, Play, Culture framework for analyzing computer games. Explores this framework in the context of the games Final Fantasy XII, Legend of Zelda, and Pong. Describes analysis assignments, project assignments, course website, course text, library facilities, TAs and reader/tutors.</itunes:summary>
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            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Game Design @ UC Santa Cruz</source>
            <pubDate>Fri, 05 Jan 2007 13:45:48 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
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        <item>
            <title>Gamelog and Game Ontology Overview, Game Definitions</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>game ontology, gamelog, prototype theory, game studies</itunes:keywords>
            <itunes:subtitle>Presentation on the Gamelog and Game Ontology projects by Jose Zagal. First of two lectures on definitions of what is a game, and the distinction between games, play, and toys.</itunes:subtitle>
            <description>Presentation on the Gamelog and Game Ontology projects by Jose Zagal. First of two lectures on definitions of what is a game, and the distinction between games, play, and toys.</description>
            <itunes:summary>Overview presentation on the Gamelog and Game Ontology projects, given by Jose Zagal, PhD student at Georgia Institute of Technology (presented live at UCSC). Prof. Jim Whitehead presents second half of the lecture, starting with details and questions about the first Gamelog assignment. The final third of the lecture concerns the difference between games, toys, and play. Qualities of definitions, as well as prototype theory were also discussed.</itunes:summary>
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            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Mon, 08 Jan 2007 15:32:01 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Games &amp; Play Definitions, Role of Rules</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>game defintions, magic circle, affordance, rules, limitations</itunes:keywords>
            <itunes:subtitle>Discussion of definitions of what is a game, and what is play. Magic circle. Rules as limitations and affordances.</itunes:subtitle>
            <description>Discussion of definitions of what is a game, and what is play. Magic circle. Rules as limitations and affordances.</description>
            <itunes:summary>Details several definitions of what is a game, and several definitions of play. Each definition of games is explored via discussion of six common gamelike activities. The magic circle. The role of rules in a game is discussed, focusing on rules as limitations, and rules as affordances. Note the date on the first slide is incorrect. Lecture presented January 10, 2007.</itunes:summary>
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            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Wed, 10 Jan 2007 16:20:55 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Rules Rule!</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>game rules, emergence, progression</itunes:keywords>
            <itunes:subtitle>Qualities of Rules. Operational, constituative, and implicit rules. State machines. Emergence and Progression. Conway's Game of Life.</itunes:subtitle>
            <description>Qualities of Rules. Operational, constituative, and implicit rules. State machines. Emergence and Progression. Conway's Game of Life.</description>
            <itunes:summary>List of qualities of rules from Juul, Half-real. Three levels of rules, operational, constituative, and implicit, from Salen and Zimmerman, Rules of Play. Games of emergence and progression from Half-real. State machines. Conway's game of life.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070112_160850-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070112_160850-0800.m4b" length="13908928" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Fri, 12 Jan 2007 16:08:48 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Introduction to RPG Maker and Game Maker</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>RPG Maker, Game Maker, Gamelog, anime</itunes:keywords>
            <itunes:subtitle>Brief overview of capabilities of RPG Maker and Game Maker. Demos os Game Maker games. Brief discussion of Astro Boy.</itunes:subtitle>
            <description>Brief overview of capabilities of RPG Maker and Game Maker. Demos os Game Maker games. Brief discussion of Astro Boy.</description>
            <itunes:summary>Played first episode of Astro Boy, the first anime television series. Brief discussion of significance of anime and impact of Astro Boy. Discussion of Gamelog assignment. Overview of RPG Maker by Nate Emond. Demonstration of The Life of a Chicken 2: True Fight by TJ Reid, Pixeland by Justin Rimando, and The Fray by Ryan Callahan and Andrew Tysinger. Lecture intended to cover more aspects of Game Maker, but demos ran longer than expected.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070117_134248-0800.m4b</guid>
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            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Wed, 17 Jan 2007 13:42:46 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Key Abstractions in Game Maker</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>Game Maker</itunes:keywords>
            <itunes:subtitle>Gives overview of Game Maker, then describes sprites, objects, events, actions, and rooms. Audio-only of in-class demonstration using Game Maker.</itunes:subtitle>
            <description>Gives overview of Game Maker, then describes sprites, objects, events, actions, and rooms. Audio-only of in-class demonstration using Game Maker.</description>
            <itunes:summary>Lecture begins with description of upcoming assignments. Next, an overview of Game Maker is given, including a link to the discussion forums online. Key abstractions within Game Maker are described, including sprites, objects, events, actions, and rooms. The difference between different kinds of key handling events is given. Audio-only of several in-class Game Maker demonstrations.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070119_134231-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070119_134231-0800.m4b" length="8977600" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Fri, 19 Jan 2007 13:42:29 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Overview of Game Ontology Project</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>game ontology project, GOP, segmentation</itunes:keywords>
            <itunes:subtitle>Gives overview of goals of game ontology project, then provides a summary of important aspects of the gameplay rules tree.</itunes:subtitle>
            <description>Gives overview of goals of game ontology project, then provides a summary of important aspects of the gameplay rules tree.</description>
            <itunes:summary>Gives overview of goals of game ontology project, then provides a summary of important aspects of the gameplay rules tree. Substantial discussion of gameplay segmentation aspects. Begins with description of upcoming assignments.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070122_134016-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070122_134016-0800.m4b" length="11053680" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Mon, 22 Jan 2007 13:40:14 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Overview of Exam Topics, Doodler</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>exam topics, doodler, drawing game</itunes:keywords>
            <itunes:subtitle>Intended to be an overview of more of the game ontology project, but ended up just covering exam topics, and an overview presentation on Doodler.</itunes:subtitle>
            <description>Intended to be an overview of more of the game ontology project, but ended up just covering exam topics, and an overview presentation on Doodler.</description>
            <itunes:summary>Intended to be an overview of more of the game ontology project, but ended up just covering exam topics, and an overview presentation on Doodler. Ran out of time before it was possible to go over more of the game ontology.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070124_140516-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070124_140516-0800.m4b" length="7351168" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Wed, 24 Jan 2007 14:05:14 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Game Genres: Shmups</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>shmups, genre studies, game design</itunes:keywords>
            <itunes:subtitle>A history of the design evolution of the genre of space shoot-em-up (Shmup) games. Also provides a description of why genre specific studies complement broad game studies.</itunes:subtitle>
            <description>A history of the design evolution of the genre of space shoot-em-up (Shmup) games. Also provides a description of why genre specific studies complement broad game studies.</description>
            <itunes:summary>A history of the design evolution of the genre of space shoot-em-up (Shmup) games. Also provides a description of why genre specific studies complement broad game studies. Covers cultural background of space shooters, including influence of Apollo, and Star Wars. Thematic elements of shmups. 1d and 2d shmups. Limitations of shmups genre for storytelling. Potential new design directions for shmups. Games covered include Spacewar!, Space Invaders, Galaxian, Galaga, Phoenix, Defender, Scramble, Zaxxon, Xevious, Gradius, Salamader/Lifeforce, Twinbee, Dodonpachi, Radiant Silvergun, Ikaruga, Rez, Gradius V, R-Type Final, Geometry Wars: Retro Evolved, Shoot the Bullet.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070129_134815-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070129_134815-0800.m4b" length="13970112" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Mon, 29 Jan 2007 13:48:13 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Game Genres: Platformers</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>platformer game</itunes:keywords>
            <itunes:subtitle>Overview of the design history of the genre of platform games. Explores Donkey Kong, Pitfall!, Super Mario Bros., Sonic the Hedgehog, and Super Mario 64 in detail.</itunes:subtitle>
            <description>Overview of the design history of the genre of platform games. Explores Donkey Kong, Pitfall!, Super Mario Bros., Sonic the Hedgehog, and Super Mario 64 in detail.</description>
            <itunes:summary>Overview of the design history of the genre of platform games. Explores Donkey Kong, Pitfall!, Super Mario Bros., Sonic the Hedgehog, and Super Mario 64 in detail. In class demonstrations given of these games.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070131_133547-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070131_133547-0800.m4b" length="10884208" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Wed, 31 Jan 2007 13:35:45 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Game Genres: Role Playing Games</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>computer role playing games</itunes:keywords>
            <itunes:subtitle>Provides an overview of the design evolution of computer role playing games. Guest speakers Matthew Group and Nate Emond.</itunes:subtitle>
            <description>Provides an overview of the design evolution of computer role playing games. Guest speakers Matthew Group and Nate Emond.</description>
            <itunes:summary>Provides an overview of the design evolution of computer role playing games. Guest speaker Matthew Group
gives an overview of the deisgn history of RPGs by examining the Final Fantasy series. Guest speaker Nate Emond gives an overview of design innovations in Xenogears, Chrono Cross, and Disgaea. Several video clips were shown in class,and are not in the audio for the podcast.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070202_203327-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070202_203327-0800.m4b" length="11791648" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Fri, 02 Feb 2007 20:33:25 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Creating a Shmup in Game Maker</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>Game Maker, shmup, game concept document</itunes:keywords>
            <itunes:subtitle>Description of using the Game Maker room, view, port, and background concepts to create a scrolling starfield and steadily advancing window on a gameworld. Overview of game concept document assignment.</itunes:subtitle>
            <description>Description of using the Game Maker room, view, port, and background concepts to create a scrolling starfield and steadily advancing window on a gameworld. Overview of game concept document assignment.</description>
            <itunes:summary>Description of using the Game Maker room, view, port, and background concepts to create a scrolling starfield and steadily advancing window on a gameworld. In-class demonstrations using Game Maker. Overview of game concept document assignment.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070205_135211-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070205_135211-0800.m4b" length="10640368" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Mon, 05 Feb 2007 13:52:09 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Creating a Platformer in Game Maker</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>collision detection</itunes:keywords>
            <itunes:subtitle>Describes key issues in creating a platform game using Game Maker. Lecture provides an in-depth discussion of collision detection, and then describes how to create the jumping mechanic.</itunes:subtitle>
            <description>Describes key issues in creating a platform game using Game Maker. Lecture provides an in-depth discussion of collision detection, and then describes how to create the jumping mechanic.</description>
            <itunes:summary>Describes key issues in creating a platform game using Game Maker. Lecture provides an in-depth discussion of collision detection, including why objects can end up in the middle of platforms, stuck to the side of platforms, and pass right through platforms. The lecture then describes how to create the jumping mechanic, using a simple state machine. Problems with the state machine approach are also described. An in-class demonstration using Game Maker follows the lecture.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070207_200744-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070207_200744-0800.m4b" length="10412064" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Wed, 07 Feb 2007 20:07:41 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Creating A Platformer in Game Maker, Part 2</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>Game Maker, collision detection</itunes:keywords>
            <itunes:subtitle>Discusses collision detection handling for platform games, and jumping onto a moving platform. All-in-one collision detection handling routine.</itunes:subtitle>
            <description>Discusses collision detection handling for platform games, and jumping onto a moving platform. All-in-one collision detection handling routine.</description>
            <itunes:summary>Discusses collision detection handling for platform games, and jumping onto a moving platform. Gives detailed description of an all-in-one collision detection handling routine that resolves most issues with collision detection in platform games in Game Maker.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070209_134854-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070209_134854-0800.m4b" length="10859376" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Fri, 09 Feb 2007 13:48:52 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Challenge and Conflict</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>conflict, challenge</itunes:keywords>
            <itunes:subtitle>An overview of the notions of challenge and conflict in games. Also, a description of upcoming assignments and help sessions.</itunes:subtitle>
            <description>An overview of the notions of challenge and conflict in games. Also, a description of upcoming assignments and help sessions.</description>
            <itunes:summary>An overview of the concepts of challenge and conflict in games. Dimensions of challenge. Types of conflict. How conflict make challenge personal. Overview of upcoming assignments. Details on the functional game prototype assignment, and game ontology assignment. Guest lecture by Matthew Group was not captured on podcast.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070212_154304-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070212_154304-0800.m4b" length="8173536" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Mon, 12 Feb 2007 15:43:02 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Interactivity and the Core Game Mechanic</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords></itunes:keywords>
            <itunes:subtitle>Interactivity, core game mechanic, crunch per bit ratio. Guest presentation by Eric Carter.</itunes:subtitle>
            <description>Interactivity, core game mechanic, crunch per bit ratio. Guest presentation by Eric Carter.</description>
            <itunes:summary>Overview of the concept of interactivity, including questions to ask to determine if a game has high or low interactivity. Crunch per bit ratio. Core game mechanic, and examples of this. Guest lecture by Eric Carter, describing how he found a job in the computer game industry. Listeners may want to fast forward through the demonstration of RoboBlitz.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070214_135243-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070214_135243-0800.m4b" length="10722832" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Wed, 14 Feb 2007 13:52:40 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Games as systems of pleasure, goals, and rewards</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>pleasure, goals, rewards</itunes:keywords>
            <itunes:subtitle>Goals and rewards systems in games combine to create systems of pleasure for the player.</itunes:subtitle>
            <description>Goals and rewards systems in games combine to create systems of pleasure for the player.</description>
            <itunes:summary>Provides an overview of types of pleasure in computer games. Describes double seduction required by game designers to entice players to play and stay. Discussion of reward systems in games, and how they create pleasure for the player. Class discussion on types of rewards provided by games. Some discussion in the lecture refers to a demo of Project Justice given at the beginning of the class (not on podcast). </itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070216_135156-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070216_135156-0800.m4b" length="8773920" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Fri, 16 Feb 2007 13:51:54 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Narrative in Games</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>narrative, design</itunes:keywords>
            <itunes:subtitle>Overview of narrative elements in computer games. Discussion of topics for second midterm.</itunes:subtitle>
            <description>Overview of narrative elements in computer games. Discussion of topics for second midterm.</description>
            <itunes:summary>Discussion of narrative elements of computer games. Embedded and emergent narrative. How a gameworld both contributes to narrative, and limits the kind of narratives that can be told. Questions to pose a design about its narrative. Overview of questions for second midterm exam. Overview of topics from Academic Days on Computer Games in Computer Science Education workshop. </itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070226_154732-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070226_154732-0800.m4b" length="10856112" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Mon, 26 Feb 2007 15:47:30 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Games for Women &amp; Girls, Violence in Games</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>gender, violence</itunes:keywords>
            <itunes:subtitle>Overview of gender issues in computer games. Historical overview of issues surrounding violence in computer games.</itunes:subtitle>
            <description>Overview of gender issues in computer games. Historical overview of issues surrounding violence in computer games.</description>
            <itunes:summary>Description of research by Maria Klawe and Brenda Laurel on gender issues and design issues for computer games for girls and women. Discussion of gendering of computer equipment. Historical overview of violence in computer games. Death Race, Mortal Kombat, discussion of 1993 congressional hearings. Why violence is so common in computer games. Lecture began with a demonstration of Facade by Mateas and Stern (not on podcast, but referred to during podcast).</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070302_165825-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070302_165825-0800.m4b" length="8291152" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Fri, 02 Mar 2007 16:58:24 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Economics of Virtual Worlds</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>virtual world, MMO</itunes:keywords>
            <itunes:subtitle>Design issues for economies in virtual worlds. Facets of a "fun" economy. Aspects of fun economies.</itunes:subtitle>
            <description>Design issues for economies in virtual worlds. Facets of a "fun" economy. Aspects of fun economies.</description>
            <itunes:summary>Survey of issues concerning how to create "fun" economies in virtual worlds. Provides an overview of concepts found in Chapter 8 of Synthetic Worlds by Edward Castronova.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070305_133959-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070305_133959-0800.m4b" length="11137376" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Mon, 05 Mar 2007 13:39:57 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
        <item>
            <title>Governance of Virtual Worlds</title>
            <itunes:author>Jim Whitehead</itunes:author>
            <itunes:category>Higher Ed</itunes:category>
            <itunes:keywords>MMO, governance</itunes:keywords>
            <itunes:subtitle>Governance structures of virtual worlds, issues and discussion.</itunes:subtitle>
            <description>Governance structures of virtual worlds, issues and discussion.</description>
            <itunes:summary>Provides an overview of the dominant governance structure of virtual worlds, including the Coding Authority, and the Customer Service State. Expense of governing, and hence background state of anarchy. Longevity of virtual worlds. Switching costs of moving to another virtual world.</itunes:summary>
            <guid>http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070307_170132-0800.m4b</guid>
            <enclosure url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/episode_20070307_170132-0800.m4b" length="9088416" type="audio/x-m4a"></enclosure>
            <source url="http://www.soe.ucsc.edu/classes/cmps080k/Winter07/podcast/Game_Design_@_UC_Santa_Cruz_20061228_112705-0800.rss">Foundations of Interactive Game Design</source>
            <pubDate>Wed, 07 Mar 2007 17:01:30 -0800</pubDate>
            <itunes:explicit>no</itunes:explicit>
            <itunes:duration></itunes:duration>
        </item>
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