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03 JULY 2012

BTS Design d'Espace Toulon: Junk Playground

"Lors des bombardements allemand de la seconde guerre mondiale, Londres à été une des villes les plus détruite. On y trouvait fréquemment des espaces vide crée entre deux immeubles démolis et bourrés de gravats. Ces espaces vides, terrains vagues, en friche, "poubelles" en attente d'être reconstruit furent pendant une période des espaces de terrains de jeux consacré exclusivement aux enfants. L'idée était de donner un lieu spécifique pour que les enfants à la fois s'exprime librement, évite l'ennuie et l'inactivité qui peuvent conduire à la délinquance et participe à leurs façon à la période de reconstruction.

Ces terrains d'aventures, appelés Junk playground (terrains vague) ont été des espaces de libertés encadré ou les enfants construisirent à partir des gravats des "sculptures installation et autres inventions".

La fabrication par lui même (de l'enfant) de ses propres jeux par la maîtrise des outils (marteau, scie...) furent une expérience inédite et fondamentale dans l'approche citoyenne et pédagogique du rôle du jeu comme source d'épanouissement et d'éveil des consciences. La liberté quasi anarchique de ces terrains, laissant à l'enfant la responsabilité de ses actes, en étant acteur de sa propre aventures comme facteur de régénération pour une société pacifié, sans violence ou chacun peut s'exprimer et trouver sa place de citoyen. Cette expérience éphémère n'a pas survécu aux règles de sécurité, aux normes. Mais aussi aux formatages d'équipements modulaires produits en masse ou l'enfant n'est plus l'acteur (car exclu du processus de conception) mais simple utilisateur, spectateur, consommateur et non plus comme citoyen."

(Éric Malaterre, 03/01/2011, BTS Design d'Espace Toulon)

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CONTRIBUTOR

Simon Perkins
21 NOVEMBER 2010

Choice of Romance: I don't know! There's nothing I can do...

"Choice of Games is a small partnership dedicated to producing high–quality, text–based, multiple–choice games. We produce games in house, including Choice of the Dragon and Choice of Broadsides."

(Heather Albano, Adam Strong–Morse)

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TAGS

Adam Strong-Morse • adventureauthorshipbranching narrative • Choice of Broadsides • Choice of Romance • Choice of the Dragon • Choice of the Vampire • ChoiceScript • choose your own adventure • collaborative fiction • Dan Fabulich • fictiongameGoogle Android • Heather Albano • hypertext fictionIFinteractive fictioninteractive narrativeinteractive storyiPhone • multiple-choice • participationtext adventurestext-basedtext-only

CONTRIBUTOR

Simon Perkins
13 JUNE 2010

Open-ended play environments enable rich learning experiences

"Children learn about themselves, others and the world they live in through play. Outdoor environments for play and learning can provide rich experiences for children who seek fantasy and adventure and are innately curious about nature. Children's environments, particularly school and neighbourhood playgrounds, parks and gardens, have the potential to facilitate learning through social, emotional, cognitive and creative opportunities. Unfortunately, in America, the play and learning potential for many outdoor play spaces is underdeveloped."

(Lauri Macmillan Johnson)

Fig.1 The Adventure Playground, 160 University Avenue, Berkeley, California is an example of an open–ended play environment.

Fig.2 commercially available play environments often work to regulate engagement according to social norms.

[3] Johnson, L. M. (2004). American Playgrounds and Schoolyards – A Time for Change. In School of Landscape Architecture. Tempe, AZ, The University of Arizona Press.

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CONTRIBUTOR

Simon Perkins
03 MAY 2005

The Backpacker: A Liminal Experience

"The backpacker experience is usually characterized as a self imposed transition or rite of passage from adolescence to adulthood, and occurs in the time between the end of formal education and the beginning of full time employment. In the case of more mature backpackers, the experience commonly occurs in other transition periods during life course such as marriage breakdown, 'mid–life' crisis or career transition. Either way the experience is a liminal one, forming a transitional experience between the end of one part of life and the beginning of another. This liminality also suggests a disconnection from conventional principles of experience within the bounds of everyday life, which make certain behaviours like risk–taking, uncertainty and adventure available to the backpacker more so than other tourist groups."
(Dr Barbara Adkins & Eryn Grant)

[2] Adkins, Barbara A. and Grant, Eryn L. (2007) Backpackers as a community of strangers: the interaction order of an online backpacker notice board. Qualitative Sociology Review, 3(2).

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TAGS

2007adventure • backpacker • Barbara Adkinscosmopolitanism • Eryn Grant • experienceICTin-between • interaction order • liminalliminal experienceliminalitynew cosmopolitanismrisk-takingrites of passagetourismtransition

CONTRIBUTOR

Barbara Adkins
13 JANUARY 2004

Ultima X: Odyssey Multiplayer Online World

EA GAMES
You'll never have to wander around looking for adventures –– adventure will be looking for you. [...] In UXO you will encounter two types of adventures: Quests and Missions.The Avatar delved into celestial mysteries you and I could never fathom in this lifetime. When we had lost our way, only he could become the beacon to lead us home. But in that journey home, we did have loss. Our Avatar was gone, ascended. The greatest wizards next to him became as children next to some titanic celestial deity.In time, we learned the many threats he vanquished were mere chapters in a larger tale. As the Avatar became our shining beacon of Virtue, a Guardian of Evil festered in the shadows.

On–line adventure game set in a world called Alucinor where players accept quests, battle evil forces and chat with other players. Player's characters develop histories of experience that contribute to the 'personality' of each character.

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TAGS

adventurechatgame • multiplayer • odyssey • online world • quest • Ultima • UXO
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