Friday, October 23, 2015


Doom was released in 1993 the game was one of the first, first person shooters and was very popular for its time. the graphic are not that good but thats due to the time it was made. If you were to play this game play it with a controller not a  


The game doom was one of the first fps games to be made. It was a fun game to play, even if the controls were not that good. There were multiple areas to go, with each area having an exit to proceed on to the next one. The number of weapons was nice, since the way to get new ones was to get farther. The sound clips would get old quick, but the graphics are not bad considering the limitations that the developers had. Overall it is a really fun game that is harder than most fps games that are made now.

DOOM 1993

The game DOOM, which was released in 1993, and was one of the breakthrough FPS games, and is somewhat enjoyable. The game is somewhat fun with blowing off the heads of the zombie-monsters, but gets tense when you take so much damage from each enemy. Although I like the shooting mechanic, the moving is very clunky, making it difficult to avoid falling into pools of poisonous water. The healing mechanic also makes it more difficult since it is very difficult to find items that return more than 1-10 health, and the enemies are able to barrage you as you're forced to take them out one by one.


I didn't like the game doom. I hadn't played it before and no instructions were provided. Because of this, I didn't know what to do. I had no idea what each button did. I also had a couple times that I didn't know where the enemies were. They blend into the environment too well, so you walk into a room and suddenly you're dying.


The game Doom was released in 1993. Doom is one of the first first person shooters. In my opinion the game has poor flow. It does not  really explain the objective and is hard to know what your doing. Yet at the same time it is entertaining so its not too bad. All in all for its time it is a good game.


I didn't really like this game that much because I couldn't find my way around. I also thought that it was kind of hard because the game was kind of glitchy and was hard to move around even though the controls are really easy. I also didn't like the graphics.


Personally, I enjoyed Doom. Though it was challenging to play with the way the controls were set up, I still managed to do well in the game. However, the lack of checkpoints in levels makes the game frustrating at times. This also adds to the sense of accomplishment when you finish a level. Overall the game is fun and addicting but at times a little too difficult. 

Thursday, October 22, 2015

Recess game flow

Basketball - Overall opinion: Low skill, high anxiety
Most people felt like they could not participate when we played basketball because there was a lack of skill which caused high anxiety. This inhibited the flow when playing Basketball.

Four Square - Overall opinion: Average skill, low anxiety
Most people said they felt like they could participate during Four Square because they had average skill and Low anxiety. It was easy to play from the start. This gave a good flow when playing Four Square.

Freeze Tag - Overall opinion: Good skill, average anxiety
Most people thought freeze tag was a game that it was easy to participate in. It was exciting which caused average anxiety but it made the game fun. This gave a good flow when playing Freeze Tag.

Flow Over Time edit: Recess

Wednesday, October 21, 2015

Flow Chart

This is an image of a simple flow diagram that describes some of the actives I have done, with a range of how the task was. This is based off of the rate of 'flow' that Mihaly Csikszentmihalyi had written about before. Flow is based on the difference between the level of difficultly of a task and the amount of skill a person has at the task, which depending on the ratio, would make the task, boring, stressful, or fun. 

flow chart

Tyson's flow graph

This image represents how these various activities rate in terms of 'flow' according to Mihaly Csikszentmihalyi's theory about flow. Mihaly's theory is that in every activity that you do, there is a certain amount of difficulty, and your level of skill, and by finding the correct balance between these two you can have the optimal experience, or get into the flow.

Flow Graph

Flow Chart


I'd put basketball in a low skill, high challenge area of this graph. Four square would be in a low skill, medium challenge area. Freeze tag would be in medium skill, medium challenge.

Tuesday, October 20, 2015

With Flow the psychologist Mihaly Csikszentmihalyi names the feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment.As Csikszentmihalyi sees it, the components of a Flow producing activity are: We are up to the activity. We are able to concentrate on the activity. The activity has clear goals. The activity has direct feedback. We feel that we control the activity. Our worries and concerns disappear. Our subjective experience of time is altered. Not all of these components need to be present together for Flow to be experienced. There are many characteristic experiences that are associated with fun: the sense of timelessness, of being at one (with mind and mountain), of exhilaration, focus, immediacy. And all of these are characteristic of what we, regardless of activity, call "fun." flow zone According to Dr. Mihaly Csikszentmihalyi's well-documented observations and research, and his wide-scale gathering of personal observations, there is pretty much universal agreement that when there isn't a high correlation between the challenge (the height of the mountain, depth of the dive) and the ability to meet that challenge, fun is something we're definitely not having. The main dialog (dynamic), according to Mihaly "just call me Mike" Csikszentmihalyi, is between Challenge and Ability. When the challenge is greater than our abilities, we become anxious and potentially dead. When the challenge is significantly less than that of which we are worthy, we become bored, and potentially dead. Maintaining the dynamic balance between abilities and challenge is key to the fun experience in work. That is, keeping it dynamic. Making it possible for anyone to find exactly the right amount of challenge needed to engage exactly those abilities needed to access Flow.Which means that when work is fun we have created complex, but negotiable challenges, challenges that allow the individual to engage or disengage, to work harder or work safer. So, there we have it: Fun defined as Flow, which is defined as a function of the relationship between Challenge and Ability. (see this and this, but especially this for more about the attributes of Flow). Whether or not it is true, it is definitely fun.

Thursday, October 15, 2015

favorite/least favorite Pixar movie.

Out of the all 15 or so Pixar animated films, my favorite was The Incredibles. Although I'm not entirely why it is my favorite, it is probably due to it being one of the first action movies that I ever played, as well as the special abilities of each of the characters. The animation/graphic of the film never entered into the equation for whether or not I liked the film, so even now when comparing it to modern graphics I can still enjoy the comparatively crude animations.
My least favorite of the Pixar movies is the movie Ratatouille. It isn't that I don't like the movie, it is more that of the many Pixar movies that I have seen, it was the least interesting to me, and also came out at a time where my tastes were shifting away from that kind of movie.
Image result for ratatouille