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            "note": "<p>The Royal Game of Ur is predicted to be from before 2600 BC discovered in Sumeria near the city of Ur. The reason why it is said to be royal is because the board game was discovered in the tomb of Queen Ur. Like the other board games mentioned, it was a betting game. One major difference between other board games is that it is a game of speed. The first person to get to the other side of the board wins. This was also a game of luck. Blake's \"games\" as mentioned previously, are games of creativity where as simple board games do not accurately portray what Blake's intentions were. However, in a board game you make a move and in Blak'es creations the reader is forced to make a move on his portrayals of life and other aspects.</p>",
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            "note": "<p>Today, video games are major part of society and are part of many people's lives. It is incredible how far video games have come since the first one was ever made in 1952. Over time, video games have changed dramatically having gone from basic tic-tac-toe to a virtual world that can be related to real life events. Today's video games look practically life like and puts the person in control at liberty to do as they please. Blake's writings can be considered virtual worlds because they put the reader at liberty to interpret from their own perspective. Blake uses your mind as an engine to generate your own virtual world. In a sense, Blake's writings are mind games that may never be solved; they will always be up for an uncertain interpretation.</p>",
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            "note": "<p>This article is one of many in the Computer Medicated Communication Magazine. In this article Langham, explores MOO environments and advantages that they have over writing. He refers to Socrates critique that writing disrupts relationships and cannot fully convey meaning. The author talks about MUDs abilities to contextualize and have human interaction with writing. MOOs and MUDS allow users to change their perspective by clicking for different views. The article also talks about how MOO character are controlled by real people, something unique. Mostly this article gives and overview of MOOs and different things they can be used for.</p>",
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            "note": "<p>This paper illustrates how digital environments, such as MOOS, can help investigate. The writer investigates these programmable chat spaces along with Blake's Milton. First, he examines the early world of \"MOOing\" and sees how people communicate across MOOs. Then he researches the complexity of MOOS. This includes how a players decisions in the space affect the environment. Those decisions eventually affect everyone inside the MOO. Everything inside the MOO is unpredictable to the player yet it has a particular theme. This helps us visualize Milton surrounded by Eternals or even Satans fall from heaven.</p>",
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            "note": "<p>This document explains what exactly a MOO is. A MOO is a object oreinted environment where users can hold discussions. It talks about different uses of MOOs. Some use it for education or other things. MOOs are useful for them because it can visually represent ideas that are difficult to talk about. Also, it can help people think of concepts in different ways.</p>",
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            "note": "<p>This essay shows a relationship between Blake's poems and video games. It presents the point that choices and questions asked in the poem can also be asked in the video game. The purpose is to create a space, much like a MOO or MUD, that is interactive. The paths you take mirror those explained in the poems. The first seven stanzas of Blake's Crystal Cabinet are transformed into an environment. The navigation system is also tied into Blake's reasoning. The player is forced to go on a crooked, unseen path. The player's action will shape their environment just like Blake would have wanted. In the essay there are pictures of different visuals within the game as well as descriptions of how they are used</p>",
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            "note": "<p>Since the beginning of time, man has found ways to be entertained. When man stopped focusing so much on survival, it gave way for time for think and create games for leisure. These games were intended to pass the time and were very simple. The first known games were played with a dice and had more of an imaginative side to them. Often times these games would be played as board games. The first documented board is called Senet and was discovered in an Egyptian tomb. The game is suspected to be over 6,000 years old. Egyptian royalty would play Senet which was a game based on luck. The first games were not very intuitive and required little to no strategy from the players part.</p>",
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            "note": "<p>In this essay Ron Broglio details an attempt to create a virtual reality of William Blake's poetry. The essay details a MOO, a space where someone can create the environment of the poem or work of art. In the case of Blake's poems, the virtual realities were composed of what came to people's mind upon reading the poem. For this particular MOO, Blake's Milton is displayed. The creator looks to emphasize certain themes from the poem such as possession. The MOO also tries to give the player a feel of what it might be like to be one of the characters. It gives a visual of Milton's descent to earth and other  parts of the poem</p>",
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            "note": "<p>Author Stephen Gillett wrote his book as a guide for science fiction writers on how to create a fictional world so realistic that it encapsulates every aspect of a fully functioning realm. Gillett delves into such specifics as cosmology and the tedious details of creating a realistic earth from a basis of geology and physics in order to make the perfect fictional universe.  In order for the reader to truly conceptualize the surroundings, the writer must not only create a plot line, characters, or even fantasy, but a world that one can almost interact with and imagine as if it were real. The purpose of this source is to give an understanding of the thought and planning that goes into describing a story or poem or epic. William Blake’s etchings, drawings, and illuminated works are so integrated with imagery, symbols, and Blake’s personal visions that they can be drawn from to picture another realm or alternative universe. Within that alternate universe is included a very believable authenticity. The whole process of world building explained in Gillett’s book ties into the virtual games and “worlds” in turn based off of Blake’s writing. World building is an incredibly detailed and accounted for construction of the writer’s vision.</p>",
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            "note": "<p style=\"margin-bottom: 0in; line-height: 200%;\">Kurt Squire wrote his essay “Cultural Framing of Computer/Video Games” with the impact of these games on today's culture in mind. He feels that they have “facinated and caused great fear in politicians, educators, academics, and the public at large.” He continues to outline how in society as a whole video games hold a special place that is almost considered taboo in some scenarios. This is because they are different than traditional forms of media and story telling and many people do not understand them for what they are. This is a very accurate description of how William Blake's writing was received when he began to publish it. Many people felt is was evil or just plain weird, it was not generally accepted. This is the same situation that current day video games are in, they scare people and are not accepted as a whole. However if they follow the history of Blake then they will be a normal form of media eventually.</p>",
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            "note": "<p style=\"margin-bottom: 0in; line-height: 200%;\"><span style=\"font-weight: normal;\">This book “Half Real” by Jesper Juul is a study about what exactly a video game is. What makes it click with people's minds? The title of the book comes from the idea that a video game is “half real”. The reason that Juul calls it “half real” is that there are a “real” set of rules, actual rules that exist. The difference is that these rules have no sway of the real world but only influence the video game world in which they were made. This also applies in Blake's work because his plates are obviously not real life. Rather Blake lays out his own world in which only the things that he dictates happen. This book attempts to, “</span>combine perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.” And as we compare the lessons to be learned from these fields, we will see that Blake teaches us some of the very same things.</p>",
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            "note": "<p style=\"margin-bottom: 0in; font-weight: normal; line-height: 200%;\">Subrahmanyam wrote an essay about how the effects of how practicing on video games produced positive results in the spatial skills of kids. The reason for this is because the realistic situations that video games replicate simulate realistic movement in more extreme situations than the average child will experience in the real life. What this shows is that being immersed in a “virtual reality” is still useful in training our mind to handle situations in the real world. An example of this is that someone who has played a golf video game extensively will have a better understanding of how different clubs work, the physics of the golf ball, and how to read a golf course. A player may gain a decent understanding without ever setting foot on a golf course. Blake's works function in the same way as these games, by immersing ourselves in the virtual reality that he creates through his artwork and poems, we are training our mind. We may not be training it in physics, but rather in more spiritual things.</p>",
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