Showing posts with label G Types. Show all posts
Showing posts with label G Types. Show all posts

The Chicago CubsWhiteSoxBlackhawks

Blackhawks Cubs Sox

This past weekend, the Cubs and White Sox played the first half of their annual home and away Crosstown Classic at Wrigley Field. Since both Chicago teams have struggled mightily this season, much of the city’s attention was focused on the magical Stanley Cup run of the Blackhawks.

On Sunday, with red and white hockey sweaters interspersed with the blue and black jerseys in the stands, the Blackhawks were honored before the game (which also featured two no-hit bids into the seventh inning by the Cubs’ Ted Lilly and White Sox’ Gavin Floyd). The highlight had to be when all three teams posed for a picture around the Stanley Cup. It was a notably gracious gesture by the Blackhawks to let Cubs pitcher Ryan Dempster, a Canadian and a huge hockey fan, pose next to the Cup.

Dempster Blackhawks

When I first saw this picture, I wondered if three professional teams from at least two different sports have ever posed together on the same field wearing their uniforms.

It also made me think about the ways in which baseball and ice hockey could blend or at least link in deft ways (for example, starting points could include the catcher behind the plate who may need similar skill sets in stopping an errant pitch in the dirt as a hockey goalie would in stopping a low shot on net). Blending or linking two entirely different sports or nodes like baseball and ice hockey, played on two diametrically opposed surfaces, could be challenging, but the possibilities are nonetheless endless.

Feel free to share any of your ideas about building the Chicago Blackhawks-Cubs-White Sox or linking or blending baseball and ice hockey.

GAME Type: Specific / GAME Level: Glory / Entertainment Value: DEFCON 1

In an earlier post, I discussed the various GAME Types and Levels that can exist in THE GAME. In an attempt to illustrate one of the many combinations that can exist, I present the following for your viewing pleasure:

GAME Type: specific (football)

GAME Level: glory

USC Trojans Flashback Fantasy Camp 2008

The First Basic GAME Formations, Circa 1999…Updated 2009, Part One

Back in 2000, I slotted, what were then, contemporary players into the various formation modules based on the players’ skill sets and what the positions’ requirements were. I thought it would be fun to revisit the first post about GAME formations by inserting today’s players into the formations while detailing the needs of each position some more. The following depth chart is for the power-speed formation module at the top of the diagram.

GAME-Blue-Formation-1

Module #1 power-speed formation depth chart:

SC:  Deron Williams (G, Utah Jazz), Kaká (MF, Real Madrid). This module’s position requires a strong decision maker with size, strength, quickness and the ability to distribute the ball precisely. The decisions that the SC make are based on the alignment and/or (expected) degree of penetration by the defense. Reacting to the defensive alignment, the SC will distribute the ball to the ThB’s in the rear, pass or lateral to the outside wings where wing playmakers (W) are aligned within separate wing modules, or keep the ball to achieve forward progress.

ThB: Tim Tebow (QB, University of Florida), Dan LeFevour (QB, Central Michigan University). This position requires a player who has the rare ability to accurately make all throws or kicks, run with elusiveness and run with power. Power is important in this position since the defense is aligned in close proximity. This ThB can either block/guard larger defenders, receive the ball and accurately distribute to ThB’s behind or to playmakers on the wings, or keep the ball to achieve forward progress.

ThB: Terrelle Pryor (QB, Ohio State University), Juice Williams (QB, University of Illinois), Dan Carter (Fly-half, USA Perpignan and the Crusaders). This position is similar to the ThB previously described, but throwing is not as essential of a requirement. The ability to pass or kick forward at this position is important in order to keep the defense off balance, but the majority of the time these ThB’s will keep the ball or distribute the ball laterally to a teammate. As a result, these ThB’s must have power, elusiveness and speed.

ThB: Boris Diaw (F/C, Charlotte Bobcats), Pau Gasol (C, Los Angeles Lakers). Diaw and Gasol are considered two of the best passing/outlet passing athletic big men in basketball. The primary physical attribute necessary for this position is size. As ThB’s are positioned further behind the frontline, visualizing the action on the field becomes more challenging. That is why it is necessary to have an excellent passing big man with good decision making skills positioned in the middle of the ThB formation to do the following: read the defensive formation and movement; analyze the progress of the ThB’s in the front (against the defense); adjust the call/play or continue with the planned call/play based on the two main reads; pass to the appropriate playmakers based on the reads.

ThB: Pat White (QB, Miami Dolphins), Seneca Wallace (QB, Seattle Seahawks). The next two rows of ThB’s are the best combination of speed, quickness and arm strength. Agile and elusive, these ThB’s can make plays with their game-breaking speed or with their arms. They can throw to playmakers positioned on the wings, launch balls to playmakers in other nodes or dart into/out of nodes by using their speed to slice through zones.

ThB: Michael Vick (QB, Philadelphia Eagles), Denard Robinson (QB, University of Michigan).

ThB: Donovan McNabb (QB, Philadelphia Eagles), Jay Cutler (QB, Chicago Bears. The next two rows of ThB’s have the best arms. This row has better movement and elusiveness than the following row; speed is not an essential attribute but a plus. The ability to throw the ball into other nodes and across zones is essential. Although these ThB’s may not have speed, they should have good lateral movement in order to laterally mirror the movements of ThB’s in the front rows (in the event ThB’s in front lateral, pass or kick to them) and the ability to laterally track the ThB’s behind them (in order to lateral, pass or kick to them).

…ThB: Ben Roethlisberger (QB, Pittsburgh Steelers), Ryan Mallett (QB, University of Arkansas). Also known as “Towers” or “Throwers”, these ThB’s have size, strength and superb arm strength. Their goal is to fire balls to participants in other nodes, across zones or on the wings: to transition play into other nodes and zones; to advance the offense in their own zone of play. They may not exactly mirror the movements of the ThB’s in the front rows, but they must remain in the zone of action in order to receive a lateral, pass or kick.

The First Basic GAME Formations, Circa 1999

Below are diagrams of the first series of GAME formations (sketched between the brackets) I came up with back in 1999. Enlarge image. The brackets in the diagrams reflect the modularity of the formations; in other words one could use any one of the formations below to create completely new formations or integrate them into existing formations depending on how involved a GAME a team is participating in and/or what the team is trying to accomplish.
The three formation modules are, from top to bottom:
  1. a power-speed formation (the arrows that extend horizontally from “LINE” indicate that the line-forwards are positioned out in either direction without indicating the specific players or the spacing between them; the arrow that extends up from the “LINE” indicates that a forward push into the opposition is the goal of the line; the double-ended arrow between the Throwing Backs (ThB) at the bottom of the formation indicates that more players can be inserted in between the rear ThB’s, depending on the GAME and/or goal of the team). By positioning the SC (signal caller) close to the line followed by a “tail” of ThB’s, the SC becomes the initial ball handler who can either keep, hand off or lateral down the line of ThB’s (similar to the flow of rugby), depending on the defensive alignment and degree of defensive penetration. In general, ThB’s positioned towards the front are throwers with great size, mobility and generate considerable power when entering the frontline; ThB’s positioned in the middle are throwers who are elusive, and explosive; ThB’s in the rear are mobile, have good height and have the best power arms to deliver the ball downfield or into other transitional GAME zones. The rear ThB’s tend to be the least mobile of ThB’s and shadow the lateral movements of the ThB’s in front, in order to be in position to throw when required. This formation allows an offense to throw multiple looks simultaneously at a defense and then exploit the defenses’ weakest areas quickly and with forceful impact.
  2. a defense-offense transition formation is a defensive alignment module that creates quick transitions into attack mode through the utilization of quick strike power forwards on the wings and athletic power players with size and mobility in the middle of the defensive line. The three “bubbles” at the bottom of the module are a side in hockey, an American football offensive line and a American football/GAME hybrid backfield consisting of a QB, SC, TWB and B (more on these positions later). The “bubbles” illustrate how the forwards on the wings augment the defensive line but are versatile enough to sprint into the transitional GAME zones in all directions; linking up with and then participating in other (athletic) nodes. The defensive line’s main role is to provide a stiff resistance to counter offensive maneuvers, but like the forwards, the line has the flexibility to charge forward to participate in offensive operations. Behind the line are varying numbers of defenders (D) who are typically aligned in an I-formation. The D’s are primarily defensive safeties who are the key decision makers when leading a quick counterattack.
  3. a power-speed formation on the right wing with ThB’s stacked in a power formation upfront and speed ThB’s in the back. An extra layer of SC’s and B’s follow the ThB’s to create more power-speed combinations in the “tail” of the formation, producing more potential matchup problems for a defense.
Most positions have a corresponding athlete and the skill set (listed to the right of the athletes’ names) that I had in mind for the newly created GAME positions. The positions in the diagram may be unfamiliar to some, so a position index follows the diagram.
GAME-Blue-Formation-1

Position index for the preceding diagrams:

B=Back: is usually a multi-nodal hybrid position requiring quickness, speed, elusiveness and explosion. Because the B may usually be positioned further back in a given formation, endurance is a key element in the conditioning required for the position. A Back may in certain formations travel 15, 20 or more yards before hitting the frontline.

C=Center: a specific position from basketball, ice hockey and/or a football offensive line.

D=Defenseman: hockey defenseman providing a line of defense as well as lead a counterattack on a change of possession.

F=Forward: right wing or left wing in ice hockey, power or small forward in basketball. The F positions on the wings, in the middle formation module above, can be occupied by any type of forward from any athletic node as long as his skillset fits most of the requirements for the module’s position. Examples of forwards from the various athletic nodes who could fit in this defensive module include: Deion Sanders (CB/WR/KR/PR, American football), Roberto Carlos (wing back, football), Charles Woodson (CB/WR—in college/KR/PR), Scottie Pippen (SF, basketball), Ron Artest (F, basketball), Dwight Howard (C, basketball), Kevin Garnett (F, basketball), Lilian Thuram (centre back/right back, football), Cafu (wing back, football), Larry Robinson (D, ice hockey), Chris Chelios (D, ice hockey), Scott Stevens (D, ice hockey), Raymond Bourque (D, ice hockey), Bobby Orr (D, ice hockey), Claude Makélélé (defensive MF, football), and Hong Myung-Bo (sweeper, football). The F positions on the wings can also be multi-nodal hybrids.

G=Guard: football offensive lineman.

PF=Power Forward: basketball.

QB=Quarterback: football.

SC=Signal Caller: a hybrid multi-nodal position proficient in transitioning into and out of multiple nodes. A SC can, for example, start with a hockey line and/or receive a handoff from a football QB and stay in his node, transition into another node or distribute to another player from another node.

T=Tackle: football offensive lineman.

ThB=Throwing Back: a mobile multi-nodal hybrid position whose primary role is that of a thrower and whose targets are players spanning multiple nodes. ThB’s can range from tall power throwers to smaller, more explosively mobile throwers. and anything in between.

TWB=Throwing Wing Back: a multi-nodal hybrid player who can be positioned within a backfield formation or motioned/positioned to either wing. A versatile and athletic player, the ideal TWB can make throws between and within nodal zones, can catch/maintain possession, and can have tremendous explosiveness. The size of TWB can vary from tall and lanky, small and elusive, to anything in between, just as long as they have the above skillset.

Esthetics aside, the three GAME formations above were inspired by the University of Nebraska’s “I-option” attack, specifically; the I-formation, in general; and the hammer and anvil military tactical maneuver used in ancient battles and in modern frontline operations.
The I-formation was selected as a starting point for formations in THE GAME for several key reasons:

  1. The ability to have multiple options for a multiple number backs when they are attacking the frontline.
  2. Increased speed in hitting the frontline. The backs from the “tail” or rear will be able to read the defense with a running start when hitting the frontline. Conversely, backs towards the front can serve as quick hitting decoys, blockers, throwers, runners or a combination.
  3. Improved deception. The quick hitting action and the fact that the backs are lined up and virtually hidden by the backs in front, increases the ability of the offense to mask their intentions at the start of play and also increase the effectiveness of the subsequent “hammer and anvil” attack.

GAME Nuggets: Hybrid Nodes

Archery & American Football: New Orleans Saints QB, Drew Brees in an impressive display of accuracy.

Football/Soccer & American Football: Philadelphia Eagles K, David Akers in a kicking competition with the U.S. Men’s National Team.

SWAT/American Football: Ray Lewis, SWAT and a door.

Navigating Nodes and Zones in THE GAME

BBQ
Photo courtesy of TaTu BBQ
Updated 5/15/10
The building blocks of THE GAME are nodes. The concept of the node has evolved over time, but the essence of the node and its role in THE GAME has not changed. In its most basic form, nodes are the individuals/groups, places, objects/things, ideas, traditions, discussions, created works, competitions, etc. that are found in cultures and remixed by those in the cultures. THE GAME borrows these nodes; reshaping or “tweaking” them to fit into, if not already, the context of a competition. Nodes enable groups and individuals to create and continually transform the content of THE GAME competition(s).

When an existing competitive or cultural node has been integrated into THE GAME, it is transformed into a GAME node (or G node) which can in turn be spun back into cultures for consumption and/or reintegrated into THE GAME. This process allows THE GAME to recombine and mashup its contents and perpetually reshape and transform itself.

On the surface, it seems THE GAME would be difficult to follow and participate in since it appears to be in a state of constant flux. However, THE GAME is like an expanding universe in that at its center are an interconnected network of known nodes and known G nodes that remain relatively unchanged (and have an established following). On the frontiers of the expanding universe, THE GAME can recombine its constituent nodes and/or create newer nodes and newer G nodes from existing nodes or nothing at all. People could choose to follow certain sections of the “established” GAME or follow the “fringes” of THE GAME where new nodes and G nodes are being developed and integrated.

In terms of participation, there are various GAME Types that one can participate in THE GAME. To summarize, there are five main GAME Types currently in use:

  1. Specific
  2. Transitional
  3. Grouped (style)
  4. Mixed: blended (hybrid) & linked
  5. Jacks

The following diagram visually depicts some of these GAME Types: some shapes represent specific nodes; others represent mixed nodes. A mixed node can be a blend of two or more separate nodes forming an entirely new blended node or a linked node consisting of two or more nodes that are not completely blended but exist in two forms simultaneously—their constituent nodes and the new node created by linking, but not completely integrating the constituent nodes (as represented by the dotted outlines of its constituent shapes). Enlarged view.

G-Types-diagram
Groups and individuals will most often focus their efforts and specialize on a particular part or parts of THE GAME. Others may choose to participate on the “expanding frontiers” of THE GAME, preferring the latest nodes being created. Others may choose to participate in a little of each in varying degrees. And then there are those, if resources are available, who may prefer to participate in the entire GAME. It is this flexibility for customization that enables THE GAME to have a broad appeal and be “everything to everyone”.

So what makes THE GAME unique beyond being a collection of nodes? Citing the previous example of THE GAME as an expanding universe, if the nodes and G nodes are the stars, planets, galaxies, etc., the physical spaces between the stars, planets, etc. are the zones—the physical and virtual spaces in THE GAME in which nodes can be connected or blended together in infinite ways. Referencing the figure above, the figure below (enlarged view) illustrates a section of the GAME ecosystem, with its various GAME Types represented by the different shapes that are blended, hybridized, grouped (by shape), etc.. The links and connections and the creation thereof, that occur in the the physical and virtual spaces between shapes (nodes) are what makes THE GAME more than a collection of nodes. What emerges instantly are links, connections, and blends from one node to many other nodes, to many other nodes, etc., forming an infinite network of interconnected competition nodes that form a larger omni-competition.

G-Ecosystem-diagram
So what actually is happening in the zones—the physical and virtual spaces between nodes to create these connections in THE GAME?

Let’s say, for instance, we want to borrow the following nodes and, if they aren’t already, place them into a competitive context:

  • football/soccer
  • baseball
  • BBQ
  • architecture
We are going to create a unique competition that strings, blends (hybridizes) or links these nodes together by utilizing the physical and virtual zones between them. So here is one way of creating a Game from these nodes:
  1. Indianapolis, IN. A football/soccer pitch is adjacent to a baseball field. One possible connection that can be made between these two nodes is as follows: Team A is at bat; the baseball outfield (a zone) opens up to the football pitch (another zone) lengthwise. The zone that physically connects the two nodes’ zones is a transition zone—a zone that facilitates the transition of action from one zone into and out of another. In what is essentially a pass, a hitter from Team A hits a pitch deep into the outfield, past Team B’s outfielder, and sets up Team A’s football midfielders, who will continue to press on toward the opposing team’s goal (this illustrates specific nodes that transition from one node to another; creating a linked node). Outfielders from Team B may periodically shadow Team A’s players on the pitch to help their teammates defend their side. The football match will not wait or stop for events to occur on the baseball diamond and vice versa. Both events will moving independently of each other until moments like above occur when multiple options may present for divergent flow of play in each node. Another option can have a zone physically located between the two nodes, within and/or adjacent to the two nodes whereby a (newly created) blended node with players on each side use a bat and their feet to advance a modified football towards the opposing goal.
  2. Dubai, UAE. An architecture firm (49% owned by Team A) enters an international competition (in which Team B is also participating) for a commercial project. Team A’s architecture firm presents its bid to the developers of the project in a conference room (a zone); the videoconference of Team A’s bid is shown to leadership, coaches, participants and spectators (via a big screen) in Indianapolis during the Game. A virtual connection exists between these nodes. A physical connection may exist as well if the pitch/baseball field are physically connected to other competitions, that are connected to other competitions, etc. all the way to Dubai.
  3. In the parking lot of the football pitch and baseball field (a zone), several tailgaters representing themselves and Team A or B are participating in a BBQ contest while the Game ensues. The contests categories will include: chicken, ribs and brisket. The spectators watching the Game and a panel of judges (whose points will be weighted more) will decide the winner of the contest. This is an instance where a specific node can simultaneously be a linked node.
The winner of this Game is determined by the total runs, goals, points, project dollar amount, etc. tallied by Team A versus Team B.

Semantics and Taxonomy: Nodes, Types, Games and THE GAME

People can participate in THE GAME in a myriad of ways. They can participate in one particular part of THE GAME, a node and/or GAME node (e.g. a specific sport or a specific competition); they can participate in a segment of THE GAME that consists of two or more nodes blended together (e.g. an existing hybrid sport like international rules football or chess boxing; an existing multisport like triathalon; or an entirely new blend that doesn't already exist); they can participate in a particular GAME type; or they can participate in multiple combinations of, up to the entire GAME.


Since THE GAME can consist of many competitive nodes, the outcome of a GAME would depend on the cumulative outcomes of all the associated nodes/ competitions (Games) in that GAME. A comparison would be like declaring the nation with the highest total number of medals (each medal representing an outcome of a competition node or Game) the overall winner of the Olympic Games (THE GAME).


THE GAME semantics and taxonomy would be the following:

THE GAME--the omni-competition.
GAME--a match up in THE GAME.
Game--a competition node that contributes to the outcome of a GAME or THE GAME.

THE GAME: Distilled (using Gatorade)

When you distill THE GAME, its constituent parts consist of every known competition between individuals, groups, nations and/or animals for scarce markets; territories; positions of influence; recognitions, awards and prizes; and/or resources. Simultaneously, THE GAME integrates every known node (a specific person/group, place, object/thing or idea) from sports, recreation, leisure, business, finance, politics, science, technology, the internet, arts, entertainment and life/style; inserts them into competitive contexts and then unifies them with the "distilled" elements of THE GAME, creating an ever-growing, ever-evolving, integrated competitive whole. From that integrated competitive whole, THE GAME can be reconstituted into GAME nodes (G.3 nodes) which in turn can be endlessly reintegrated, in various forms, back into THE GAME. 
Since the degree of reconstitution and (re)integration is totally dependent on the participant or creator of THE GAME node or larger GAME nodal network, there is an infinite number of ways to participate in and create THE GAME. 
The following two commercials from Gatorade debuted several years ago but they help illustrate the potential for creative GAMEplay by linking nodes together (the first commercial shows what a G: transitional type would look like; linking toy versions of Peyton Manning/American football, Mia Hamm/football, Vince Carter/basketball and Derek Jeter/baseball) and by being creative with a node's content and context (the second commercial changes the content and context of an American football game by inserting lion opponents inside a gladiator coliseum; producing a G: mix (hybrid) type of American football and gladitorial combat):

Pros Vs. Joes: A GAME Level (c.2000)

Pros Vs. Joes from Spike TV, brings sports competition to a new level as regular guys get the opportunity to compete against their sports heroes.

We talked about this type of cross level competition in our primer on THE GAME Types and Levels (c. 2000). Creating, building, then integrating a layer of pro vs. amateur athletic competitions into THE GAME is an essential component to increasing the level of participation in THE GAME.

To see what Pros Vs. Joes is all about, you can play previous episodes at Spike orFancast.

 

Showdown In Chinatown

Courtesy of Wikipedia


Showdown in Chinatown was a charity soccer match played on June 25, 2008, organized by Phoenix Suns point guard Steve Nash and New York Red Bulls footballer Claudio Reyna to benefit their respective charity foundations. The nine-a-side match was played at Nike Field in Sara D. Roosevelt Park on the Lower East Side of Manhattan, New York City, and the two teams included many National Basketball Association and international soccer players.

The Showdown in Chinatown is worth noting from the perspective of the G.3 since it displayed the football talents of NBA stars Steve Nash, Baron Davis, Jason Kidd, Raja Bell and Leandro Barbosa, as well as the talents of Marc Stein, senior NBA writer for ESPN.com. Their participation illustrated the promise and potential for specific sports and endeavors, however disparate, to be blended/transitioned into other sports and endeavors in the G.3.

Video update: 2009 Showdown in Chinatown (part 1 of 9)

Reggie Bush and David Beckham Demonstrate a "Transitional" GAME Moment

Football and American football are different sports requiring different skill sets and strategies for success. The premise for transitional GAME types is that there are multiple activities going on simultaneously. The primary purpose of this GAME type is to allow a smooth flow from one activity to another (to another, to another, etc.), therefore making THE GAME scalable and watchable. A prime example of how football and American football can transition and blend into each other in THE GAME can be found in the following videos featuring David Beckham and Reggie Bush, showing each participating in their opposite sport…

THE GAME Types and Levels (Circa 2000): The Essence of G.3

In 1999, as THE GAME started to take shape, we wanted to incorporate, quite literally, an endless number ideas into THE GAME Types and THE GAME Levels. So, in the summer of 2000, we finally sat down and thought, "OK. We've got this idea that is too big to really pin down and explain, but we've got to come up with something as a starting point". What we came up with was a framework of what we wanted THE GAME to be and the direction or directions we wanted THE GAME to take (the following entry, btw, is from that founders meeting in the summer of 2000). As you will see from the examples (to help explain THE GAME Types and THE GAME Levels) given below, the context is clearly circa 2000.

THE GAME, in general, has five TYPES:

1. specific

2. transitional

3. grouped (style)

4. mixed: blended (hybrid) & linked

5. jacks

1. SPECIFIC. This type refers to a specific established/existing activity. The main criteria to be GAME specific is to have specialization. Automaking, restauranteuring, computer programming, acting, farming, and dentistry are all considered GAME specific activities and its participants are considered to be GAME specific participants. Activities in the other four types could eventually become established as GAME specific as long as there is a participant in those activities.

2. TRANSITIONAL (Updated 5/15/10). The main function of transitional GAME types is to connect multiple simultaneous activities. The transitional GAME type is a standalone node or type that facilitates the smooth flow from one activity to another (to another, to another, etc.), therefore making THE GAME scalable. Some of the many examples include:

triathalon --> track & field ( e.g. a relay event incorporating a triathlete relaying to a waiting transitional athlete who will in turn relay to a track athlete)

baseball --> football (e.g. a hitter hits a baseball into the outfield and into a transitional zone where a hybrid WR waiting to receive the baseball is opposed by a hybrid OF. These hybrid players are standalone transitional node players affiliated sports—baseball and football)

basketball --> football (e.g. a transitional wing player can catch a long bomb on an inbounds pass from a PF or C while being defended by a transitional defensive wingback player; the goal of the transitional wing player is to fight through the defense and eventually get the ball to the skill players on the offensive side of the football).

free e-tail hosting service --> consulting (see add-a-shop.com)

3. GROUPED (STYLE). This GAME type refers to similarly related activities grouped and/or blended together by primary and/or broad objectives. Some of the many examples include:

goal: ice hockey/in-line hockey/floor hockey/broomball/soccer/team handball/floor hockey/water polo

basket: basketball/korfball/streetball

use of a bat: baseball/softball/cricket/pesapallo

use of a racquet: tennis/badminton/racquetball/squash

endzone: rugby/American football/Australian rules football/arena football

medium of the activity: air/water/land

sports marketing agreement between YankeeNets and Manchester United.

computing Micrsoft's presence in, for example, software, WebTV, and Expedia.com

internet programming/web design/web project management.

politics: election campaigning/military/lawmaking.

electronics: SONY's presence in, for example, CD players, video, radios, DVD players, and game consoles.

4. MIXED: BLENDED (HYBRID) & LINKED (Updated 5/15/10). This GAME type is made up of one or more existing (related or unrelated) activities that are:

a. blended (a hybrid) together and/or

b. linked together (no blending or hybridization of the constituent activities; the constituent activities are preserved in their original forms and linked together in various ways). A transitional type and linked type share many similarities, however the transitional type is a standalone type or node (that facilitates the transition of one node into another) while the linked type is an entirely new node combining two or more existing activities (while preserving the integrity of the constituent nodes).

By doing so, new GAMEs are created. An example of this is THE GAME itself.

5. JACKS. The name alludes to a "jack of all trades". As the name would indicate, this GAME type consists of most or all of the possible activities brought together (including all the activities from the aforementioned GAME types). THE GAME would be a good example of this GAME type, whereas an example of a participant in this particular GAME type would be a corporate conglomerate like VIRGIN.

LEVELS

Currently, each type in THE GAME has the following levels of participation (note: participants in each level may participate against participants in other levels):

pick-up:

show up and play!

recreational:

generally, more organization is involved in this level.

fraternity/sorority:

its members are in the Greek system, but as explained above, they may participate against others in their level or others in other levels.

intramural:

typically organized at the collegiate or university level

(Inter)National Graduate Athletic Association:

intercollegiate athletics for alumni and graduate students

amateur:

e.g. NCAA, University Games

semi-professional

professional

pro-am-rec:

participants can compete against others from the other levels

glory:

for those participants who would love a chance to relive their past glory.

 

Connect with G.3

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