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Lorraine Hopping Egan
Works at Hopping Fun Creations
Attended Kalamazoo College
Lived in New York
1,624 followers|104,988 views


Lorraine Hopping Egan

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Banksy brilliance.
Banksy's New Graffiti Mocks Smart Phone Distracted Lovers
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Lorraine Hopping Egan

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On The Shoulders of Giants

♀ A sepia print of an Indian woman, a Japanese woman and a woman from Syria, dated 1885. What do they have in common? Extraordinarily, each was the first licensed female medical doctor in their country of origin. They were trained at the Women's Medical College in Pennsylvania, the first of its kind in the country. This was a time before women had the right to vote. If they did attend college at all, it was at the risk of contracting "neuralgia, uterine disease, hysteria, and other derangements of the nervous system” (according to Harvard gynecologist Edward H. Clarke). 

An all-woman medical school was first proposed in 1846, supported by the Quakers and the feminist movement. Dr. Ellwood Harvey, one of the early teaching faculty, daringly smuggled out a slave, Ann Maria Weems, dressed as a male buggy driver, from right outside the White House. With his reward money, he bought his students a  papier maché dissection mannequin. Eventually, poverty forced him to quit teaching, but he still helped out with odd jobs. What a magnificent man!  

Fate and fortune were to buffet Ms. Joshi's life. Married at age 9 to a man 11 years older, her husband turned out to be surprisingly progressive. After she lost her first child at age 14, she vowed to render to her "poor suffering country women the true medical aid they so sadly stand in need of and which they would rather die than accept at the hands of a male physician". She was first offered a scholarship by a missionary on condition that she converted to Christianity. When she demurred, a wealthy socialite from New Jersey stepped in and financed her education. She is believed to be the first Hindu woman to set foot on American soil. I didn't arrive until 1983 ;)

Times were tough then. The fate of these three intrepid pioneers was a sad one. Joshi died of tuberculosis in India at the age of 21, without ever practicing. Fittingly, her husband sent her ashes back to America. Islambouli was not heard of again, likely because she was never allowed to practice in her home country. Although Okami rose to the position of head of gynecology at a Tokyo hospital, she resigned two years later when the Emperor of Japan refused to meet her because she was a woman. 

Times have changed. My own mother was married at the age of 13 to a man also 11 years her senior. My father recalls helping my mother with her geography homework in high school. She never did attend college, despite being a charismatic woman with quicksilver wit and efficiency. Little wonder then, when I was accepted into graduate school in the US, unmarried and 21 years young, my parents staunchly stood behind me against the dire predictions of friends and relatives ("She'll come back with a yellow haired American!" "Haven't you read Cosmopolitan magazine? They are all perverts there!"). Happily, I escaped perversion, earned my doctoral degree and even gained a supportive spouse of my own. In 2004, I became only the 103rd woman to be promoted to Professor in the 111-year history of the Johns Hopkins medical school, and the first in my department, the oldest Physiology department in the country. If I have seen further it is by standing on the shoulders of giants

#STEMwomen   #ScienceEveryday  

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Ariel Tantiado's profile photoMichelle Ross's profile photoLaura Newman's profile photo
....please i have did ur contact number?
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There's some irony in a born-digital news site tackling board games as one of its "card" topics at launch. (A "card" topic is a news story that continues to evolve and build, rather than be posted and archived on a daily or hourly cycle; the idea is journalists don't have to keep repeating info and file a brand new story for something they've already covered; it's like a Wiki-news approach.)

I don't agree with the premise here, that chance or luck makes a game automatically "boring" or for "7-year'olds"—most games have some element of randomness and even roll-and-move can offer choices and strategies if done well. But, if you're into Euro-style games (some of which I find boring because they're so methodical), this is a pretty good starter listicle. (My 2c: Bohnanza is outstanding in part because it relies takes full advantage of social interaction and physical pieces and makes for a terrible digital version.)

One question: On this new news site, do all the links in this article go to an affiliate account? Is that a revenue stream, thus making this "card" one giant ad? If so, should they disclose that fact?

Another question: Isn't the basic model for this, with added layers of news and a more advanced content management system?

#boardgames #journalism  
Understand the News
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After programmers conquered computer chess, they turned to Go. Success against a master in just 14 years.

"In chess, it takes fifteen moves for the number of possible game states to equal the number of stars in the universe. Go gets there in ten moves. At that point, the average chess game is nearly half over, but Go is only beginning: the average game still has a hundred and forty moves left, each adding a new universe of possibilities."
It took computers eighty-four years less than predicted to start beating humans at a Chinese board game called Go.
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Pat G
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Have them in circles
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I haven't read Leonard and didn't know about the Detroit Five. Enjoyed this trip through Greektown, Eastern Market, DTW, the Cass Corridor as seen through his characters' eyes. Of his books made into movies, Jackie Brown is outstanding. #detroit #fiction 
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Sounds like a mission for +Georgina Goodlander (formerly of Smithsonian Art Museum). #boardgames #museums
So tabletop RPGers, I'm looking for a little help. What advice would you give to museum curators who are interested in bringing the role-playing/tabletop experience to the museum?
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Although this comedy sketch is an engineer at a business meeting, how many of you freelancers or consultants or "experts" in other fields have suffered through meetings like this? Hilarious.
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This is my life.
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Lorraine Hopping Egan

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Commercial aviation is 100 years old—meaning the first flight (with one passenger) took off just 11 years after the Wright Brothers' flight. Here's a real-time map of all the flights in the air, right now (half a million people) and a short history.
To mark 100 years of passenger air travel, our stunning interactive uses live data from FlightStats to show every one of the thousands of commercial planes currently in the air, charts the history of aviation since 1914, and asks what comes next for the industry
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Lorraine Hopping Egan

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"We all get that there’s a new world disorder and that it feels natural. Except of course when that disorder comes calling in our own industry. Then we tend to freak out."

The "free content" model hit the music industry first and continues to plow through other media (I felt the pain in book publishing and journalism). Is higher ed is next—certified MOOCs and the burden of oversized student loans eventually making an impact? What else?

The genie's out of the bottle and there's no turning back post-distruption, but we still need to find viable business models (plural) that sustain content creators in all media, for the long haul, if we're to enjoy the fruits of their creativity. It's the content creators (the "dead moose" in the ecosystem, says Margaret Atwood) who fundamentally drive the business and yet only a select few control the money flow.

F2P,  virtual goods, crowdfunding, patrons, and even cafe press t-shirts and mugs etc.—all are steps forward, but I don't think we're there yet. Content creators who have boundless energy and are great at speaking, performing, marketing, corporate consulting, and other money-making skills can do well but they are the minority. Until the rest can make money at what they do best, they'll always be beholden to others (patrons, spouses with fulltime jobs, trust funds, second jobs...), their creative energy splintered by the need to pay bills, the inability to make a living from their content.

I'd love to hear some real solutions.
When considering the economics of games, I'm more and more fascinated by the potential of a scalable patronage model and seen on Patreon. But also by the..
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The Golden Era is definitely over—including for me. I've slowed WAY down on Kickstarter and have become a lot more selective and cautious (a few projects didn't pan out). OTOH I would put the Humble Bundle approach in this category, since people can pay what they want (including zero or a ridiculously low minimum). I'll be curious to see what other permutations arise and am keeping an eye on Patreon.
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Of interest to comic book artists and other illustrators: This study reminds me of the facial expression drawing guide in McCloud's Understanding Comics book. Combining two emotions on one face is a complicated science—and art.
You will raise your eyebrows and curl up the corners of your mouth when you realize what this new study has discovered about emotion processing.
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And then you go and model it and animate it... uugh ... yes... complicated.
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Have them in circles
1,624 people
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Storyteller, Author, Game Designer
Writing, editing, game design, editorial direction, new product development, educational publishing
  • Hopping Fun Creations
    Writer/Editor/Game Designer, present
    My editorial and creative services company has produced books, games, and other jazzy content for Smithsonian, Scholastic, WGBH, Sesame Workshop, Edmark/Riverdeep, Microsoft Education, Penguin, and many other clients.
  • Bradfield Productions
    Transmedia Storyteller, 2010 - 2013
    I'm proud to be part of the global "Alice" team, directing editorial outreach and transmedia strategy for this innovative digital novel series.
  • Aristoplay (game publisher)
    Product Development Director, 1991 - 1996
    I created more than a dozen board and card games from idea to store shelf. Top sellers include Mars 2020 (still in print—a classic!), NOVA True Science (licensed product, with 900 science questions), Top Dog (a bestseller in Finland).
  • Scholastic
    Editor, Author, Scriptwriter, 1982
    I wrote fiction scripts for the software division (Escape from Antcatraz!), edited several magazines (SuperScience, DynaMath, Futures, Teaching and Computers), wrote articles for many more (Dynamite!, Update, Choices) researched and wrote for Scholastic Productions (Magic School Bus), and authored dozens of books.
  • Hall of Fame Sports Books
    Store Owner, VP of Marketing and PR, 1993 - 1997
    With my husband, Chris Egan, we founded a sports books and collectibles store and specialty catalogue business in the heart of downtown Ann Arbor.
  • Smithsonian
    Book Editor, Special Projects Editor
    I edited Joy Hakim's acclaimed The Story of Science book series and worked on contract at Smithsonian Enterprises on a startup property for tweens.
  • WGBH (PBS)
    Contributor to Design Squad (teen engineering challenge), Invent It!, after-school science clubs, NOVA True Science (board game), and other educational materials.
  • Edmark/Riverdeep
    Writer (software scripts)
    Contributor to Strategy Safari, Cosmic Geometry, Light!, Electricity! and other CD-Rom games and learning materials.
  • Kinetic City Super Crew
    Author of four radio plays, founding editor of a journal for kids, writer of science activities, consultant.
  • Microsoft Education
    Writer of Magic School Bus activities and games for the licensed software programs.
  • Sports Illustrated for Kids
    Sports Math Mania!
Map of the places this user has livedMap of the places this user has livedMap of the places this user has lived
New York - Ann Arbor - Caen - Vichy - Detroit - Kalamazoo
Contact Information
Pro writer, game designer (@HoppingFun, My left brain knows what my right brain is thinking.
In the photos above, you're looking at a few of my favorite Hopping Fun Creations, among 50+ books, more than a dozen published board games, 200+ articles, half a dozen fiction scripts for software, games, and radio.

My philosophy: "Life is a game, and happiness is how to keep score." I am following my bliss.

My credo: "If you always do what you've always done, you'll always get what you've always gotten." I aim to be new, different, stretch my creative and intellectual muscles.

As a content creator in the broadest sense possible, I am open to collaborations, partnerships, and quality work on assignment.

Most of my posts are public, but I also post items of interest to these circles:
  • transmedia
  • publishing
  • fiction writers (any medium)
  • journalists
  • illustrators (including animators, graphic novelists, photographers, multimedia artists)
  • game designers (especially board games, pervasive games, serious games, educational games)
  • science and tech (I'm, at heart, a geek)
Bragging rights
As a cheeky 21-year-old, I almost single-handedly launched a magazine called Ann Arbor Dialog. We lasted one issue (before I took a job in New York), but I learned a ton and had a blast.
  • Kalamazoo College
    French, English Literature
    Edited Kalamazoo Index (newspaper), lettered in volleyball, created Ann Arbor Dialog (local feature magazine) as a senior project, graduated cum laude.
Basic Information
Other names
Lorraine Jean Hopping, Lorri Hopping