# To Do
> [!multi-column]
>
> > [!bug] Overdue
> > ```tasks
not done
(due before today)
hide task count
hide due date
hide edit button
short mode
>
> >[!success] Today
> >```tasks
not done
(due on today)
hide task count
hide due date
hide edit button
short mode
>
# Notes
> [!multi-column]
>
> > [!summary]- Created Today
> > ```dataview
> > LIST WITHOUT ID file.link
> > FROM ""
> > WHERE file.cday = this.file.day AND file.name != this.file.name
> > SORT file.ctime ASC
> > ```
>
> > [!example]- Modified Today
> > ```dataview
> > LIST WITHOUT ID file.link
> > FROM ""
> > WHERE file.mday = this.file.day AND file.name != this.file.name AND file.cday != this.file.day
> > SORT file.mtime ASC
> > ```
## Quick Links
```dataview
LIST WITHOUT ID file.link
FROM #quicklink
SORT file.cday DESC
```
# [[Weight Tracker]]
## [[Scratch Pad]]
### Baker's [[hylomorphism]]
https://notebooklm.google.com/notebook/1aa569fe-cf30-4f5d-b6d7-06e8002bfd95/audio #aiaudio
### [[Alessio's Thesis]] outline
The thesis aims to demonstrate that interactive graphic adventures and video games are two
different mediums. It is a direct consequence of Nguyen's theses. [[The author]] identifies the game with that
art form that shapes the player's agency, through the use of rules and temporary
goals. Nguyen focuses on what a user appreciates during the gaming activity. The game becomes a medium when the focus
of the user is centered on [[the appreciation]] of his practical reasoning, intent on overcoming the
difficulties imposed on him by the game system. Although usually classified as video games,
interactive graphic adventures do not present any of this. The type of intervention required of the
player is of a different kind. There is no aesthetically appreciable effort to fulfill what is
required, no difficulty to face. In many interactive graphic adventures, to make a
decision, the press of a button is sufficient. Assuming Nguyen’s theses and the characteristics
of interactive graphic adventures, the latter are automatically excluded from the scope of
video games. From here [[the question]] arises: could interactive graphic adventures constitute a medium
in their own right? To answer [[the question]] effectively I could follow the same path used by
Nguyen. What is the material shaped by [[the author]] of interactive narratives to create the
[[aesthetic experience]]? (in the case of games Nguyen answers with agency), what is the main element that
constitutes the seat of [[aesthetic appreciation]], capable of presenting the attributes to which
we often associate beauty? (Nguyen in this case answers with practical reasoning and the
player’s actions). If the existence of a series of aesthetic qualities attributable to the branching narrative
as such were demonstrated, this could subsist as an autonomous medium.