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fWotD Episode 3266: Flow (video game) Welcome to featured Wiki of the Day, your daily dose of knowledge from Wikipedia's finest articles.The featured article for Tuesday, 14 April 2026, is Flow (video game).Flow (stylized as flOw) is an indie video game created by Jenova Chen and Nicholas Clark. Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany, with assistance from Santa Monica Studio. SuperVillain Studios developed a PlayStation Portable version of the game in 2008, and PlayStation 4 and PlayStation Vita versions in 2013. In Flow, the player navigates a series of two-dimensional planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.The Flash version of Flow received 100,000 downloads within its first two weeks of release, and had been played over 3.5 million times by 2008. Its PlayStation 3 re-release was the most downloaded game on the PlayStation Network in 2007 and won the Best Downloadable Game award at the 2008 Game Developers Choice Awards. It was nominated for awards by the Academy of Interactive Arts & Sciences and the British Academy of Film and Television Arts. Reviewers praised Flow's visual and audio appeal, but noted the simplicity of its gameplay; several considered it to be more of an art piece than a game.This recording reflects the Wikipedia text as of 01:12 UTC on Tuesday, 14 April 2026.For the full current version of the article, see Flow (video game) on Wikipedia.This podcast uses content from Wikipedia under the Creative Commons Attribution-ShareAlike License.Visit our archives at wikioftheday.com and subscribe to stay updated on new episodes.Follow us on Mastodon at @wikioftheday@masto.ai.Also check out Curmudgeon's Corner, a current events podcast.Until next time, I'm neural Matthew.
In a special five-episode mini-season of Working, we talk with people who have had “second acts,” that is people who made a dramatic career pivot at some point in their working lives. Patty Stonesifer was running a computer-book publisher in Indianapolis when Microsoft recruited her to run its publishing division. In 10 years at the company, she rose to senior vice president of the Interactive Media Division—where one of the sites she launched was Slate. (Stonesifer is now married to the magazine’s founding editor, Michael Kinsley.) When she left the tech giant, Bill Gates recruited her to lead what became the Bill and Melinda Gates Foundation. After a decade there, she left to become the president and CEO of Martha’s Table, a Washington, D.C., nonprofit. She has also served as chair of the Smithsonian Institution Board of Regents, was appointed by President Barack Obama to lead the White House Council for Community Solutions, and is the lead director of the corporate board of Amazon.com. Learn more about your ad choices. Visit megaphone.fm/adchoices
In a special five-episode mini-season of Working, we talk with people who have had “second acts,” that is people who made a dramatic career pivot at some point in their working lives. Patty Stonesifer was running a computer-book publisher in Indianapolis when Microsoft recruited her to run its publishing division. In 10 years at the company, she rose to senior vice president of the Interactive Media Division—where one of the sites she launched was Slate. (Stonesifer is now married to the magazine’s founding editor, Michael Kinsley.) When she left the tech giant, Bill Gates recruited her to lead what became the Bill and Melinda Gates Foundation. After a decade there, she left to become the president and CEO of Martha’s Table, a Washington, D.C., nonprofit. She has also served as chair of the Smithsonian Institution Board of Regents, was appointed by President Barack Obama to lead the White House Council for Community Solutions, and is the lead director of the corporate board of Amazon.com. Learn more about your ad choices. Visit megaphone.fm/adchoices
Mobile Movie Mayhem - Jennifer a Director at the Project Factory, gives a deeply practical view of mobile for TV and Film extensions and how to deal with the paradox of making mobile apps to market movies but the apps themselves then need to be promoted. She helps orientate listeners around the mobile and tablet ecosystem, how to market apps, movie and TV app case studies, how to deal with App Store Gatekeepers, likely development costs and many more tips and tricks. With 9% more time spent with apps than the general web Jennifer helps us understand the pros and cons of StoryTelling using mobile apps and why it is important to develop new and highly personalized experiences playing on the fact that your mobile is an extension of yourself. She finishes on practical advise for storytellers on how to engage and develop apps. Mobile Movie Mayhem - A presentation by Jennifer Wilson, given at the StoryLabs & Screen Australia labs and digital ignition seminar held in Sydney in late Nov 2012. StoryLab's Podcasts: Recorded and Produced by Gary P Hayes JENNIFER WILSON (AUS) - is one of the vital cogs in the machine that is The Project Factory. With more than 20 years experience in interactive media. Jen brings a zeal for device-independent relationships with consumers, storytelling across multiple platforms and a passion for all things mobile. Jennifer combines solid commercial sense based on over twenty years in business, with a technical understanding of the issues of transmedia and multiplatform production; and wraps this in a bundle of creativity and curiosity. Her previous posts include Managing Director of HWW, Head of Innovation for ninemsn and principle of boutique consultancy, Lean Forward. Jen is the author of many papers on digital screen content issues including ‘Getting in the digital frame: A screen producer’s guide to the digital landscape’, ‘The Digital Deadlock: How clearance and copyright issues are keeping Australian content offline’, ‘ Pocket Power: getting your content mobile’ and co-author of ‘The Writer’s Guide to Making a Digital Living’. She has a zeal for device-independent relationships with consumers, storytelling across multiple platforms and a passion for all things mobile. Jen sits on the Council of the Screen Producers Association of Australia representing the Interactive Media Division.
As part of the Chicago Humanities Festival, Library of Games is interviewing important people in the world of video games. Our second extrasode features Tracy Fullerton, a game designer, educator and writer with fifteen years of professional experience. She is currently an associate professor in the Interactive Media Division of the USC School of Cinematics Arts and Director of the Electronic Arts Game Innovation Lab.