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Games for Nature - how games can make a change

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Presentation given to Conservation Leadership MPhil Students at University of Cambridge

Presentation given to Conservation Leadership MPhil Students at University of Cambridge


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  • Transcript

    • 1. Games for Nature:how games can make a change Caroline Howes - Chief Operating Officer caroline@playmob.com @howescaroline
    • 2. 1.Introduction to Games 2.Games for Nature 3.Game Mechanics 4. Your Go!
    • 3. Once upon a time...
    • 4. Once upon a time...
    • 5. Once upon a time...
    • 6. Once upon a time...
    • 7. Once upon a time... to
    • 8. Once upon a time... to
    • 9. Once upon a time... to
    • 10. Once upon a time... to
    • 11. And WOW!
    • 12. And WOW!
    • 13. And WOW!
    • 14. Advent of Consoles Nintendo (1986) Sega MegaDrive (1990)
    • 15. Advent of Consoles Nintendo (1986) Sega MegaDrive (1990)
    • 16. Advent of Consoles Nintendo (1986) Sega MegaDrive (1990)
    • 17. Video Nasties :(PlayStation 1/2/3 (1994, 2000, 2006) xBox (2002)
    • 18. Video Nasties :(PlayStation 1/2/3 (1994, 2000, 2006) xBox (2002)
    • 19. Video Nasties :(PlayStation 1/2/3 (1994, 2000, 2006) xBox (2002)
    • 20. Video Nasties :(PlayStation 1/2/3 (1994, 2000, 2006) xBox (2002)
    • 21. Video Nasties :(PlayStation 1/2/3 (1994, 2000, 2006) xBox (2002)
    • 22. Console goes Social
    • 23. Console goes Social
    • 24. Console goes Social
    • 25. Console goes Social
    • 26. Console goes Social
    • 27. Social Explodes!!
    • 28. Social Explodes!!
    • 29. Social Explodes!!
    • 30. Social Explodes!!
    • 31. Social Explodes!!
    • 32. Social Explodes!!
    • 33. Games on the Go!
    • 34. Games on the Go!
    • 35. Games on the Go!
    • 36. Games on the Go!
    • 37. Games on the Go!
    • 38. Games on the Go!
    • 39. Games on the Go!
    • 40. Mobile Gaming
    • 41. Mobile Gaming
    • 42. Mobile Gaming
    • 43. Mobile Gaming
    • 44. Mobile Gaming
    • 45. Mobile Gaming
    • 46. Games for Nature Okami Dog’s Life (PS2) World WIthout Oil Endless Ocean Flower TrailerLittle Big Planet (PS2, PSP, PSVita) WeTopia Fate of the World (PC)
    • 47. A force for good :)PlayMob offer game developers 2 ways to link their games to charities: - virtual items in games - virtual currency exchange
    • 48. GiverBoard
    • 49. What Makes a Successful Game? FUN STORY CHALLENGE REWARDING ADDICTION
    • 50. First and foremost a game must be FUN!Game is structured play time, undertaken for enjoyment.
    • 51. A story unfoldsMost computer games tell a story - there is a beginning, middle, and end 1. Meet the hero & learn the quest 2. Execute the missions that make up the quest 3. Defeat final ‘baddy’ to complete the quest
    • 52. A story unfoldsMost computer games tell a story - there is a beginning, middle, and end 1. Meet the hero & learn the quest 2. Execute the missions that make up the quest 3. Defeat final ‘baddy’ to complete the quest
    • 53. A story unfoldsMost computer games tell a story - there is a beginning, middle, and end 1. Meet the hero & learn the quest 2. Execute the missions that make up the quest 3. Defeat final ‘baddy’ to complete the quest
    • 54. A Challenge...Structured play follows sets of rules, which materialise as challenges as the gameplay progresses
    • 55. A Challenge...Structured play follows sets of rules, which materialise as challenges as the gameplay progresses Time
    • 56. A Challenge...Structured play follows sets of rules, which materialise as challenges as the gameplay progresses Time
    • 57. A Challenge...Structured play follows sets of rules, which materialise as challenges as the gameplay progresses Time Resources
    • 58. A Challenge...Structured play follows sets of rules, which materialise as challenges as the gameplay progresses Time Resources
    • 59. A Challenge...Structured play follows sets of rules, which materialise as challenges as the gameplay progresses Time Resources Boundaries
    • 60. A Challenge...Structured play follows sets of rules, which materialise as challenges as the gameplay progresses Time Resources Boundaries
    • 61. It pays to play!All games need to reward their players - why else would they invest their time!! Unlock a new level to conquer Unlock new resources to help Get more time/lives/skill
    • 62. It pays to play!All games need to reward their players - why else would they invest their time!! Unlock a new level to conquer Unlock new resources to help Get more time/lives/skill
    • 63. ADDICTIONPlaying a game provides an emotional journey that will hook the player to return time again Success Overcoming adversity Frustration! As Escapism
    • 64. ADDICTIONPlaying a game provides an emotional journey that will hook the player to return time again Success Overcoming adversity Frustration! As Escapism
    • 65. Game MechanicsLoops - Progression - Meter - Variables SHARE EDIT CREATE
    • 66. THANKS IN ADVANCE! Tadhg Kelly - What Game Arehttp://www.whatgamesare.com/primer.html
    • 67. LOOPSA loop is how a game determines the results of an action and feedsthat result back to a player.Players are usually the initiators of loops but, in videogamesespecially, characters may also initiate their own loops.An enemy taking a shot at you is trying to win, just as you are.
    • 68. PROGRESSIONProgression has two distinct meanings: 1. Progress through the levels or tasks of a game, usually a single player game, toward completing a campaign. This meaning sometimes also encompasses story. 2. Advancement of certain key meters like character level, experience points or high scores.In practise, the term tends to be used informally to describe a sense of both.
    • 69. METERA meter is any resource that increases or decreases through play as a result ofplayer action, and whose values can cause conditional rules to trigger.In common understanding this means score, experience points, health, roleplayingattributes like strength and dexterity, levels and time.It does NOT mean gold, cash or supplies (which are currencies).
    • 70. VARIABLESA variable is any quantity in a game, such as how many coins a player possesses,the exact coefficient of friction in the physics engine, or what the height of aplatform is.In videogames most variables are intanigible, meaning the player interacts withthem (such as gravity) but is unaware of their exact values or the functions inwhich they are used.Some variables are tangible. Tangible variables are called RESOURCES. Somevariables are attached to other variables. These are called properties (or nestedvariables). Many variables also belong to classes of variable. 
    • 71. Now over to you!!- Breakout into teams- Create a game concept that addresses a hotconservation topic ** Points to Remember ** Platform Reward Progression Audience Addiction Variables Story Create Loops Challenge Share Meter
    • 72. Now over to you!!- Pitch your game to the other teams- Assess and rate the games based on:1. Fun2. Addiction3. Impact to Conservation
    • 73. Caroline Howes - Chief Operating Officer caroline@playmob.com @howescaroline
    • 74. Caroline Howes - Chief Operating Officer caroline@playmob.com @howescaroline