Submit Search
Upload
Game Interface Design
•
0 likes
•
1,864 views
vincevader
Follow
Class presented at Charles University (Prague/Czech Republic) - April 18th, 2016.
Read less
Read more
Education
Report
Share
Report
Share
1 of 25
Download now
Download to read offline
Recommended
Forge _ Vol 1 No 3, Page 94
Forge _ Vol 1 No 3, Page 94
Marcus Dwyer
Solid
Solid
Rafael Salerno de Oliveira
Arising From Injustice is an educational alternate reality game about the history of Japanese Americans during World War II. The game delivers a fun and engaging way to not only learn about history but also develop language arts and 21st century learning skills, such as collaboration and creativity. In addition, the game is also a social learning experience in which players learn from and connect with their teammates and other players. This presentation was given at the Southern California Technology in Education Conference in April 2012.
Arising From Injustice - An Educational Alternate Reality Game
Arising From Injustice - An Educational Alternate Reality Game
Randall Fujimoto
We seek to analyze the use of game mechanics, ludic concepts, and game thinking applied to a brazilian board game with ecological theme named Climate Game. This game uses a playful and ludic interface to cast a message for a serious cause, and works with ideas about global warming in a fun/educational way.
ECOLOGICAL CONCEPTS IN A BOARD GAME: How to discuss serious causes using ludi...
ECOLOGICAL CONCEPTS IN A BOARD GAME: How to discuss serious causes using ludi...
vincevader
Some images from Electronic Entertainment Expo (E3) 2014 - Los Angeles/CA.
E3 2014 pics
E3 2014 pics
vincevader
Paneurópska vysoká škola - April 21th
Wearable technology: communication and marketing in the Internet of Things
Wearable technology: communication and marketing in the Internet of Things
vincevader
Professional development workshop that covers the what, where, why, and how regarding gamification in educational settings.
Gamification In Education
Gamification In Education
Randall Fujimoto
The contemporary multiplatform environment, connecting many different devices, became a privileged ambient for advertising and marketing campaigns. In this context, it is also possible to cast a message for a brand, product or service using a ludic language through a gaming format. Acknowledging the prominence of digital networks and entertainment in today’s mediapolis (Silverstone, 2007), games can be considered an ideal tool for branding and marketing campaigns. In this paper, we seek to analyze “advergames” – games developed specifically for communication and marketing purposes. Based on academic studies on communication and consumer culture, with special emphasis on digital marketing and games, our empirical research was done by the use of virtual ethnographic approach (Hine, 2000; Hine, 2005; Kozinets, 2009) and bibliographic approach. Our main objective in this paper is to discuss the essential features of this category of games and the most important points, to create an effective advergame. We have selected examples from different companies to illustrate our discussion. We also interviewed professionals from marketing and games area to understand and demonstrate how a game could be a marketing tool. It is important to highlight that, in this context, video games should be considered not only a product, but a media platform for advertising.
Advergames: games as marketing tools