Presentation given at JTEL2012 (Joint European Summer school on Technology Enhanced Learning)
Event URL: http://www.prolearn-academy.org/Events/summer-school-2012
My contact email: caislas@gmail.com
Gamification: A roundtable on game studies and HCI perspectivesSebastian Deterding
This document summarizes a roundtable discussion on gamification from game studies and HCI perspectives. It provides an introduction and overview of the pre-history of gamification in HCI, current topics being discussed, attempts to define gamification, and plans to debate focal questions. The roundtable covered the diversity of gamification applications, attempts to make sense of gamification through different theories and frameworks, and discussion topics around ethics, user groups, design challenges, and player behavior. The goal was to discuss what is new and valuable from an HCI perspective, how gamification has been approached in game studies, and what opportunities it provides for future game research.
The document discusses creativity techniques for brainstorming, including re-expression, related worlds, revolution, and random links. It provides examples of each technique and emphasizes generating a large quantity of ideas without criticism. The left and right brain are contrasted, noting creativity comes from the right brain. Rules for productive brainstorming include encouraging "silly" ideas and recording all ideas without judgement.
This document discusses augmented reality for learning games. It begins with introducing augmented reality, which mixes real world and virtual objects to create a mixed reality. It then discusses how augmented reality is not the same as augmented virtuality. Mobile devices and their sensors are important for augmented reality. The document explores ideas around awareness, daily activities, and using sensors on mobile devices. It discusses combining context awareness with audiovisual features to support music learning. Finally, it discusses the cybernetics of augmented reality learning games, including their design, use, and experimentation.
The document discusses digital citizenship and character education for students in a digital age. It provides examples of district missions and mantras focused on teaching students to use technology safely, responsibly, and effectively. It also discusses developing students' skills as "detechtives" to critically examine new technologies. The document emphasizes aligning digital citizenship lessons with schools' existing character education values and beliefs.
Central sensitization as normal response to injuryArturo Such Sanz
Descripción de la respuesta fisiológica de sensibilización central en respuesta a una activación de la nocicepción y su correlato consciente en forma de dolor.
Criterios de valoración de una lesión sensibilización central patológica o potencialmente patológica, especialmente en dolor lumbar y latigazo cervical. Extrapolación a la mano.
Gamification: A roundtable on game studies and HCI perspectivesSebastian Deterding
This document summarizes a roundtable discussion on gamification from game studies and HCI perspectives. It provides an introduction and overview of the pre-history of gamification in HCI, current topics being discussed, attempts to define gamification, and plans to debate focal questions. The roundtable covered the diversity of gamification applications, attempts to make sense of gamification through different theories and frameworks, and discussion topics around ethics, user groups, design challenges, and player behavior. The goal was to discuss what is new and valuable from an HCI perspective, how gamification has been approached in game studies, and what opportunities it provides for future game research.
The document discusses creativity techniques for brainstorming, including re-expression, related worlds, revolution, and random links. It provides examples of each technique and emphasizes generating a large quantity of ideas without criticism. The left and right brain are contrasted, noting creativity comes from the right brain. Rules for productive brainstorming include encouraging "silly" ideas and recording all ideas without judgement.
This document discusses augmented reality for learning games. It begins with introducing augmented reality, which mixes real world and virtual objects to create a mixed reality. It then discusses how augmented reality is not the same as augmented virtuality. Mobile devices and their sensors are important for augmented reality. The document explores ideas around awareness, daily activities, and using sensors on mobile devices. It discusses combining context awareness with audiovisual features to support music learning. Finally, it discusses the cybernetics of augmented reality learning games, including their design, use, and experimentation.
The document discusses digital citizenship and character education for students in a digital age. It provides examples of district missions and mantras focused on teaching students to use technology safely, responsibly, and effectively. It also discusses developing students' skills as "detechtives" to critically examine new technologies. The document emphasizes aligning digital citizenship lessons with schools' existing character education values and beliefs.
Central sensitization as normal response to injuryArturo Such Sanz
Descripción de la respuesta fisiológica de sensibilización central en respuesta a una activación de la nocicepción y su correlato consciente en forma de dolor.
Criterios de valoración de una lesión sensibilización central patológica o potencialmente patológica, especialmente en dolor lumbar y latigazo cervical. Extrapolación a la mano.
Reports are used to describe things like man-made objects, animals, and plants. A report generally includes an introduction identifying the topic, a description providing details about the shape, parts, behavior, habitat, and survival of the subject, and objective language including general nouns, relating verbs, present tense, behavioral verbs, and technical terms.
This document analyzes digital lifestyle segmentation of mobile subscribers based on their online activities. It identifies five distinct digital lifestyle profiles based on analysis of usage data from over 60,000 subscribers across multiple operators:
1. Info Seeker: Focuses on general web browsing. Generates 12% of traffic but represents 32% of subscribers.
2. Info Guzzler: Divides into those focused on general browsing and video streaming or on multiple personal activities. Represents 5% of subscribers but generates 5% of traffic.
3. Social Monitor: Tends to access social network content, social video, and VoIP. Represents 15% of subscribers and generates 9% of traffic.
4. Social Mingler
Este documento presenta los conceptos básicos de la confiabilidad aplicada a sistemas, incluyendo la definición de componente, equipo y sistema. Explica cómo calcular la confiabilidad de sistemas en serie y paralelo utilizando las confiabilidades individuales de sus componentes. También introduce conceptos como el diagrama de Pareto y distribuciones de probabilidad como la binomial y de Poisson para modelar la confiabilidad.
This document summarizes key leadership qualities exhibited by influential historical figures. It discusses the leadership traits of determination as shown by Rosa Parks, courage displayed by Martin Luther King Jr. and Eleanor Roosevelt, and fortitude exemplified by Nelson Mandela. The document argues that today's school systems require innovative leaders willing to reform structures and processes to better educate students.
1) The document contains survey results from 86 students at the University of Brunei Darussalam, of which 28 were males and 58 were females.
2) It shows the age ranges of the students surveyed, with the largest groups being 21-23 years old (47 students) and 24 and above (18 students).
3) On exercises per week, 55% of students exercised 3 or more times per week, 22% exercised twice, and 23% exercised once.
The document discusses using games for learning and describes the Knowledge Guru game. It summarizes that the Knowledge Guru game was created to allow people to learn while playing games, track what they are learning, and remember the information after playing. It was used by ExactTarget to train their employees on their multiple product lines and launches in a fun and engaging way through mobile and web apps.
Consecuencias do cambio climático no medio terrestre.cienciasdjm
• Aumento de fenómenos meteorolóxicos extremos.
o A desertización
o As secas
o Crecidas fluviais
o Incendios
o Etc.
• Ascenso do nivel do mar.
• Alteración dos ecosistemas.
• Impacto sobre o solo e a agricultura.
• Impacto sobre os sistemas forestais.
• Impacto en ríos e augas subterráneas.
Park naturalists are professionals who educate the public about the natural environment. Their main responsibilities include leading educational hikes and programs, answering visitor questions, and ensuring parks are being properly cared for and protected. The job requires a bachelor's degree in environmental education, biology, or a related field. Park naturalists enjoy being outdoors and find the work personally rewarding.
The document provides instructions for students to analyze various media from the 1920s including music, dancing, pictures, and settings from The Great Gatsby. Students are asked to observe how these elements make them feel and what they represent about the social classes and culture of the 1920s. They then write a paragraph summarizing their analysis and generalizing about the 1920s, supporting their statement with examples from the media presented.
This document discusses stem cell research and whether it should be funded by the government or through public and private funding. It provides background on embryonic stem cells and their potential to treat diseases, as well as debates around the ethics of using embryonic cells. The document also outlines current US regulations on stem cell research funding and differences in policies under Clinton and Bush administrations. Arguments are presented for both public and private funding of stem cell research.
This document discusses game-based learning and its benefits. It provides examples of successful educational games like Foldit and World of Warcraft. Game elements like badges, leaderboards, and virtual identities are described as motivational tools. The document outlines a case study using a virtual environment to teach cyber security through simulated discussions. Overall, it argues that games can foster active, social, and emotional learning when designed intentionally for educational purposes.
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
Reports are used to describe things like man-made objects, animals, and plants. A report generally includes an introduction identifying the topic, a description providing details about the shape, parts, behavior, habitat, and survival of the subject, and objective language including general nouns, relating verbs, present tense, behavioral verbs, and technical terms.
This document analyzes digital lifestyle segmentation of mobile subscribers based on their online activities. It identifies five distinct digital lifestyle profiles based on analysis of usage data from over 60,000 subscribers across multiple operators:
1. Info Seeker: Focuses on general web browsing. Generates 12% of traffic but represents 32% of subscribers.
2. Info Guzzler: Divides into those focused on general browsing and video streaming or on multiple personal activities. Represents 5% of subscribers but generates 5% of traffic.
3. Social Monitor: Tends to access social network content, social video, and VoIP. Represents 15% of subscribers and generates 9% of traffic.
4. Social Mingler
Este documento presenta los conceptos básicos de la confiabilidad aplicada a sistemas, incluyendo la definición de componente, equipo y sistema. Explica cómo calcular la confiabilidad de sistemas en serie y paralelo utilizando las confiabilidades individuales de sus componentes. También introduce conceptos como el diagrama de Pareto y distribuciones de probabilidad como la binomial y de Poisson para modelar la confiabilidad.
This document summarizes key leadership qualities exhibited by influential historical figures. It discusses the leadership traits of determination as shown by Rosa Parks, courage displayed by Martin Luther King Jr. and Eleanor Roosevelt, and fortitude exemplified by Nelson Mandela. The document argues that today's school systems require innovative leaders willing to reform structures and processes to better educate students.
1) The document contains survey results from 86 students at the University of Brunei Darussalam, of which 28 were males and 58 were females.
2) It shows the age ranges of the students surveyed, with the largest groups being 21-23 years old (47 students) and 24 and above (18 students).
3) On exercises per week, 55% of students exercised 3 or more times per week, 22% exercised twice, and 23% exercised once.
The document discusses using games for learning and describes the Knowledge Guru game. It summarizes that the Knowledge Guru game was created to allow people to learn while playing games, track what they are learning, and remember the information after playing. It was used by ExactTarget to train their employees on their multiple product lines and launches in a fun and engaging way through mobile and web apps.
Consecuencias do cambio climático no medio terrestre.cienciasdjm
• Aumento de fenómenos meteorolóxicos extremos.
o A desertización
o As secas
o Crecidas fluviais
o Incendios
o Etc.
• Ascenso do nivel do mar.
• Alteración dos ecosistemas.
• Impacto sobre o solo e a agricultura.
• Impacto sobre os sistemas forestais.
• Impacto en ríos e augas subterráneas.
Park naturalists are professionals who educate the public about the natural environment. Their main responsibilities include leading educational hikes and programs, answering visitor questions, and ensuring parks are being properly cared for and protected. The job requires a bachelor's degree in environmental education, biology, or a related field. Park naturalists enjoy being outdoors and find the work personally rewarding.
The document provides instructions for students to analyze various media from the 1920s including music, dancing, pictures, and settings from The Great Gatsby. Students are asked to observe how these elements make them feel and what they represent about the social classes and culture of the 1920s. They then write a paragraph summarizing their analysis and generalizing about the 1920s, supporting their statement with examples from the media presented.
This document discusses stem cell research and whether it should be funded by the government or through public and private funding. It provides background on embryonic stem cells and their potential to treat diseases, as well as debates around the ethics of using embryonic cells. The document also outlines current US regulations on stem cell research funding and differences in policies under Clinton and Bush administrations. Arguments are presented for both public and private funding of stem cell research.
This document discusses game-based learning and its benefits. It provides examples of successful educational games like Foldit and World of Warcraft. Game elements like badges, leaderboards, and virtual identities are described as motivational tools. The document outlines a case study using a virtual environment to teach cyber security through simulated discussions. Overall, it argues that games can foster active, social, and emotional learning when designed intentionally for educational purposes.
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
Serious games for collaborative scienceDana Rotman
Serious games are games designed for purposes other than pure entertainment such as education or problem solving. They can take the form of simulations, immersive environments, or puzzles to teach analytical skills or solve scientific challenges. To be successful, serious games incorporate elements of fun, realistic scenarios, clear rules and objectives, an engaging storyline, interactivity, adjustable difficulty levels, and social components to encourage learning and problem solving.
Creative Learning and Research Through Modern Board GameAdieb Haryadi
This document discusses using board games as tools for creative learning and research. It defines games and outlines the history of board games. Key elements of modern board games that enhance learning are themes that convey information, engaging artwork, and interactive gameplay mechanics. The conclusion states that board games can simplify real-world problems, enable comparison of strategies, and be fun to interact with. By optimizing themes, gameplay, and artwork, board games can effectively support learning and research, making them a promising option for developing countries.
Design Paradox: Educational Game DesignKatrin Becker
The document discusses the history and challenges of educational games. It notes that early "edutainment" games from the 1980s-90s did not live up to expectations and game designers avoided the education genre. More recently, educational games have improved by incorporating more modern game elements and becoming more interdisciplinary. However, tensions still exist between instructional design which prioritizes learning outcomes, and game design which focuses on player experience. The document calls for better integrating the two disciplines to create engaging and effective educational games.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
This document discusses fostering innovation in education. It argues that innovation is key to success in the 21st century knowledge economy, just as mass production was important in the 20th century. It also notes that skills like creativity, critical thinking, and problem solving cannot be directly taught, but are instead acquired when the learning environment and methods support their development. The document advocates for environments that promote behaviors, learning outcomes, and skills acquisition over solely focusing on content mastery. It defines innovation as the ability to envision a desired future and take action to make it a reality.
The document provides an overview of a game design course. It discusses how games are a major form of entertainment in the 21st century and combines game worlds, rule sets, and player engagement. Students in the course will iteratively design, visualize, develop, document, and test unique game concepts. Effective game design operates within constraints like gameplay mechanics. The course also examines the relationship between artist, designer, and player. It introduces students to game design fundamentals and the discipline of designing games.
At the Social Simulation and Serious Games special track at ESSA 2014, Jeroen Linssen gave this talk about his ideas for a serious game for the improvement of social awareness of police officers and why he thinks that game mechanics can be used to offer a better learning experience than simply having a strict simulation of a certain situation.
Game Design Patterns Workshop - FDG2012 - Opening RemarksJose Zagal
My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June).
This is where I talked about dark patterns in game design.
Note: I removed the slides that had to do with administrative details of the workshop.
Introduction games for education presentation by steve buncedrstevebunce
Dr. Steve Bunce introduced four areas related to using games for education: game study, game play, game making, and game innovation. Game study involves analyzing how games can create engaging learning environments. Game play looks at using popular video games as themes for classroom lessons. Game making has students design their own games using tools like Scratch. Game innovation explores new digital games and augmented reality for educational purposes.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
This document provides a history of the evolution of video games from the early 1970s to the present. It discusses key early games like Pong and the introduction of concepts like protagonists, goals and motivation. It outlines innovations from games like Super Mario Bros, Metroid and The Legend of Zelda. It also discusses the growth of genres like RPGs and the transition to 3D graphics. Major milestones and influential games are highlighted, showing the increasing complexity of games over time in terms of storytelling, character development, music and graphics. The document predicts continued growth and new frontiers for video games.
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
Games can be considered a form of art based on several criteria. Fumito Ueda's games like Ico and Shadow of the Colossus feature novel interactions, aesthetics, emotional storytelling, and fulfill the intention criteria for art. While Ueda sees games as popular art or "low art", his process of tight creative control and focus on emotional experience through gameplay achieves a level of beauty that creates an aesthetic experience for players.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
This document outlines Dr. Carolina Islas' presentation on entrepreneurship and games for learning given at Ajou University. It discusses Ubium, a company that creates games to deliver specific information and knowledge in particular contexts. The presentation covers Ubium's influences and history, examples of past projects, and its current work on the BODEGA project which aims to create a hybrid game to explain cultural topics to travelers. Attendees then participated in an activity to brainstorm explanatory game ideas and provided feedback on Ubium's proposed "Game Pass." Dr. Islas concluded by discussing potential for future bilateral projects with attendees.
The document discusses using games for learning complex topics. It proposes that games can transmit information in an engaging way by associating ideas through experiences, as suggested by educational theorists. Games are dynamic systems that are approached playfully. The document examines characteristics people seek in their surroundings and how games can achieve beauty, customization, sharing of authentic experiences through simulation. It explores using games within a learning ecology and addressing educational content based on interacting with rules or technology. Games should consider context and promote critical thinking about topics in real-world situations. An example "game" called the Marshmallow Challenge is described to demonstrate collaboration and problem-solving skills relevant to game designers.
How informal learning can help you in the deliverables of your H2020 project?...Carolina Islas Sedano
The document discusses how informal learning experiences can help deliver outcomes for Horizon 2020 projects. It suggests going beyond text deliverables to create impact by transmitting complex topics in an understandable, meaningful, and engaging way for different audiences and contexts. Examples are provided of delivering specific information through playful experiences in particular locations. The author's strengths are in understanding context and co-creating experiences through multidisciplinary fields like design thinking. Partnerships are welcomed to help transmit challenging topics like sustainability as learning experiences based on new research outcomes.
ELAN (http://www.elannetwork.org/) is a relevant network for us.
In this presentation, we briefly summarize some of our experiences working on diverse projects.
Talk given at Games for Everything meeting, Games4* 2nd ed at University of Vic (http://mon.uvic.cat/international-workshop/events/games-for-everything-meeting-games4-2nd-ed/ )
Fear 4 Electronics (F4E) is a project by Liisa Tahvanainen and Carolina Islas that aims to inspire girls in science and technology by merging traditional handicrafts with new digital technologies. Their goal is to provide an environment for creativity, innovation, and intergenerational learning to make technology accessible for those afraid of it. Examples of their projects include illuminated globes and lamps created during science festivals using materials like conductive ink, LEDs, and Arduino boards. They invite interested participants to join their club to develop smart handicraft projects and help establish Finland's leadership in this emerging field.
1. The document discusses hypercontextualized games (HCG), which are digital games designed with a specific local objective that involve elements from players' reality to promote engagement with their context.
2. Examples of HCG projects are provided, including Tekgame, Lieksamyst, and Illusion.
3. Future work on HCG includes research on context and engagement, context and multimedia, accessibility, new technologies, sustainability, and inclusion.
Game Design Workshop at Naresuan University discusses game design. It explains that designing successful games requires multi-disciplinary teams, including producers, designers, artists, programmers, level designers, sound engineers and testers. Game design is an iterative process involving playtesting, evaluation and revision. The document also discusses key aspects of game systems, including components, dynamics and mechanics. It provides definitions and examples of different types of players, from hardcore to casual gamers. Finally, it explores the concept of evocative objects and how we think with the objects we interact with.
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
The Future of Independent Filmmaking Trends and Job OpportunitiesLetsFAME
The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
Top IPTV UK Providers of A Comprehensive Review.pdfXtreame HDTV
The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
1. Basics of Game Design
by Carolina Islas Sedano
PhD student at the University of Eastern Finland
Sunday, 27 May 2012
2. About me...
My academic background
1. BSc
Electronic
Engineering
in Mexico
Source image
2. MSc. 3. PhD.
Communication
Educational
and Media
Technologies
Engineering
Research Group
in Germany
2
in Finland
carolina islas sedano Source image JTELSS, 2012
Sunday, 27 May 2012
3. Workshop assumptions
• (i) everybody has played
games
Technology
• (ii) potentially everybody has
the capability to design
Learning
games, Education Game
Design
• (iii) the awareness of the
Context
game development
opportunities and needs in
TEL community.
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4. Workshop aim
• to build an understanding of the basic
concepts in game design.
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5. How to achieve the workshop’s aim
• Offer a brief presentation
• History
• Serious Games
• Game Design Basic Concepts
• Designing Game Tips
• Hands on
• Design a game
• Evaluate your designs
• Discussion
Sunday, 27 May 2012
6. preview: Hands on
• Create a turn-based game for two players.
• The game has to help the player to
understand/learn something. You can choose
the topic.
• The game will be designed in 15 minutes.
• The gameplay will occur within an A3 surface.
• Turns or moves may be signaled by either a
six sided dice (D6) or a coin. (I offer: A3
surface, color papers, pencil colors, dices)
Sunday, 27 May 2012
8. Reference point
Playing manifestations:
• Being playful
• Ludic activities [ludus
is latin word of play]
• Gameplay
Figure from Islas Sedano, 2012
Source: Salen and Zimmerman (2004).
Further reading: Walther, K. (2003) Playing and Gaming
Defining Play. In Rules of Play. Game Design
Reflections and Classifications. Game Studies Journal Vol 3
Fundamentals. MIT Press
issue 1
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9. Question #1
How old games are?
1. aprox. 60 years old
2. aprox. 1000 years old
3. aprox. 2000 years old
4. as old as our civilizations
5. other
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11. How old games are?
“The fact that play and culture
are actually interwoven with
one another was neither
observed nor expressed, whereas
for us the whole point is to
show that genuine, pure play is
one of the main bases of
civilization.” Huizinga, 1938.
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12. Meta classification
Do you know the following
terms:
agôn, alea, mimicry, ilinx,
paidia and ludus.
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13. Digital Game origins
1958 1961
Wally Steve Rusell
Higginbotham Spacewar!
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14. Digital Games
• Video games (consoles, computer games, MMO)
• Mobile games
• Location-based games* (e.g. visions with Augmented Reality)
• Pervasive games* (IPerG)
• ARG (Alternate Reality Games)*
* transmedia
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15. Serious Games
Brief Presentation
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16. Serious games history
• Edutainment
• First weave aprox. 1954 with
Disneyland
• Second weave in the 1980’s while
Disney believed thatspread should be
PC started to children
allowed togames their own individuality,
• Serious explore
have fun, and learn by personal experience
• End of the 1990s with Game Studies.
(Hawk, 2003)
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17. Serious games history
• Edutainment
• First weave aprox. 1954 with
Disneyland
• Second weave in the 1980’s while
PC started to spread
"[t]he problem is with the way that creators of today's edutainment producers tend to
• Serious games
think about learning and education. Too often, they view education as a bitter
medicine that needs the sugar-coating of entertainment to become palatable. They
provide entertainment as reward if you are willing to suffer through a little education.
• End of the 1990s with Game Studies.
Or they boast that you will have so much fun using their products that you won't even
realize that you are learning — as if learning were the most unpleasant experience in
the world" (Resnick, 2006). 16
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18. Serious games history
• Edutainment
• First weave aprox. 1954 with
Disneyland
• Second weave in the 1980’s while PC
started to spread
• Serious games
• The term starts to be often used at the
end of the 1990s with Game Studies.
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19. Today’s arguments in serious games
Lindroth (2011). Games, Learning and Education Course.
Göthenburg University. He mentions:
• Side effects of the technology.
For instance, while players play, they gain new literacy skills
from digital games, such as multitasking (e.g. Prensky, 2000.
Digital Game-based learning)
• Players acquire knowledge as a side effect of their gameplay.
For instance, multimodal representations of a subject (e.g.
Gee, 2003. What video game have to teach us about learning and
literacy)
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20. Serious games from game designers perspective
(based on Brathwaite & Schreiber, 2009)
• Training games
• Health games
• Advergames and anti-advergames
• Social-awareness games, persuasive games
(Ian Bogost)
• Games as a teaching tool (e.g. game design
workshops, inspirational tool as the Myst
platform, MindcraftEdu)
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21. Challenges for serious games
• Difficult making games that teach and are fun
• Conflict between educational goals and the
characteristics of games
• Efficiency in games (less efficient than other
methodologies)
• Educators’ negative believes about games
• Misinterpretations of Gamification
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22. Game Design Basic Concepts
Basic and Brief Presentation
Sunday, 27 May 2012
23. System.... (in engineering)
..... is a combination of components that act jointly to achieve
a specific objective.
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24. System.... (in engineering)
..... is a combination of components that act jointly to achieve
a specific objective.
Ogata, K. (1987) Dynamic Systems.
Page 417
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25. System lexicon (engineering)
A component is a particular unit in the function of a
system.
A system can be call dynamic when the output
depends of an input from the past. That means, systems
are changing states or moving constantly to be useful.
Example: vehicles, entertainment equipment (TV, radio),
computers.
A static system is constant. Example: buildings, bridges,
furniture.
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26. Defining Games
Games are dynamics systems of
interaction approached with a playful
attitude.
Games consist of
• Game components often includes
aesthetics, story, technology
• Game mechanics
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27. Technology is...
.... essentially the medium in which the
aesthetics take place, in which the mechanics
will occur, and which the story will be told
(Schell, 2008 pg 42).
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28. Bonus: Gartner Hype Cycle
Figure source here
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30. Game mechanics
• Game mechanics are the core of the
game.
• Taxonomies of game mechanics are
incomplete.
Why?
a) involve objective set of rules
b) involve mental models of the players.
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32. What do designers do?
• Everything we have around us has been designed (Cross, 2006)
• The ability of designers to produce efficient, effective,
imaginative and stimulating designs is therefore important
to all of us (Cross, 2006).
Source: Cross, N.(2006). Designerly ways of knowing.
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33. Game design
Game design is the process of creating the content and
rules of a game. Good game design is the process of
creating goals that a player feels motivated to reach
and rules that a player must follow as he makes
meaningful decisions in pursuit of those goals. (Brathwaite
& Schreiber, 2009)
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34. Designing Games Tips
Brief Presentation
Remember: we design for players!
DESIGNER CREATES AN
EXPERIENCE FOR THE PLAYERS
Sunday, 27 May 2012
35. Ways to think or frame about the game of
Chess
1. Strictly a strategic and
mathematical system.
Source: Salen and Zimmerman (2004). Game
Design Fundamentals. MIT Press
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36. Ways to think or frame about the game of
Chess
1. Strictly a strategic and
mathematical system.
2. System of interaction
between players and
the game.
Source: Salen and Zimmerman (2004). Game
Design Fundamentals. MIT Press
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37. Ways to think or frame about the game of
Chess
1. Strictly a strategic and
mathematical system.
2. System of interaction
between players and
the game.
Source: Salen and Zimmerman (2004). Game
Design Fundamentals. MIT Press
Source photo geograph
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38. Taxonomy of Game Mechanics
suggested by Schell.
1. Space
2. Object, attribute and states
3. Actions
4. Rules
5. Skills
6. Chance
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39. Schell’s Taxonomy
Mechanic #1: Space
• Are either discrete or continuos
• Have some number of dimensions
• Have bounded areas which may or may
not be connected
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40. Schell’s Taxonomy
Mechanic #1: Space
Examples:
Source image tic-tac-toe Source image pool table
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41. Schell’s Taxonomy
Mechanic #1: Space
Examples:
Figure based on Schell’s concept
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42. Schell’s Taxonomy
Mechanic #2: Object, Attributes and States
• Objects: characters, tokens, scoreboards,
anything that can be seen or manipulated
in your game. Objects have one or more
attributes, one of which is often the
current position in the game space
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43. Schell’s Taxonomy
Mechanic #2: Object, Attributes and States
• Attributes are categories of information
about an object.
• Each attribute has a current state.
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44. Schell’s Taxonomy
Mechanic #2: Object, Attributes and States
Source image monopoly
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45. Schell’s Taxonomy
Mechanic #2: Object, Attributes and States TIP
SECRETS
Who is aware of which attributes and
their states?
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46. Schell’s Taxonomy
Mechanic #2: Object, Attributes and States TIP
fates
game
Player 3
C D E
Player 1
A B
Player 2
Figure based on Schell’s concept
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47. Schell’s Taxonomy
Mechanic #3: Actions
• Operative actions - simple actions that
the player can take.
Source image checkers
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48. Schell’s Taxonomy
Mechanic #3: Actions
• Resultant actions - are only meaningful
in the larger picture of the game.
Resultant actions are not part of the
rules, but rather actions and strategies
that emerge as the game is played.
Interesting emergent actions are the hallmark
of a good game. (Schell, 2008)
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49. Schell’s Taxonomy
Mechanic #4: Rules
• Fundamental mechanic.
• Define the space, the objects, the actions,
the consequences of the actions, the
constrains on the actions and the goals.
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50. Schell’s Taxonomy
Mechanic #4: Rules
• Most important rule specify the game’s
goal:
1) Concrete
2) Achievable
3) Rewarding
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51. Schell’s Taxonomy
Mechanic #5: Skill
• Mechanic that focuses on the player instead of on
the game. Skills can be general be divided in:
1) Physical skills
2) Mental skills
3) Social skills
• Pay attention in the distinction between real skill
VS virtual skill
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53. Mathematical perspective
3 basic tips
1. Suggestion to scale 0 to 1 (0% to 100%)
-10% winning? or 124.12 % of chance of win
2. OR can mean Add
4/52 + 12/52 = 16/52 = 30.76%
(13 cards - 1 of the ace = 12)
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54. Mathematical perspective
3 basic tips
3. Probability distribution
What actions do you want to
have more/less often in your
game?
Analyze the expected value
for specific transactions in
the game.
photo source
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55. Perceived probability...
• Game A:
66% chance of winning $2400
33% chance of winning $2500
1% chance of winning $0
Expected value of game:
(0.66x$2400)+(0.33x$2500)+(0.01x$0)=$2409
• Game B:
100% chance of winning $2400
Expected value of the game:
(1x$2400)=$2400
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56. Perceived probability...
Kahneman and Tversky (psychologists) study
how we can under-estimate and over-estimate
situations:
Cause of death estimated chance actual chance
heart disease 22% 34%
cancer 18% 23%
other natural causes 33% 35%
accident 32% 5%
homicide 10% 1%
other unnatural causes 11% 2%
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57. Game dynamics
Once players are playing the game is possible
to see the game mechanics in movement,
because the game dynamics unveil.
Game dynamics allow game designers to
balance the game with different choices, for
example:
• rewards VS punishment,
• skill VS chance,
• competition VS cooperation,
• short VS long, ....
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58. Hands on part I: DESIGN
• Create a turn-based game for two players.
• The game has to help the player to understand/learn something. You can choose
the topic.
• The game will be designed in 15 minutes.
• The gameplay will occur within an A3 surface.
• Turns or moves may be signaled by either a six sided dice (D6) or a coin. (I offer:
A3 surface, color papers, pencil colors, dices)
• Think on the:
• Space,
• Object, attributes and states,
• Actions,
• Rules,
• Skills,
• Chance
• I recommend to balance skill VS chance!
• Remember the game is for a player!!!!
• Deliver paper prototype which will be played in the next phase.
Sunday, 27 May 2012
59. Question might help in the design:
1. Is the goal clear for the players in the game?
2. What skills does the game require from the
player?
3. What sort of emotions is the game trying to
evoke in the player?
4. What should the player take away from the
game?
5. What sort of control will the player have over
the game-world?
6. How is this game unique?
7. What do you want the players to understand/
learn?
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