The story of building the new design philosophy in Microsoft that was broadly accepted and followed by other brands. The new approach focuses on content and minimalism
The story of building the new design philosophy in Microsoft that was broadly accepted and followed by other brands. The new approach focuses on content and minimalism
Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. We have designed and evaluated a set of cards called the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in several design cases. In this talk I will present an overview of the design rationale of the PLEX Cards together with a couple design cases where the PLEX Cards were used and evaluated.
UFUN Group currently developed and used, which is called U Token, is a global e-commerce business dealings arising from an Internet e-value coins and currently in circulation in 30 countries in e-commerce circles.
Game Ecosystems - Business Model Innovation in the Digital Entertainment Sect...Vili Lehdonvirta
Slides of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012
Thanks to KooPee Hiltunen and Neogames for the figures!
Economic Balancing and Improved Monetization Through Clever Sink Design (GDC ...Vili Lehdonvirta
My short lecture at the Game Developers Conference 2014 Free to Play Design & Business Summit on 18 March.
Abstract: To ensure that a game stays balanced and in-game purchases remain compelling over time, it's important to design effective sinks, or mechanisms that remove items and currency from the economy. Drawing on examples from classic online games and recent mobile titles, the lecture covers eight currency sinks and eleven item sinks, including frequently used workhorses and lesser-known alternatives. Each sink is briefly analyzed for pros and cons using elementary behavioral economics to explain why players accept some sinks more readily than others. A simple spreadsheet-based approach to simulating sink impact is also introduced, useful for guiding design and live operations.
Slides accompanying Vili Lehdonvirta's presentation at Breaking the Magic Circle on 10 April 2008. Related paper available at http://virtual-economy.org/bibliography/lehdonvirta_vili/2008/virtu
Designing Virtual Markets for Fun and Profit - GDC 2013Vili Lehdonvirta
Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end.
Abstract: Today's games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals.
About the speaker: Dr Vili Lehdonvirta is one of the world's leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web's first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press.
http://schedule2013.gdconf.com/session-id/822302
Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics T...Vili Lehdonvirta
Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract:
Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included.
http://virtualeconomists.com
Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. We have designed and evaluated a set of cards called the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in several design cases. In this talk I will present an overview of the design rationale of the PLEX Cards together with a couple design cases where the PLEX Cards were used and evaluated.
UFUN Group currently developed and used, which is called U Token, is a global e-commerce business dealings arising from an Internet e-value coins and currently in circulation in 30 countries in e-commerce circles.
Game Ecosystems - Business Model Innovation in the Digital Entertainment Sect...Vili Lehdonvirta
Slides of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012
Thanks to KooPee Hiltunen and Neogames for the figures!
Economic Balancing and Improved Monetization Through Clever Sink Design (GDC ...Vili Lehdonvirta
My short lecture at the Game Developers Conference 2014 Free to Play Design & Business Summit on 18 March.
Abstract: To ensure that a game stays balanced and in-game purchases remain compelling over time, it's important to design effective sinks, or mechanisms that remove items and currency from the economy. Drawing on examples from classic online games and recent mobile titles, the lecture covers eight currency sinks and eleven item sinks, including frequently used workhorses and lesser-known alternatives. Each sink is briefly analyzed for pros and cons using elementary behavioral economics to explain why players accept some sinks more readily than others. A simple spreadsheet-based approach to simulating sink impact is also introduced, useful for guiding design and live operations.
Slides accompanying Vili Lehdonvirta's presentation at Breaking the Magic Circle on 10 April 2008. Related paper available at http://virtual-economy.org/bibliography/lehdonvirta_vili/2008/virtu
Designing Virtual Markets for Fun and Profit - GDC 2013Vili Lehdonvirta
Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end.
Abstract: Today's games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals.
About the speaker: Dr Vili Lehdonvirta is one of the world's leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web's first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press.
http://schedule2013.gdconf.com/session-id/822302
Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics T...Vili Lehdonvirta
Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract:
Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included.
http://virtualeconomists.com
4. “...meant "one who computes": a
person performing mathematical
calculations.”
−
Wikipedia
计算机的英文原词 computer 是指
从事数据计算的人
− 维基百科
*David Alan Grier. (2006) When Computers Were Human,
Princeton University Press
5. “...meant "one who computes": a
person performing mathematical
calculations.”
−
Wikipedia
计算机的英文原词 computer 是指
从事数据计算的人
− 维基百科
*David Alan Grier. (2006) When Computers Were Human,
Princeton University Press
13. Human Computation
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.
14. Human Computation
任务
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.
15. Human Computation
任务
子任务 子任务
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.
16. Human Computation
任务
子任务 子任务
CPU
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.
17. Human Computation
任务
子任务 子任务
CPU HPU
(Human Processing Unit)
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.
18. Human Computation
任务
子任务 子任务
CPU HPU
(Human Processing Unit)
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.
19. Human Computation
任务
子任务 子任务
CPU HPU
(Human Processing Unit)
结果
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.
20. Human Computation
“Artificial Artificial Intelligence”
任务
子任务 子任务
CPU HPU
(Human Processing Unit)
结果
*Quinn, A. J., Bederson, B. B. Human Computation: A Survey
and Taxonomy of a Growing Field. CHI 2011.