The document defines and explains achievement systems, which are components of entertainment platforms that offer tasks for players to complete to earn badges or trophies and track their progress. It discusses the history of achievement systems from early score tracking in arcade games to digital achievements introduced by gaming platforms like Xbox Live and Steam. The document also analyzes the components of achievements and their purpose in motivating players and fostering social recognition.
In today’s gaming world, the word “Achievements”, even if rooted in the gaming history, has become extremely popular. The spread of broadband connections and the introduction of multiplayer interactions as core components of a videogame have brought to life to a number of social platforms like Xbox Live!, Playstation Network, Steam and Kongregate, in which the players can track their progress along different game titles and compete among each others. Unfortunately, even if such platforms share similar features, the way in which they manage the aspects of user profiling and statistic tracking is different, leaving the architectural and development aspects of an achievement system tied to the implementation of each vendor. This paper provides an insight on Achievements, their purposes and the way in which they have evolved. A taxonomy of possible achievements is shown along with a set of guidelines to be followed when developing them. Finally a model that can be used to describe all the existing systems is introduced in order to try to put the basis for an open platform capable of integrating existing gaming communities.
The document discusses a research project funded by the European Union called the Community Network Game (CNG) project. The CNG project aims to enhance collaborative activities between massively multiplayer online game (MMOG) players by developing new tools for generating, distributing, and inserting user-generated content into MMOGs. Some of the key innovations discussed are in-game graphical insertion technology and enhanced peer-to-peer streaming capabilities. The CNG project seeks to address unmet needs of MMOG players and aims to improve the sharing and social aspects of the MMOG experience.
Introduction of gamewave group ltd.(prc) 121012Odin Woo
Gamewave Group Ltd is a Chinese company that is the largest web game provider and leader in the Chinese web game industry. It was founded in 2008 and now has over 1500 employees across multiple offices in China and overseas. Gamewave specializes in RPG, SLG, and other instant entertainment games on online platforms. Some of its most popular games include Wonderland, War of Thrones, Killing Gods, and Noble Sword. Gamewave can offer exclusive operator services or joint operation services to help game developers operate and distribute their games globally.
The9 Limited is a leading online game operator and developer in China, operating popular games like World of Warcraft and developing their own games like Dragon Emperor. They have over 1,300 employees and focus on diversifying their game portfolio, providing dedicated operational support, and developing proprietary games. The9 aims to be the partner of choice for world-class game developers and continuously enhance their research and development capabilities.
Gamewave Group Ltd is a Chinese web game provider founded in 2008. It is the largest web game company in China and a leader in the industry. Gamewave specializes in ARPG, RPG, SLG and other instant entertainment games on online platforms. Some of its most popular games include Wonderland, War of Thrones, Killing Gods, and Noble Sword. Gamewave operates multiple game platforms both domestically in China and internationally. It has over 1500 employees across several offices in China and provides game development, operation, and cooperation services to clients around the world.
Este documento describe el perfil de un niño de 7 años diagnosticado con TDAH. Presenta hiperactividad, falta de atención, ansiedad social y comportamientos repetitivos como aleteos. Tiene dificultades para concentrarse, seguir instrucciones, controlar sus impulsos y emociones. Esto afecta negativamente su aprendizaje, rendimiento académico y relaciones sociales.
This document summarizes a workshop paper that explored user perceptions of semantic similarity between near-duplicate multimedia files through a crowdsourcing task. Workers were shown triads of multimedia search results and asked to identify the odd one out and justify their choice. The responses revealed many dimensions of user-perceived similarity beyond technical metadata. Fourteen qualified workers provided judgments for over 300 triads in under 36 hours, which were then categorized into similarity dimensions through a card sorting process. The findings could guide the design of clustering algorithms for multimedia search results.
RUCoD is a formal representation of a content object, consisting of descriptions of media types associated.The acronym stands for Rich Unified Content Description. Released in its final version in the iSearch project (see http://www.isearch-project.eu/isearch/RUCoD/) it will be used and extended in CUbRIK.
In today’s gaming world, the word “Achievements”, even if rooted in the gaming history, has become extremely popular. The spread of broadband connections and the introduction of multiplayer interactions as core components of a videogame have brought to life to a number of social platforms like Xbox Live!, Playstation Network, Steam and Kongregate, in which the players can track their progress along different game titles and compete among each others. Unfortunately, even if such platforms share similar features, the way in which they manage the aspects of user profiling and statistic tracking is different, leaving the architectural and development aspects of an achievement system tied to the implementation of each vendor. This paper provides an insight on Achievements, their purposes and the way in which they have evolved. A taxonomy of possible achievements is shown along with a set of guidelines to be followed when developing them. Finally a model that can be used to describe all the existing systems is introduced in order to try to put the basis for an open platform capable of integrating existing gaming communities.
The document discusses a research project funded by the European Union called the Community Network Game (CNG) project. The CNG project aims to enhance collaborative activities between massively multiplayer online game (MMOG) players by developing new tools for generating, distributing, and inserting user-generated content into MMOGs. Some of the key innovations discussed are in-game graphical insertion technology and enhanced peer-to-peer streaming capabilities. The CNG project seeks to address unmet needs of MMOG players and aims to improve the sharing and social aspects of the MMOG experience.
Introduction of gamewave group ltd.(prc) 121012Odin Woo
Gamewave Group Ltd is a Chinese company that is the largest web game provider and leader in the Chinese web game industry. It was founded in 2008 and now has over 1500 employees across multiple offices in China and overseas. Gamewave specializes in RPG, SLG, and other instant entertainment games on online platforms. Some of its most popular games include Wonderland, War of Thrones, Killing Gods, and Noble Sword. Gamewave can offer exclusive operator services or joint operation services to help game developers operate and distribute their games globally.
The9 Limited is a leading online game operator and developer in China, operating popular games like World of Warcraft and developing their own games like Dragon Emperor. They have over 1,300 employees and focus on diversifying their game portfolio, providing dedicated operational support, and developing proprietary games. The9 aims to be the partner of choice for world-class game developers and continuously enhance their research and development capabilities.
Gamewave Group Ltd is a Chinese web game provider founded in 2008. It is the largest web game company in China and a leader in the industry. Gamewave specializes in ARPG, RPG, SLG and other instant entertainment games on online platforms. Some of its most popular games include Wonderland, War of Thrones, Killing Gods, and Noble Sword. Gamewave operates multiple game platforms both domestically in China and internationally. It has over 1500 employees across several offices in China and provides game development, operation, and cooperation services to clients around the world.
Este documento describe el perfil de un niño de 7 años diagnosticado con TDAH. Presenta hiperactividad, falta de atención, ansiedad social y comportamientos repetitivos como aleteos. Tiene dificultades para concentrarse, seguir instrucciones, controlar sus impulsos y emociones. Esto afecta negativamente su aprendizaje, rendimiento académico y relaciones sociales.
This document summarizes a workshop paper that explored user perceptions of semantic similarity between near-duplicate multimedia files through a crowdsourcing task. Workers were shown triads of multimedia search results and asked to identify the odd one out and justify their choice. The responses revealed many dimensions of user-perceived similarity beyond technical metadata. Fourteen qualified workers provided judgments for over 300 triads in under 36 hours, which were then categorized into similarity dimensions through a card sorting process. The findings could guide the design of clustering algorithms for multimedia search results.
RUCoD is a formal representation of a content object, consisting of descriptions of media types associated.The acronym stands for Rich Unified Content Description. Released in its final version in the iSearch project (see http://www.isearch-project.eu/isearch/RUCoD/) it will be used and extended in CUbRIK.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
THUPR conference - social games & gamification overviewRaf Keustermans
Social games have exploded in popularity since the 2000s with the rise of new platforms like Facebook and iOS. Billions of people now play social games for small amounts of time each month, equivalent to millions of years spent playing per year. While initially dismissed as a niche industry, games and related concepts like gamification are now seen as important tools for brands seeking high engagement from a diverse audience. However, simply adding game mechanics like points or levels may not be enough to truly engage users outside a game context. When used properly, some mechanics can help structure non-game content and processes.
[Business Plan] PT Artoncode Indonesia May 2016 Marlin Sugama
My latest business plan for Artoncode (a game development studio), which at the time explored expanding strategy from international 3rd party contractor to having additional intellectual property development.
We create innovative software products that appeal to global audiences. Our goal is to challenge the status quo and create a global leader from Latin America, providing opportunities across the region. Globant has over 2,500 employees in offices across the US, UK, Latin America, and Colombia. Some of Globant's major clients include Electronic Arts, Google, GAP, and LinkedIn.
Android 3D by Ivan Trajkovic and Dotti Colvinswengineers
This document discusses 3D capabilities on the Android platform, including a history of Android and OpenGL ES. It provides information on jMonkeyEngine and jPCT-AE as 3D game engines for Android, and walks through workflows for importing 3D models into these engines from Maya, including using plugins and exporting OBJ/MTL sequences. Key steps discussed are installing Java JDK, configuring environment variables, importing models in j3o format for jMonkeyEngine or OBJ/MTL sequences for jPCT-AE.
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
You have a great game, so why not let players invite their friends for a little competitive fun? With an easy and blazing fast challenge mechanism, players can test their skills against their friends or quickly jump into a game with matchmaking. And with customizable screens, you never have to worry about retaining your game's unique look and feel.
Videogames: Raising Interactive Digital Entertainment IndustryMarlin Sugama
The document discusses the video game industry. It defines video games and outlines some of the major platforms like consoles, PCs, and handheld devices. It also describes several genres of games like action, adventure, and role-playing games. The document then discusses the business of game development, including the roles of developers, publishers, and gamers. It notes challenges like developing talent and cultural relevance. Finally, it analyzes the Asian game market, finding that PCs dominate but mobile is emerging, and games should focus on challenges, competition, and social/communication aspects.
Day1 1100 wong_incorporating the moments-based ad model.optMediabistro
Beyond Attention: Emotion presented ways to go beyond just gaining attention and focus on emotion. It discussed 8 ways to do this including focusing on moments instead of touchpoints, incorporating play, serendipity, acknowledging and validating users, looking at emotional return on investment, using gifts and rewards, humanizing processes, and taking inspiration from stories to create emotional connections. The presentation argued that attention is a commodity while emotion can provide a competitive advantage by creating stronger user relationships.
Metaverse is a digital world concept that allows people to live their life in the virtual world with all their physical activities from work to entertainment like award shows, and implementing this in a game will be an ultimate advantage to the gaming industry. Metaverse games will be a visual treat to gamers, and this will bring many new active members to the gaming world. Metaverse games will let the users play the game with their own avatars in the developed 3D environment.
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
This document provides an overview of a company that designs strategic web and mobile media solutions using game dynamics. They create serious games, web solutions, and games for various purposes like education. The company also offers consultancy services related to game mechanics, usability, and business innovation. Their proprietary game engine called Ludiloom allows for live editing and agile game production.
3DO entered the video game market in 1994 but faced significant challenges. It launched an expensive $700 console in an already established market dominated by Nintendo and Sega's cheaper systems. 3DO's business model lacked formal agreements between developers and manufacturers, resulting in quality control issues and high costs. For the console to succeed, 3DO needed to adapt to market trends, lower prices, and focus on building brand loyalty through improved marketing.
Advance Intelligence Modernity Co., Ltd. is a game development company established in 2003 in Thailand. They develop games for mobile, Nintendo DS, PC and consoles. Some of their key games include the mobile games King of Mobile Advent Dragon and Aero Force. They also developed the MMORPG Get in to the Game Online and are working on an online rhythm game called Let's Music Online. The company provides outsourcing services for game development including art, programming, and porting services. They have worked with companies like Sony, Vivendi, and Climax Studio.
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeCUbRIK Project
The document discusses using game mechanics to design Games with a Purpose (GWAPs) to solve human computation tasks, outlines a development process for GWAPs including defining the task and matching it to appropriate game mechanics, and provides an example of using line drawing mechanics to segment fashion images and identify trends.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
The document discusses the CUbRIK project which aims to reconstruct social networks through historical sources using a combination of automated and human-powered techniques. It outlines four pillars of the project: connecting to researcher needs, creating a structured repository, developing an efficient indexing process, and tools for analysis and visualization. Key challenges include identifying entities, verifying identities over time, analyzing relationships, and ensuring rights compliance. The project will utilize both clickworkers and subject experts to verify entity detections and annotations. It aims to represent the ambiguities of history rather than a single truth.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
THUPR conference - social games & gamification overviewRaf Keustermans
Social games have exploded in popularity since the 2000s with the rise of new platforms like Facebook and iOS. Billions of people now play social games for small amounts of time each month, equivalent to millions of years spent playing per year. While initially dismissed as a niche industry, games and related concepts like gamification are now seen as important tools for brands seeking high engagement from a diverse audience. However, simply adding game mechanics like points or levels may not be enough to truly engage users outside a game context. When used properly, some mechanics can help structure non-game content and processes.
[Business Plan] PT Artoncode Indonesia May 2016 Marlin Sugama
My latest business plan for Artoncode (a game development studio), which at the time explored expanding strategy from international 3rd party contractor to having additional intellectual property development.
We create innovative software products that appeal to global audiences. Our goal is to challenge the status quo and create a global leader from Latin America, providing opportunities across the region. Globant has over 2,500 employees in offices across the US, UK, Latin America, and Colombia. Some of Globant's major clients include Electronic Arts, Google, GAP, and LinkedIn.
Android 3D by Ivan Trajkovic and Dotti Colvinswengineers
This document discusses 3D capabilities on the Android platform, including a history of Android and OpenGL ES. It provides information on jMonkeyEngine and jPCT-AE as 3D game engines for Android, and walks through workflows for importing 3D models into these engines from Maya, including using plugins and exporting OBJ/MTL sequences. Key steps discussed are installing Java JDK, configuring environment variables, importing models in j3o format for jMonkeyEngine or OBJ/MTL sequences for jPCT-AE.
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
You have a great game, so why not let players invite their friends for a little competitive fun? With an easy and blazing fast challenge mechanism, players can test their skills against their friends or quickly jump into a game with matchmaking. And with customizable screens, you never have to worry about retaining your game's unique look and feel.
Videogames: Raising Interactive Digital Entertainment IndustryMarlin Sugama
The document discusses the video game industry. It defines video games and outlines some of the major platforms like consoles, PCs, and handheld devices. It also describes several genres of games like action, adventure, and role-playing games. The document then discusses the business of game development, including the roles of developers, publishers, and gamers. It notes challenges like developing talent and cultural relevance. Finally, it analyzes the Asian game market, finding that PCs dominate but mobile is emerging, and games should focus on challenges, competition, and social/communication aspects.
Day1 1100 wong_incorporating the moments-based ad model.optMediabistro
Beyond Attention: Emotion presented ways to go beyond just gaining attention and focus on emotion. It discussed 8 ways to do this including focusing on moments instead of touchpoints, incorporating play, serendipity, acknowledging and validating users, looking at emotional return on investment, using gifts and rewards, humanizing processes, and taking inspiration from stories to create emotional connections. The presentation argued that attention is a commodity while emotion can provide a competitive advantage by creating stronger user relationships.
Metaverse is a digital world concept that allows people to live their life in the virtual world with all their physical activities from work to entertainment like award shows, and implementing this in a game will be an ultimate advantage to the gaming industry. Metaverse games will be a visual treat to gamers, and this will bring many new active members to the gaming world. Metaverse games will let the users play the game with their own avatars in the developed 3D environment.
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
This document provides an overview of a company that designs strategic web and mobile media solutions using game dynamics. They create serious games, web solutions, and games for various purposes like education. The company also offers consultancy services related to game mechanics, usability, and business innovation. Their proprietary game engine called Ludiloom allows for live editing and agile game production.
3DO entered the video game market in 1994 but faced significant challenges. It launched an expensive $700 console in an already established market dominated by Nintendo and Sega's cheaper systems. 3DO's business model lacked formal agreements between developers and manufacturers, resulting in quality control issues and high costs. For the console to succeed, 3DO needed to adapt to market trends, lower prices, and focus on building brand loyalty through improved marketing.
Advance Intelligence Modernity Co., Ltd. is a game development company established in 2003 in Thailand. They develop games for mobile, Nintendo DS, PC and consoles. Some of their key games include the mobile games King of Mobile Advent Dragon and Aero Force. They also developed the MMORPG Get in to the Game Online and are working on an online rhythm game called Let's Music Online. The company provides outsourcing services for game development including art, programming, and porting services. They have worked with companies like Sony, Vivendi, and Climax Studio.
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeCUbRIK Project
The document discusses using game mechanics to design Games with a Purpose (GWAPs) to solve human computation tasks, outlines a development process for GWAPs including defining the task and matching it to appropriate game mechanics, and provides an example of using line drawing mechanics to segment fashion images and identify trends.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
The document discusses the CUbRIK project which aims to reconstruct social networks through historical sources using a combination of automated and human-powered techniques. It outlines four pillars of the project: connecting to researcher needs, creating a structured repository, developing an efficient indexing process, and tools for analysis and visualization. Key challenges include identifying entities, verifying identities over time, analyzing relationships, and ensuring rights compliance. The project will utilize both clickworkers and subject experts to verify entity detections and annotations. It aims to represent the ambiguities of history rather than a single truth.
Building a social graph for the history of Europe: the CUbRIK histoGraphCUbRIK Project
The document discusses building a social graph from historical image collections. It describes the CVCE and Digital Humanities Lab, and their vision of creating a social graph from images. The CUbRIK approach involves sourcing researcher requirements, building an entity repository, efficient indexing, and tools for visualization and analysis. Challenges include identifying people, places and events in images over time and verifying these. The approach involves crowd-sourcing verification and integrating rights management. An evaluation phase is planned in July to test the social graph prototype.
histoGraph was developed as part of the EU-funded CUbRIK project to create an interface for accessing historical sources and discovering links between entities. It builds a social graph of people in photos of European integration history by having humans and AI work together to identify faces, which are then linked based on co-occurrence. Users can interact with the graph to explore connections between individuals and supporting documents. The system represents the complexity of truth in the humanities by allowing multiple answers to identity questions and facilitating discussion between experts.
The CUbRIK Social Graph Visual Interface. A component developed to represent dependencies of a given person in a given context, by analysing the co-occurrencies of person entities in photographs.
Mining Emotions in Short Films: User Comments or Crowdsourcing?CUbRIK Project
This document discusses mining emotions from user comments on short films. It presents an approach that creates an emotion vector for each short film based on extracting terms from user comments on YouTube and associating them with emotions from the NRC Emotion Lexicon. It then compares the cosine similarity between emotion vectors built from expert judgments and those built using Amazon Mechanical Turk workers or automatically from YouTube comments. The goal is to determine if crowdsourcing or YouTube comments can accurately extract emotions expressed in reviews of short films.
This document discusses game design, playtesting, and games with a purpose. It begins with introducing the speaker and their background in robotics, AI, game design, and crowdsourcing. The agenda then covers the differences between play and games, pointers to game design including key elements like players, objectives, procedures, rules, and outcomes. Games with a purpose are introduced as games that generate useful data as a byproduct of play. Examples of specific games are discussed and the process of validating gameplay through playtesting is covered. Traditional playtesting methods like observation, surveys and their issues are also outlined.
CUbRIK Research at CIKM 2012: Efficient Jaccard-based Diversity Analysis of L...CUbRIK Project
Presentation at CIKM 2013 of the CUbRIK research paper: "Efficient Jaccard-based Diversity Analysis of Large
Document Collections" authored by Fan Deng, Stefan Siersdorfer and Sergej Zerr of L3S Research Center, partner of the CUbRIK Consortium.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
CUbRIK tutorial at ICWE 2013: part 1 Introduction to Human ComputationCUbRIK Project
2013, July 8
Part 1 of the tutorial illustrated at ICWE 2013, by Alessandro Bozzon (Delft University of Technology)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Presentation made at INSPIRE 2013, in the Semantics session, by Feroz Farazi, of University of Trento.
The research leading to these results has received funding from the CUbRIK Collaborative Project, partially funded by the European Commission's 7th Framework ICT
Programme for Research and Technological Development under the Grant agreement no. 287704.
1. ACHIEVEMENT
SYSTEMS
EXPLAINED
Luca Galli,
Piero Fraternali
Politecnico di Milano, Italy
Email: lgalli@elet.polimi.it
2. WHAT IS AN ACHIEVEMENT?
Click here to add text
Gaming and Social Media 2012 Singapore
3. DEFINITIONS
Click here to add text
An Achievement is a set of tasks, defined by a designer,
for the player to fulfill so to achieve a milestone and
track the progress in a system.
A Badge is an artifact associated to the completion of
an achievement and given to a player after its
completion.
An Achievement System, also called Reward System, is
a component of an entertainment platform used to
offer, present, manage and share achievements, at a
global scale and across multiple games or
entertainment systems.
Gaming and Social Media 2012 Singapore
4. DEFINITIONS
Click here to add text
The Player score is a numerical value that represents a
measure of the skill of a player.
A Leaderboard is an ordered list of players based on
the scores they have obtained in a specific game.
Gaming and Social Media 2012 Singapore
5. A BIT OF HISTORY
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The achievement concept is older
than what you may think…
Gaming and Social Media 2012 Singapore
6. A MECHANICAL ANCESTOR…
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1953: First score
tracking in an
entertainment
machine
Gaming and Social Media 2012 Singapore
7. … AND THE DIGITAL ONE
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1978: The term
“High Score” ,
as it’s known today,
is introduced
Gaming and Social Media 2012 Singapore
8. GOOD OLD FASHIONED SEWING
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1977: The first
game badges:
Activision’s Fabric
Patches
Gaming and Social Media 2012 Singapore
9. DIGITAL ACHIEVEMENTS
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1990: Amiga
E-Motion introduces
achievements
Gaming and Social Media 2012 Singapore
10. THE TURNAROUND…
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2005: Microsoft
improved Xbox Live!
service is launched
Gaming and Social Media 2012 Singapore
11. …AND THE COMPETITORS
Click here to add text
2007: Valve
introduces
Steam Achievements
Gaming and Social Media 2012 Singapore
12. …AND THE COMPETITORS
Click here to add text
July 2008: Sony
introduces
PS3 Trophies
Gaming and Social Media 2012 Singapore
13. …AND THE COMPETITORS
Click here to add text
October 2008:
Activision Blizzard
adds an
achievement
system to
World of Warcraft
Gaming and Social Media 2012 Singapore
14. …AND THE COMPETITORS
Click here to add text
2010: Apple
announces
Game Center
Gaming and Social Media 2012 Singapore
15. COOL STORY BUT… WHAT’S THE PURPOSE?
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Motivation and Social Recognition!
“Games do not work without incentives
for the players to perform actions and to
strive towards their goals”
Staffan Björk
“Players play for personal goals, are
aware of the goals of other players,
and the shared understanding of
intentionality makes game actions
socially meaningful”
Jesper Juul
Gaming and Social Media 2012 Singapore
16. DISSECTING AN ACHIEVEMENT
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Fundamental Components:
•TITLE: Suggest theme or actions
•ICON: Visual clues to attract interest
•DESCRIPTION: Defines conditions and rewards
•POINTS: Difficulty, effor measure
•ECA: Event Condition Action
Gaming and Social Media 2012 Singapore
17. PLAYER DOSSIER
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Gaming and Social Media 2012 Singapore
18. ACHIEVEMENT TAXONOMY
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Ghost Recon:
Game Title Heavy Rain Team Fortress 2 World Of Warcraft Tyrant The Sims Social
Advanced Warfighter
The ten Platform
Instructors
Xbox 360
Completed tutorial
level on any skill
Playstation 3
Complete
drawing, Set the
the
Steam (PC)
Use Jarate to reveal a
cloaked Spy
Battle.net
Learn how
transform into
to
a
Kongregate
N/A
Facebook
Plant something in
two empty garden
level table, Play with kids dragon. patches
categories: Secure the US
Leave home without
Win 2Fort with a
Get in the arena at
the Amphitheater of Complete the quest:
Quests being spotted by the Location 2 reached
president shutout Anguish and defeat Roominating
journalists
Vladof the Butcher
•Instructors Content Win 5 matches on
See all endings
Enter the editor while Fully explore the
N/A
Break The Ice
Automatically
-
•Quests
Discovery each Map watching a replay Duskwood map.
Earned
Win 30 co-op
•Content Discovery
Achieve 100,000 Win 1000 ranked Post to news feed and
matches with at least
Socializers N/A YouTube views for arena matches while N/A have 3 friends click
6 gamertags in the
your movie in a guild group. your message
room
•Socializers Find all clues of the Get to Loot Island
52 unique cards
•Secret Chests
Secret Chests N/A Origami Killer in the and claim your N/A N/A
collected
scene reward!
Do
•Grinders
Get a total of 10,000 Knock down at least Complete 1000 Earn 600 simoleons
Grinders 1 million points of N/A
kills 50 passers-by quests from cooking
fire damage
•Herculean Tasks Herculean Task
Get 4 kills in 4
seconds or less
Perfect Crime
Get a melee kill with
a sticky jump
Fish up Old Crafty in
Orgrimmar.
Nexus
completed
campaign
N/A
•Trophies Trophies
Climb to the top of
the
leaderboard
universal N/A N/A
First person on the
realm to achieve
level 80.
N/A N/A
•Red Marks Red Marks N/A
Give up or fail the
N/A N/A N/A N/A
•Loyalties
Butterfly Trial
Owner of Wrath of
Loyalties N/A N/A N/A the Lich King's N/A N/A
Collector's Edition
Gaming and Social Media 2012 Singapore
19. INSTRUCTORS
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Purpose: Onboarding
Game: Viva Piñata (Rare)
Gaming and Social Media 2012 Singapore
20. QUESTS
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Purpose: Progression
The Elder Scrolls V: Skyrim (Bethesda Softworks)
Gaming and Social Media 2012 Singapore
21. CONTENT DISCOVERY
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Purpose: Replay Value
The Simpsons Game (Electronic Arts)
Gaming and Social Media 2012 Singapore
22. SOCIALIZERS
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Purpose: Longevity, Viral Advertisement
NBA Live 07 (Electronic Arts)
Gaming and Social Media 2012 Singapore
23. SECRET CHESTS
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Purpose: Longevity, Surprise
Halo 3 (Bungie Software)
Gaming and Social Media 2012 Singapore
24. GRINDERS
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Purpose: Fillers, Secondary game mechanics
Sonic the Hedgehog (Sega)
Gaming and Social Media 2012 Singapore
25. HERCULEAN TASK
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Purpose: Extreme Challenge
Dead Rising (Capcom)
Gaming and Social Media 2012 Singapore
26. TROPHIES
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Purpose: Fierce competition, Pride
Tom Clancy's Ghost Recon: Advanced Warfighter (Ubisoft)
Gaming and Social Media 2012 Singapore
27. RED MARKS
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Purpose: Onboarding, Mocking
F.E.A.R. 2 (Monolith Production)
Gaming and Social Media 2012 Singapore
28. LOYALTIES
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Purpose: Customer Loyalty, Pride
Diablo 3 (Activision Blizzard)
Gaming and Social Media 2012 Singapore
29. TO DO AND NOT-TO-DO
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Bad design
•Completion and actions
•No Secrets!
•Trophies may be demotivating…
•Red marks?
•This is my work! (or not?)
Good practices
•Acknowledge highest difficulty
•Always Earnable
•Reward strange and emerging behaviors!
Gaming and Social Media 2012 Singapore
30. GAMING ARCHITECTURE
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Achievement System inside
a Game Engine
Gaming and Social Media 2012 Singapore
32. DATA STRUCTURE
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Gaming and Social Media 2012 Singapore
33. Click here to add text
The CUbRIK Project
● CUbRIK is a research project
financed by the European Union
● Goals:
● Advance the architecture of
multimedia search
● Exploit the human
contribution in multimedia
search
● Use open-source
components provided by
the community
● Start up a search business
ecosystem
● http://www.cubrikproject.eu/
Gaming and Social Media 2012 Singapore
Editor's Notes
Show military value in ancient rome, medallion with Caesar portraitBoyScout badges sports, science, craftingNowadays: foursquare badges
Williams manufactory company
Midway’s SeawolfExtra time, not possible to store the high score, introduced by Space Invaders II and Starfire
Atari 2600Listed on manual, end a level in less than 33.3 secondsMail the picture to the company, high valuableitem expressly conceived to be worn and shown to others, a principle that has been applied also to the distribution of digital patchesThe only way before the diffusion of the web, or on local consoles
completing a level without rotating to the right or completely failing certain levels.
Midway’s Seawolf
Achievements allow others to recognize what the player has attained and enhance games by providing lasting rewards. This leads to a sense of affirmation given by the fictional status that the player has created for himself and the expectation that others will look with admiration someone who has undertaken the action stated in the achievement. Favourite games and genres, his mastered skills and past gaming history.
We might also have levels for the same achievement, but it can be considered just a different instance
Xbox Live, Playstation Network, Kongregate, Steam, Facebook, Blizzard Achievement SystemHeterogeneous platforms, similar results, based on 6 flagcarrier games for each platform
actions that need to be mastered in order to procede with the gaming experience
completing significative tasks or when reaching a milestone in the game, such as an important event or the end of a level. Any action maintain the level of engagement high through the whole game
try all that the game has to offer. They usually require the players to play in a specific game mode, to try specific gaming features or components of the game. Tracks the interactions with the user interface
Longevity: both longevity and custom content creationreward the interaction among players and their contributions to enhance the experience offered by a platform or a game.
finding hidden items, special areas, completing collections, and other similar features. They encourage the player to explore every facet of the game and they are usually related to actions that are not meaningful for the goals of the game Surprise and discussions
type of achievement in which the task is to perform the same action repeatedly, with little or no variance between each repetition, such as reaching “1000 kills” or earning “100,000 gold”.
are rewarded when a player is able to perform exceptional actions within the game. Difficult, non repetitive tasks, good knowledge of the game, mastered skills
unique achievements that can be acquired just by few players in the world for exceptional actions performed in the game, possibly negating the possibility for any other player to acquire them. strong multiplayer components
performs poorly or commit negative actions in the game, such as losing or being humiliated
are special achievements that are used to reward the loyalty of the core members of a community Real word events
-A player wants to collect all the badges by using any means, most efficient way. Avoid repetitive and alienating tasks-Clear states the goals of your achievements, otherwise players will just find them by change or they will look up over the internet-Only few committed players will be able to get them-Not satisfied when low skilled, don’t remark it in their gaming history-Grinders are fine only if they are used for actions that the player would do anyway, otherwise they might cause behavior change