This presentation corresponds to the lecture given by Alvaro Gonzalez on the 07/31/2012 within the event “HOY JUEGA” organized by “Circulo Uruguayo de la Publicidad” and “Proanima”. Montevideo - Uruguay.
The document examines social video games and gaming communities. It discusses how the structures of social video games challenge traditional player-text relationships and definitions of video games. It also explores the concepts of gaming communities, references to other media forms in games, and whether social video games can be considered postmodern.
Turning the World Into a Game | E. Daniel AreyJessica Tams
E. Daniel Arey discusses how location-based augmented reality games like Ingress and Pokemon Go turn the real world into a game. The games encourage exploration and discovery by making real-world locations important features of gameplay. Both games achieved widespread popularity by facilitating social interactions and meetups between players. Their success demonstrates people's desire to play games together and experience shared adventures in the real world.
The document describes an augmented reality game for tourists that generates unique adventures tailored to each user's interests and destination city. Players complete quests by visiting real-world locations and finding virtual markers, taking photos, and interacting with augmented reality versions of historical figures and sites. This immerses users in interactive stories while learning about the cultural history and earning rewards. The game also provides travel tips and allows users to create and share their own quests and adventures.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
Wooga is a social game developer founded in 2009 in Berlin with 50 million monthly active users. They have 280 employees across 40 countries working in small interdisciplinary teams to develop casual games for mobile and Facebook. Their most successful games include Bubble Island, Magic Land, and Diamond Dash which attracts over 1 million daily active users. They emphasize a casual workplace culture with no strict rules and focus on teamwork and personal growth.
Arcade games in the 1970s-1980s were placed in locations around the world and used coins for payment. A coin shortage occurred in Japan with the popular game Space Invaders. From the 1980s-2010s, game companies distributed games through proprietary consoles sold in retail stores, which was lucrative as consumers needed the specific console to play games. In the 2010s to present, digital distribution has become the norm, as games can be downloaded without physical disks, saving companies money on manufacturing and distribution. Companies now monitor players online to improve games based on user behavior and feedback.
The document examines social video games and gaming communities. It discusses how the structures of social video games challenge traditional player-text relationships and definitions of video games. It also explores the concepts of gaming communities, references to other media forms in games, and whether social video games can be considered postmodern.
Turning the World Into a Game | E. Daniel AreyJessica Tams
E. Daniel Arey discusses how location-based augmented reality games like Ingress and Pokemon Go turn the real world into a game. The games encourage exploration and discovery by making real-world locations important features of gameplay. Both games achieved widespread popularity by facilitating social interactions and meetups between players. Their success demonstrates people's desire to play games together and experience shared adventures in the real world.
The document describes an augmented reality game for tourists that generates unique adventures tailored to each user's interests and destination city. Players complete quests by visiting real-world locations and finding virtual markers, taking photos, and interacting with augmented reality versions of historical figures and sites. This immerses users in interactive stories while learning about the cultural history and earning rewards. The game also provides travel tips and allows users to create and share their own quests and adventures.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
Wooga is a social game developer founded in 2009 in Berlin with 50 million monthly active users. They have 280 employees across 40 countries working in small interdisciplinary teams to develop casual games for mobile and Facebook. Their most successful games include Bubble Island, Magic Land, and Diamond Dash which attracts over 1 million daily active users. They emphasize a casual workplace culture with no strict rules and focus on teamwork and personal growth.
Arcade games in the 1970s-1980s were placed in locations around the world and used coins for payment. A coin shortage occurred in Japan with the popular game Space Invaders. From the 1980s-2010s, game companies distributed games through proprietary consoles sold in retail stores, which was lucrative as consumers needed the specific console to play games. In the 2010s to present, digital distribution has become the norm, as games can be downloaded without physical disks, saving companies money on manufacturing and distribution. Companies now monitor players online to improve games based on user behavior and feedback.
The document discusses creating a game in PowerPoint by making questions, potential mistakes in the questions, and correct responses on cards. It also covers creating a Voki character and publishing tickets about the game on a blog.
The document proposes a marketing campaign for the mc2 Angry Birds credit card aimed at young people. The campaign's objectives are to attract, engage, and connect with consumers. It will use both digital and traditional media like print ads, billboards, and banners. The campaign's theme is "It's Time to Play" and will encourage cardholders to play with their lifestyle. It will launch with print teasers and outdoor banners to generate interest before a launch event at a local entertainment center.
This document discusses the history and advancements of gaming from the 1950s to present day. It describes how early academic games developed in the 1950s and 1960s on computers using punch cards. Video gaming reached mainstream popularity in the 1970s and 1980s with the introduction of arcade games and home consoles. The document then outlines the progression of gaming consoles through 7 generations from the 1970s to today. Finally, it discusses recent advancements in gaming technology including facial recognition, voice recognition, virtual reality, augmented reality and mixed reality.
Seeking Transcendence: Demystifying Transmedia for Game DevelopersRaphael van Lierop
[PLEASE REFER TO THE SPEAKER'S NOTES IN THE SLIDES or TRANSCRIPT in the SLIDESHARE VIEWER!] How & why to take a Transmedia approach to creating and nurturing entertainment IP, with a specific focus on video games and film. Presentation given by Raphael van Lierop (HELM Studio) and Zak Kadison (Blacklight Transmedia) at the Montreal International Game Summit, November 2012. | For more information about Raphael: www.linkedin.com/in/rvanlierop | For more information about Zak: www.linkedin.com/in/zakkadison
The document describes a location-based mobile game called Streetholder that allows players to buy, steal, and trade real-life streets. The game is free-to-play and uses geofencing technology. It has a dual currency system and monetizes through in-app purchases like upgrades, boosts, and cosmetics. After an alpha launch and testing in the Netherlands, the developers are optimizing metrics like retention and monetization before a wider soft launch.
Présentation sur le crowdfunding dans le processus de développement de jeu vidéo, son historique, les besoins, les bénéfices et les risques. L’objectif de cette recherche est de pouvoir comprendre l’application du crowdfunding comme solution alternatif pour financer les projets relatifs au développement de jeu vidéo au Maroc.
A presentation delivered by Nic Mitham (KZero) for the Enne organised conference called 'Jornada Digital Contents: An EStrategy for the Economic Growth and Innovation' 21st October 2011 at Navarra University Spain.
Topics include:
Why build a world: One vs many and how to decide
The problem of exposition
Creating gods in fantasy, science fiction and game
Creating species in fantasy, science fiction and game
How to create monsters, plants, animals and undead characters
The document traces the evolution of video games from early consoles like the Odyssey in 1972 and Atari 2600 in the 1980s to portable systems like the Game Boy and home consoles like the Super Nintendo, PlayStation 2, and Wii. It notes how early games involved pursuing virtual goals within the game's world and how later systems incorporated more full-body movement and tied the player's goals closer to the virtual character's goals.
Destiny Development was founded in 2008, it is one of the leading developers and operators of MMO games. The company staff includes over 100 experienced high-level specialists. The company’s both offices are situated in the centre of Moscow.
This document summarizes several Scandinavian startup projects. It describes GBerry, an open game platform built on Raspberry Pi hardware that uses common household equipment. It also describes projects like Tactile Maps for creating and sharing maps for the visually impaired, Cybersailing which is a boating simulation game to educate about marine regulations, and BlindSquare LandMarkers which uses beacons to help the blind navigate indoor spaces. Other projects include games for dogs, mapping platforms, tools for measuring accessibility, mixed reality games, B2B marketplaces, augmented reality storytelling apps, interactive toys, children's emotional games, and Snapchat marketing analytics. Contact information is provided for the project manager at Forum Virium Helsinki.
A few days have already passed since Anne, responsible for University Relations at Wooga and Jonathan, an engineer intern here in our office, travelled to lovely Stockholm to attend the Swedish Game Awards Conference.
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.
The document discusses Movisphere, a proposed gaming platform that would allow users to access and play games for free on any mobile device or PC through an ad-supported model. It would be a social gaming arena where developers could create and distribute games across multiple platforms while earning revenue from ads and in-game purchases. The goal of Movisphere is to reverse the situation where telecom companies are missing out on gaming revenue by creating an easy-to-use gaming experience accessible to all users.
The document discusses the Otherland franchise, including:
- The Otherland series is a science fiction tetralogy by Tad Williams set in a future where full-immersion virtual reality is widely available.
- The upcoming Otherland MMORPG will be based on Williams' series and feature familiar characters. It will have four character classes and PvP zones.
- The game will take place in a diverse virtual world called the Multiverse blending science fiction and fantasy genres.
This document discusses how games can change the affordances and perceived uses of real-world spaces and objects. It provides examples of how parkour redefined the affordances of city rooftops and walls. Mirror's Edge and other games translated these movements into designed game spaces. Pervasive games can enable infinite affordances by allowing players to creatively interpret real locations and objects. Mobile games and augmented reality layers on phones are now able to overlay game mechanics on the real world and dynamically change what actions are possible or meaningful in different places.
The document describes mission-based games, which are games that incorporate real-world missions and tasks to engage players both online and offline, providing examples of how missions can be used in educational and branded games to teach skills, engage audiences, and promote sponsors' messages through interactive gameplay. The games blend various media like mobile apps, websites, social media, and live events to immerse players in story-driven gameplay.
About INFINITYgames
Founded in 2004 by Laszlo Opris, the company developed an outstanding concept for multi player gaming systems. Based close to Linz in Upper Austria, INFINITYgames develops, manufactures, supplies and services electronic multi player gaming systems such as its Multi Player Roulette and the automated Texas Hold’em Poker Table. INFINITYgames prides itself to be one of the most flexible supplier of multi player gaming systems. Being a relatively small company, the strength of INFINITYgames lays in its passion for uncompromising quality and customer satisfaction. Flexibility, modularity and profitability are the key words that characterize INFINITYgames, its products and services.
The Brand for Player Satisfaction
Specialties
INFINITYgames, the Austrian manufacturer of multi player gaming systems, is strengthening its sales activities and is actively looking for distributors and sales agents world-wide.
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
This document summarizes a live Q&A session with an entrepreneurship professor on idea identification and assessment. The agenda includes discussing idea identification, idea assessment, and an open Q&A. For idea identification, the professor covers observing problems and opportunities, personal experiences, and market studies. For idea assessment, the steps discussed are identifying target segments, market sizing, competitor analysis, unique selling propositions, and seeking customer feedback. An example is provided of how Saavn identified the pain point of inconvenient music access and assessed the Asian music streaming market opportunity before building their successful app solution.
Hotel Castle Mandawa – Best heritage resort in India, revives the whole idea of Rajasthan’s heritage luxury in a royal yet contemporary elegance.
Website:- http://castlemandawa.com/
The document discusses creating a game in PowerPoint by making questions, potential mistakes in the questions, and correct responses on cards. It also covers creating a Voki character and publishing tickets about the game on a blog.
The document proposes a marketing campaign for the mc2 Angry Birds credit card aimed at young people. The campaign's objectives are to attract, engage, and connect with consumers. It will use both digital and traditional media like print ads, billboards, and banners. The campaign's theme is "It's Time to Play" and will encourage cardholders to play with their lifestyle. It will launch with print teasers and outdoor banners to generate interest before a launch event at a local entertainment center.
This document discusses the history and advancements of gaming from the 1950s to present day. It describes how early academic games developed in the 1950s and 1960s on computers using punch cards. Video gaming reached mainstream popularity in the 1970s and 1980s with the introduction of arcade games and home consoles. The document then outlines the progression of gaming consoles through 7 generations from the 1970s to today. Finally, it discusses recent advancements in gaming technology including facial recognition, voice recognition, virtual reality, augmented reality and mixed reality.
Seeking Transcendence: Demystifying Transmedia for Game DevelopersRaphael van Lierop
[PLEASE REFER TO THE SPEAKER'S NOTES IN THE SLIDES or TRANSCRIPT in the SLIDESHARE VIEWER!] How & why to take a Transmedia approach to creating and nurturing entertainment IP, with a specific focus on video games and film. Presentation given by Raphael van Lierop (HELM Studio) and Zak Kadison (Blacklight Transmedia) at the Montreal International Game Summit, November 2012. | For more information about Raphael: www.linkedin.com/in/rvanlierop | For more information about Zak: www.linkedin.com/in/zakkadison
The document describes a location-based mobile game called Streetholder that allows players to buy, steal, and trade real-life streets. The game is free-to-play and uses geofencing technology. It has a dual currency system and monetizes through in-app purchases like upgrades, boosts, and cosmetics. After an alpha launch and testing in the Netherlands, the developers are optimizing metrics like retention and monetization before a wider soft launch.
Présentation sur le crowdfunding dans le processus de développement de jeu vidéo, son historique, les besoins, les bénéfices et les risques. L’objectif de cette recherche est de pouvoir comprendre l’application du crowdfunding comme solution alternatif pour financer les projets relatifs au développement de jeu vidéo au Maroc.
A presentation delivered by Nic Mitham (KZero) for the Enne organised conference called 'Jornada Digital Contents: An EStrategy for the Economic Growth and Innovation' 21st October 2011 at Navarra University Spain.
Topics include:
Why build a world: One vs many and how to decide
The problem of exposition
Creating gods in fantasy, science fiction and game
Creating species in fantasy, science fiction and game
How to create monsters, plants, animals and undead characters
The document traces the evolution of video games from early consoles like the Odyssey in 1972 and Atari 2600 in the 1980s to portable systems like the Game Boy and home consoles like the Super Nintendo, PlayStation 2, and Wii. It notes how early games involved pursuing virtual goals within the game's world and how later systems incorporated more full-body movement and tied the player's goals closer to the virtual character's goals.
Destiny Development was founded in 2008, it is one of the leading developers and operators of MMO games. The company staff includes over 100 experienced high-level specialists. The company’s both offices are situated in the centre of Moscow.
This document summarizes several Scandinavian startup projects. It describes GBerry, an open game platform built on Raspberry Pi hardware that uses common household equipment. It also describes projects like Tactile Maps for creating and sharing maps for the visually impaired, Cybersailing which is a boating simulation game to educate about marine regulations, and BlindSquare LandMarkers which uses beacons to help the blind navigate indoor spaces. Other projects include games for dogs, mapping platforms, tools for measuring accessibility, mixed reality games, B2B marketplaces, augmented reality storytelling apps, interactive toys, children's emotional games, and Snapchat marketing analytics. Contact information is provided for the project manager at Forum Virium Helsinki.
A few days have already passed since Anne, responsible for University Relations at Wooga and Jonathan, an engineer intern here in our office, travelled to lovely Stockholm to attend the Swedish Game Awards Conference.
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.
The document discusses Movisphere, a proposed gaming platform that would allow users to access and play games for free on any mobile device or PC through an ad-supported model. It would be a social gaming arena where developers could create and distribute games across multiple platforms while earning revenue from ads and in-game purchases. The goal of Movisphere is to reverse the situation where telecom companies are missing out on gaming revenue by creating an easy-to-use gaming experience accessible to all users.
The document discusses the Otherland franchise, including:
- The Otherland series is a science fiction tetralogy by Tad Williams set in a future where full-immersion virtual reality is widely available.
- The upcoming Otherland MMORPG will be based on Williams' series and feature familiar characters. It will have four character classes and PvP zones.
- The game will take place in a diverse virtual world called the Multiverse blending science fiction and fantasy genres.
This document discusses how games can change the affordances and perceived uses of real-world spaces and objects. It provides examples of how parkour redefined the affordances of city rooftops and walls. Mirror's Edge and other games translated these movements into designed game spaces. Pervasive games can enable infinite affordances by allowing players to creatively interpret real locations and objects. Mobile games and augmented reality layers on phones are now able to overlay game mechanics on the real world and dynamically change what actions are possible or meaningful in different places.
The document describes mission-based games, which are games that incorporate real-world missions and tasks to engage players both online and offline, providing examples of how missions can be used in educational and branded games to teach skills, engage audiences, and promote sponsors' messages through interactive gameplay. The games blend various media like mobile apps, websites, social media, and live events to immerse players in story-driven gameplay.
About INFINITYgames
Founded in 2004 by Laszlo Opris, the company developed an outstanding concept for multi player gaming systems. Based close to Linz in Upper Austria, INFINITYgames develops, manufactures, supplies and services electronic multi player gaming systems such as its Multi Player Roulette and the automated Texas Hold’em Poker Table. INFINITYgames prides itself to be one of the most flexible supplier of multi player gaming systems. Being a relatively small company, the strength of INFINITYgames lays in its passion for uncompromising quality and customer satisfaction. Flexibility, modularity and profitability are the key words that characterize INFINITYgames, its products and services.
The Brand for Player Satisfaction
Specialties
INFINITYgames, the Austrian manufacturer of multi player gaming systems, is strengthening its sales activities and is actively looking for distributors and sales agents world-wide.
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
This document summarizes a live Q&A session with an entrepreneurship professor on idea identification and assessment. The agenda includes discussing idea identification, idea assessment, and an open Q&A. For idea identification, the professor covers observing problems and opportunities, personal experiences, and market studies. For idea assessment, the steps discussed are identifying target segments, market sizing, competitor analysis, unique selling propositions, and seeking customer feedback. An example is provided of how Saavn identified the pain point of inconvenient music access and assessed the Asian music streaming market opportunity before building their successful app solution.
Hotel Castle Mandawa – Best heritage resort in India, revives the whole idea of Rajasthan’s heritage luxury in a royal yet contemporary elegance.
Website:- http://castlemandawa.com/
The document discusses conditional sentences and different cases of conditional sentences. It provides examples of conditional sentences in different situations, including: 1) future conditional sentences using "if" and "unless"; 2) unreal present/advice conditional sentences using "if" and "were"; 3) unreal past conditional sentences using "if" and "had"; and 4) zero conditional sentences stating facts using "if". Trainees are provided opportunities to give their own examples of conditional sentences in different scenarios.
El documento describe las tradiciones y mandamientos del Shabbat judío. Explica que el Shabbat es un día sagrado que debe ser santificado mediante la abstención del trabajo y la adoración a Dios. También detalla algunas oraciones y bendiciones tradicionales que se recitan durante el Shabbat.
Modal verbs are used to express ideas such as ability, permission, obligation, offers, and probability. The main modal verbs are can, could, may, might, must, shall, should, will, would, and ought to. Modal verbs do not change form and are followed by an infinitive verb without "to." They can express single concepts like future time or double concepts like permission and possibility. Modal verbs are also used in the past by combining a modal verb with "have" and a past participle verb form.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document describes Thermo Scientific Global VersaWeigh and Global Versa GP checkweighing systems. It discusses their key features including versatility, high accuracy and stability, low cost of ownership. The checkweighers are designed for food, beverage and pharmaceutical applications to improve efficiency and profitability with better accuracy and faster speeds. They meet various regulatory standards and are designed for sanitary use, durability, versatility and ease of use. Custom configurations are available and the systems come with service and support options. Dimensional diagrams and specifications are also provided.
Dokumen tersebut membahas tentang perencanaan kreatif iklan, meliputi berfikir kreatif, proses berfikir kreatif, faktor yang mempengaruhi berfikir kreatif, kiat menjadi kreatif, kreativitas periklanan, strategi kreatif, proses kreatif, creative brief, dan prosedur desain media cetak."
Nicodemus was a Pharisee and member of the powerful Jewish ruling council called the Sanhedrin. He came to Jesus at night to learn from him, as Jesus' teachings challenged the religious establishment. Later, Nicodemus defended Jesus before the Pharisees and helped prepare Jesus' body for burial after the crucifixion, showing he became a secret disciple of Jesus.
Pepperfry's existing Digital marketing/Media strategy, Target audience, Segmentation, Competition, Business Model, Marketing, Social Media Analysis, Content Strategy, Communication tone, Web analytics and strategy recommendation
Strategi Kreatif Periklanan (Kanaidi, SE., M.Si)Kanaidi ken
Strategi Kreatif Periklanan membahas tentang iklan yang efektif yang mampu memperpanjang strategi pemasaran, menyertakan sudut pandang konsumen, bersifat persuasif, serta mampu menerobos kerumunan iklan tanpa menjanjikan lebih dari yang bisa diberikan. Dokumen ini juga menjelaskan penilaian konsumen terhadap iklan berdasarkan kebutuhan, keinginan, etika, dan kebiasaan mereka.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
The Game Agency (TGA) is an award-winning interactive entertainment firm. They create, produce, market and distribute video games and other interactive content to engage audiences for their clients. TGA has worked with major brands across many industries to develop games, virtual experiences, and social media promotions that increase awareness, drive behavior change, or provide marketing value for their clients. Their goal is to maximize the reach and impact of interactive content.
The document discusses the history and current state of gaming and in-game advertising. It describes how gaming has evolved from early console games to today's online, mobile and social games. It also outlines different types of in-game advertising formats, such as advergames, product placement, and dynamic/interactive ads. The document concludes that in-game advertising is an exciting opportunity for brands but that ads must enhance the gaming experience instead of detracting from it.
This presentation corresponds to the lecture given by Alvaro González on the 10/24/2012 within the event “Presentar un videojuego para ganar” organized by “7° Concurso Nacional de Videojuegos”, “Proanima” and “Ingenio”. Montevideo - Uruguay.
Convergence of Offline and Online ActivitiesPitra Satvika
The document discusses the convergence of offline and online activities. It provides examples of using online platforms like social media to promote offline events, and engaging people both online and offline through technologies like QR codes, augmented reality, and mobile applications. The goal is interactive experiences that encourage information sharing and drive people between physical and virtual spaces.
The document discusses how brands are using game mechanics and gamification to engage customers. It provides examples of partnerships between brands and the mobile game Foursquare, where checking in at locations rewards users with badges and discounts. Starbucks and JetBlue have partnered with Foursquare to reward users for becoming the "mayor" of locations. The document also discusses how branded games can provide memorable experiences for customers and benefits for brands, such as increased loyalty and sales. Examples of branded games mentioned include Battle of the Cheetos, Nike Grid, and a Levi's game where representatives hid jeans around cities for people to find using social media.
For the Win: What Businesses are Learning from the World of GamesKevin Werbach
This document discusses how businesses are learning from digital games. It explains how games use designed feedback loops and analytics to achieve massive growth. Games are highly motivating because they satisfy psychological needs for competence, autonomy, and relatedness. The concept of "gamification" is introduced, which is using game elements and design in non-game contexts. Gamification can motivate users by engaging them through points, rankings, challenges and other game mechanics. The document argues that gamification techniques can help drive engagement for businesses.
The document discusses whether marketing needs to be gamified. It begins with an introduction to gaming, noting that the average young person will spend 10,000 hours playing online games by age 21. It then covers the history of video games and discusses different game genres. The document introduces the concept of gamification as using game mechanics for non-game contexts to engage users. Examples of game mechanics for gamification like points, levels, badges and leaderboards are provided. It argues that gamification can drive long-term user engagement and provides examples of gamified marketing campaigns.
Suzi's indie game project focuses on creating an interactive demo that acts as a trailer for a game inspired by input-output cinema. The demo will be created using Game Maker and feature exploration of a fantastical tree world with narrative elements rather than traditional gameplay. Inspiration comes from artists like Brian Froud and games like Sword & Sorcery EP that emphasize visuals, sound, and story over mechanics.
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.
Great Character Design - Tips for Creating and Monetizing Cartoon CharactersAldric Chang
Good character designs help to make a game look that much more interesting and sell a few more copies. But great character designs help to create huge franchises out of games, build up companies and even shape the landscape of the gaming industry. We take a look at some of the world's most famous gaming characters had created a legacy for themselves and their companies.
The document discusses the history and future of social games. It traces the rise of social games from the 1980s to today, noting that revenues have grown from $10 million to over $50 million. It also discusses how social graph and social gameplay will remain important, especially in certain genres like midcore games. The document outlines trends like the comeback of arcade-style games on mobile, the lifecycles of hit versus evergreen games, and how analytics and a focus on optimization is driving monetization in social games. It argues that accessibility across platforms improves usage and revenues, and that the future of social games involves more cross-platform, cross-device, and cross-title interactions.
2. videojuegos una industria por explorarProColombia
This document provides an overview of the videogame industry and advice for working within it. It discusses the state of various industry sectors like mobile, social, and traditional publishers. It also offers tips for developing games, pitching ideas, and working with partners and publishers. The overall document aims to help readers understand opportunities across the industry and strategies for success.
The document proposes using gamification to boost tourism in Greene County. It suggests creating a unified Greene County character, developing an educational treasure hunt game, and opening gaming resorts that host game developers and attractions. The resorts would attract local and worldwide tourists year-round and generate revenue. A Greene County gaming rewards credit card and retail loyalty program is proposed to further incentivize tourism. The goal is to combine various county agency resources to develop something new that appeals to modern travelers.
This document discusses how brands can use game mechanics, also known as gamification, to engage customers. It provides examples of how companies like Foursquare, Facebook, and Vail Resorts have successfully used points systems, leaderboards, badges and other game elements in their platforms and apps. The document advocates for the strategic use of gamification based on the O.P.E.N. model of being on-demand, personal, engaging, and networked. It provides tips for effective gamification, such as careful planning, targeting specific audiences, ensuring game mechanics fit the brand, and partnering with experts. Examples are given of how Cascadian Farms and HP have also leveraged gamification through virtual goods in Farm
This document summarizes the services provided by Influxis Media, a subsidiary of Influxis focused on live interactive reality web content, interactive TV solutions, and interactive marketing services. They produce original live interactive reality shows where viewers can influence the outcome in real-time. They also provide custom second screen apps for TV shows to engage viewers. Additionally, they help brands create interactive marketing campaigns on the web through unique ideas and end-to-end solutions. Their expertise is in merging creativity and cutting-edge technology.
Similar to Advergamng a World of Possibilities (20)
English: This presentation corresponds to the lecture given by Alvaro Gonzalez on the 10/09/2012 within the event organized by GALA: Globalization and Localization Association: El mensaje correcto. El idioma correcto. - Buenos Aires - Argentina.
http://www.gala-global.org/therightlanguage
Español: Esta presentación corresponde a la conferencia otorgada por Alvaro Gonzalez el día 09/Noviembre/2012 en el marco del evento sobre localizacion organizado por GALA: Globalization and Localization Association: El mensaje correcto. El idioma correcto. - Buenos Aires - Argentina.
http://www.gala-global.org/therightlanguage
English: This presentation corresponds to the lecture given by Alvaro Gonzalez on the 6/6/2012 within the event organized by the Virtual Simulations and Videogames Career of the University College of IES, Córdoba - Argentina.
Español: Esta presentación corresponde a la conferencia otorgada por Alvaro Gonzalez el día 6/Junio/2012 en el marco del evento de Videojuegos organizado por la Carrera de Simulaciones Virtuales y Videojuegos del Colegio Universitario IES, Córdoba – Argentina.
Looking for the grammar of game design part 1Alvaro Gonzalez
The document discusses what games are not in order to understand what games are. It states that games are not puzzles, as puzzles are static while games are interactive and change with player actions. Games are also not toys, as toys only provide interesting behaviors to explore while games include goals, objectives and victory conditions. Additionally, games are not stories as stories are linear while games are non-linear and depend on player decision-making. Finally, the document notes that while other art forms are passive, games demand active participation from players. It concludes by stating that the discussion on what games are not will continue next week to help define what games actually are.
Definitions of Playand - Classifications of GameAlvaro Gonzalez
This slide I made talks about the Player Experience and how games could be classify to understand their nature. -2011 Lecture-The Game: A powerful tool
The Game: A powerful tool
This is part of the Game Design lecture I made on The 6th National Videogame Contest at Uruguay. It was on the 7/20/2011 at Ingenio-LATU.
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
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
Everything You Need to Know About IPTV Ireland.pdfXtreame HDTV
The way we consume television has evolved dramatically over the past decade. Internet Protocol Television (IPTV) has emerged as a popular alternative to traditional cable and satellite TV, offering a wide range of channels and on-demand content via the internet. In Ireland, IPTV is rapidly gaining traction, with Xtreame HDTV being one of the prominent providers in the market. This comprehensive guide will delve into everything you need to know about IPTV Ireland, focusing on Xtreame HDTV, its features, benefits, and how it is revolutionizing TV viewing for Irish audiences.
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.
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
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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.
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.
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
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Saga
Advergamng a World of Possibilities
1. ADVERGAMING
A WORLD OF
POSSIBILITIES
Álvaro González
Game Designer – Senior Producer
KEF SENSEI – UNIVERSIDAD ORT URUGUAY
This presentation corresponds to the lecture given by Alvaro Gonzalez on the 07/31/2012 within the event “HOY JUEGA” organized by “Circulo
Uruguayo de la Publicidad” and “Proanima”. Montevideo - Uruguay.
21. Strengthen the brand´s image.
High rate of recall by the user.
ADVERGAME Lacking of communication noise.
Have the ability to transmit and to let
experience the product attributes of brand.
Direct dialogue with the user.
22. 80´
Johnson & Johnson
TOOTH PROTECTORS - Atari
40. BUY at SUBWAY
GET PROMO CODE
PLAY ESPN College Town
ENTER the PROMO CODE
Virtual Object
(Subway´s Restaurant)
41. City Ville 57 millons of users
Make a Survey:
4 City Cash
Reservation at Accor
Hotel:
104 City Cash
Grassroot´s donation:
104 City Cash
Buy Photography
Software:
176 City Cash
Earn Virtual Money by Doing Real World Actions
42. Gift Cards to be used on the Social Game
Exclusive Stores
where you can get
Gift Card.
43.
44.
45. thanks
alvarogonzalez.mail@gmail.com
Alvaro Gonzalez
alvarogonzalez.skype
Game Designer – Game Producer
@WASDCtrlSPACE
“I've worked with Alvaro on several game projects over several years
and have always been very impressed with his creative thinking and
W www.alvarogonzalez.us inventive designs. Alvaro always brings a unique and fresh design
aesthetic that is more innovative and far more imaginative than other
www.linkedin.com/in/alvarogon designers.”
Aaron Norstad
Senior Producer at Playdom
Meet Latin American Game Developers
www.mlagd.com
meetlatinamericangamedev@gmail.com
@LatAmeGameDev