Raph Koster is a renowned game designer known for his work on Ultima Online and Star Wars Galaxies. He argues that games are puzzles that teach players to solve problems and learn patterns by practicing permutations in a low-stakes environment. Fun comes from the cognitive challenge of mastering a problem and the release of endorphins from learning. Boredom occurs when a game provides no challenges. Serious games discussed at a Canada symposium included virtual training simulations, educational games, and social issue games addressing topics like homelessness, pandemics, and geopolitics.
This document discusses web game development. It defines games and outlines their key characteristics and classifications. It also covers game development aspects like gameplay, characters, levels, and use of artificial intelligence. Game production involves subsystems like graphics, sound, and networking. Game architecture may involve a single-threaded or multi-threaded kernel, and a client-server model for multiplayer games. Resources for learning web game development are also provided.
The document discusses mobile user experience design. It covers key elements of mobile UX like context, functionality, information architecture, content, visual design, usability, user input, social aspects, trustworthiness, and feedback. It also discusses common dilemmas in mobile UX like choosing between native apps vs mobile web vs responsive web vs hybrid approaches, and selecting between iOS, Android and Windows platforms. The document provides examples to illustrate these concepts and dilemmas in mobile UX.
Building Video Game Adaptations of Dramatic and Literary Texts. Recent trends Video games changed the literary perspective. In including Digital Humanities features.
Labyrinths and Lecturers: Material Gaming (Guest Lecture for COM 537: Gaming ...Jameson Hogan
"COM 537 aims to provide graduate students with the theoretical, professional and practical tools to make sense of these transformations ‘in play’, by exploring the dialogic and co-constitutive relationship between digital games and the social networks they give rise to and support."
Raph Koster is a renowned game designer known for his work on Ultima Online and Star Wars Galaxies. He argues that games are puzzles that teach players to solve problems and learn patterns by practicing permutations in a low-stakes environment. Fun comes from the cognitive challenge of mastering a problem and the release of endorphins from learning. Boredom occurs when a game provides no challenges. Serious games discussed at a Canada symposium included virtual training simulations, educational games, and social issue games addressing topics like homelessness, pandemics, and geopolitics.
This document discusses web game development. It defines games and outlines their key characteristics and classifications. It also covers game development aspects like gameplay, characters, levels, and use of artificial intelligence. Game production involves subsystems like graphics, sound, and networking. Game architecture may involve a single-threaded or multi-threaded kernel, and a client-server model for multiplayer games. Resources for learning web game development are also provided.
The document discusses mobile user experience design. It covers key elements of mobile UX like context, functionality, information architecture, content, visual design, usability, user input, social aspects, trustworthiness, and feedback. It also discusses common dilemmas in mobile UX like choosing between native apps vs mobile web vs responsive web vs hybrid approaches, and selecting between iOS, Android and Windows platforms. The document provides examples to illustrate these concepts and dilemmas in mobile UX.
Building Video Game Adaptations of Dramatic and Literary Texts. Recent trends Video games changed the literary perspective. In including Digital Humanities features.
Labyrinths and Lecturers: Material Gaming (Guest Lecture for COM 537: Gaming ...Jameson Hogan
"COM 537 aims to provide graduate students with the theoretical, professional and practical tools to make sense of these transformations ‘in play’, by exploring the dialogic and co-constitutive relationship between digital games and the social networks they give rise to and support."
An overview of the course "Digital Narrative Theory and Practice," required in the Video Game Scoring Minor & Visual Culture & Interactive Media Minor at Berklee College of Music. Lori Landay, Ph.D., Associate Professor of Cultural Studies.
This document discusses artificial intelligence in four contexts: gaming, computers/laptops, expert systems, and movies. For gaming, it notes AI is used to simulate human-like behaviors in video games by drawing on existing AI methods. For computers/laptops, it defines AI as the study and design of intelligent agents. For expert systems, it explains they are computer systems that emulate decision-making through reasoning about knowledge rather than code. For movies, it provides details about the 2001 film Artificial Intelligence directed by Steven Spielberg based on a short story.
Oplægget blev holdt ved InfinIT-arrangementet "Centimeterpræcis sporings- og positioneringsteknologi", der blev afholdt den 20. juni 2011. Læs mere og se videoer fra arrangementet her: http://www.infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/centimeterpraecis_sporings-_og_positioneringsteknologi.htm
- The document discusses using interactive digital technologies to preserve and recreate cultural heritage sites and artifacts, allowing global online access and educational experiences through virtual manipulations of time and space.
- It also covers using games and gamification to crowdsource scientific problems like protein folding, as well as ideas for integrating biofeedback into gaming to enhance the experience.
- The challenges of recreating cultural narratives and conveying tacit knowledge digitally are discussed, along with ideas for more comprehensive testing of how such games impact learning.
This document discusses video games. It begins by defining a video game and describing the typical platforms used, such as personal computers and consoles. It then discusses how video games have become both an art form and industry. It provides details on the video game development process and the various roles involved, such as physics programming and graphics development. The document also discusses potential cognitive benefits of playing action video games and how video games can help children become comfortable with technology. It promotes making video games a social activity to avoid addiction.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document discusses teaching new tricks to senior dogs. As dogs age, their ability to learn new commands can decrease, but it is still possible with patience. The key is keeping training sessions positive, short and focused on commands the dog has already mastered at first. Praise and treats can help motivate older dogs. While it may take longer, with consistency even senior dogs can continue learning well into their golden years.
Game accessibility at hanze hogeschoolEelke Folmer
This document summarizes research into making virtual worlds and video games accessible to visually impaired users. It discusses barriers blind people face with visual games and the benefits of inclusive design. Methods explored include sensory substitution using audio and haptics, natural language interfaces, abstraction and detailing of virtual scenes, and games to tag and classify objects. Studies found these approaches helped blind users navigate and interact more efficiently. The goal is to drive innovation through designing for extreme users and foster social, educational and health benefits of gaming for the visually impaired.
This document discusses skeuomorphism, which is the use of design elements from physical objects in digital interfaces to increase usability and appeal. It provides examples of skeuomorphism in digital cameras mimicking shutter sounds, music synths mimicking hardware layouts, and electric cars mimicking engine noises. The document explores how skeuomorphism can help transition users to new technologies like touch interfaces by referencing familiar physical metaphors. It discusses debates around the appropriate use of skeuomorphism and how it relates to usability, enjoyment, and innovation.
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.
Presentation about challenging situations in VR business.
From his involvement with the first wave of Virtual Reality in San Francisco in the 90s through the advent of mobile gaming at BAFTA award-winning Ideaworks3D in London, to 7 years of service as VP Business Development at EVE Online developer CCP Games, Thor gets his kicks from finding business opportunity in the adjacent possible between highly creative developers and disruptive technologies.
Previously Creative Director of CCP Games, where he lead global creative direction for the company. Before founding CCP in 1997 and leading the creative vision for EVE, Reynir served as the Design Director for virtual reality company OZ.COM, an early pioneer in virtual reality on the internet.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
This document summarizes Jennifer Dopazo's Soft Circuits Workshop project from the summer of 2008. The project involved creating an interactive soft toy for preschoolers that would provide different types of feedback through sensors when a child interacts with it. The toy was designed to stimulate child development through sensory experiences, learning, awareness, and motor skills. It used soft materials like fabric and thread combined with electronic components like LEDs, a sound module, and motor to create an interactive circuit within the toy. The project helped Jennifer learn how to successfully combine soft materials and electronics.
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.
Godio is a game designer and developer with 8 years of experience. His skills include game design, coding, community building, and trend analysis. Some of his projects include developing browser-based games to promote websites, balancing an existing mobile game to boost its audience, and leading new game projects. His portfolio shows a variety of roles and experiences across both personal and client-focused projects.
The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
This document summarizes a student project titled "Rival Assassins", which is developing an action-adventure 3D platforming video game. The game uses physics to govern in-game objects and characters. Players guide the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. Tools being used include Unity and 3DS Max. Challenges include limitations of free assets and hardware. Reviews praise the game's atmosphere, puzzles, and art direction.
This document summarizes a student project proposing the development of a 3D action-adventure and platforming video game called "Rival Assassins". It would incorporate physics to govern in-game objects and characters. The player guides the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. The document outlines the game's concept, technical details, implementation plan, and addresses challenges like limiting violence and social isolation.
An overview of the course "Digital Narrative Theory and Practice," required in the Video Game Scoring Minor & Visual Culture & Interactive Media Minor at Berklee College of Music. Lori Landay, Ph.D., Associate Professor of Cultural Studies.
This document discusses artificial intelligence in four contexts: gaming, computers/laptops, expert systems, and movies. For gaming, it notes AI is used to simulate human-like behaviors in video games by drawing on existing AI methods. For computers/laptops, it defines AI as the study and design of intelligent agents. For expert systems, it explains they are computer systems that emulate decision-making through reasoning about knowledge rather than code. For movies, it provides details about the 2001 film Artificial Intelligence directed by Steven Spielberg based on a short story.
Oplægget blev holdt ved InfinIT-arrangementet "Centimeterpræcis sporings- og positioneringsteknologi", der blev afholdt den 20. juni 2011. Læs mere og se videoer fra arrangementet her: http://www.infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/centimeterpraecis_sporings-_og_positioneringsteknologi.htm
- The document discusses using interactive digital technologies to preserve and recreate cultural heritage sites and artifacts, allowing global online access and educational experiences through virtual manipulations of time and space.
- It also covers using games and gamification to crowdsource scientific problems like protein folding, as well as ideas for integrating biofeedback into gaming to enhance the experience.
- The challenges of recreating cultural narratives and conveying tacit knowledge digitally are discussed, along with ideas for more comprehensive testing of how such games impact learning.
This document discusses video games. It begins by defining a video game and describing the typical platforms used, such as personal computers and consoles. It then discusses how video games have become both an art form and industry. It provides details on the video game development process and the various roles involved, such as physics programming and graphics development. The document also discusses potential cognitive benefits of playing action video games and how video games can help children become comfortable with technology. It promotes making video games a social activity to avoid addiction.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document discusses teaching new tricks to senior dogs. As dogs age, their ability to learn new commands can decrease, but it is still possible with patience. The key is keeping training sessions positive, short and focused on commands the dog has already mastered at first. Praise and treats can help motivate older dogs. While it may take longer, with consistency even senior dogs can continue learning well into their golden years.
Game accessibility at hanze hogeschoolEelke Folmer
This document summarizes research into making virtual worlds and video games accessible to visually impaired users. It discusses barriers blind people face with visual games and the benefits of inclusive design. Methods explored include sensory substitution using audio and haptics, natural language interfaces, abstraction and detailing of virtual scenes, and games to tag and classify objects. Studies found these approaches helped blind users navigate and interact more efficiently. The goal is to drive innovation through designing for extreme users and foster social, educational and health benefits of gaming for the visually impaired.
This document discusses skeuomorphism, which is the use of design elements from physical objects in digital interfaces to increase usability and appeal. It provides examples of skeuomorphism in digital cameras mimicking shutter sounds, music synths mimicking hardware layouts, and electric cars mimicking engine noises. The document explores how skeuomorphism can help transition users to new technologies like touch interfaces by referencing familiar physical metaphors. It discusses debates around the appropriate use of skeuomorphism and how it relates to usability, enjoyment, and innovation.
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.
Presentation about challenging situations in VR business.
From his involvement with the first wave of Virtual Reality in San Francisco in the 90s through the advent of mobile gaming at BAFTA award-winning Ideaworks3D in London, to 7 years of service as VP Business Development at EVE Online developer CCP Games, Thor gets his kicks from finding business opportunity in the adjacent possible between highly creative developers and disruptive technologies.
Previously Creative Director of CCP Games, where he lead global creative direction for the company. Before founding CCP in 1997 and leading the creative vision for EVE, Reynir served as the Design Director for virtual reality company OZ.COM, an early pioneer in virtual reality on the internet.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
This document summarizes Jennifer Dopazo's Soft Circuits Workshop project from the summer of 2008. The project involved creating an interactive soft toy for preschoolers that would provide different types of feedback through sensors when a child interacts with it. The toy was designed to stimulate child development through sensory experiences, learning, awareness, and motor skills. It used soft materials like fabric and thread combined with electronic components like LEDs, a sound module, and motor to create an interactive circuit within the toy. The project helped Jennifer learn how to successfully combine soft materials and electronics.
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.
Godio is a game designer and developer with 8 years of experience. His skills include game design, coding, community building, and trend analysis. Some of his projects include developing browser-based games to promote websites, balancing an existing mobile game to boost its audience, and leading new game projects. His portfolio shows a variety of roles and experiences across both personal and client-focused projects.
The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
This document summarizes a student project titled "Rival Assassins", which is developing an action-adventure 3D platforming video game. The game uses physics to govern in-game objects and characters. Players guide the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. Tools being used include Unity and 3DS Max. Challenges include limitations of free assets and hardware. Reviews praise the game's atmosphere, puzzles, and art direction.
This document summarizes a student project proposing the development of a 3D action-adventure and platforming video game called "Rival Assassins". It would incorporate physics to govern in-game objects and characters. The player guides the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. The document outlines the game's concept, technical details, implementation plan, and addresses challenges like limiting violence and social isolation.
Los juegos serios o Serious Games son catalizadores, contenedores de un conocimiento que liberan en la dosis correcta, en el momento adecuado. Muchos de los desarrollos TIC que realizamos hoy en día, además de diversas campañas de “nuevo marketing” basadas en preceptos de “Gamification”, orbitan alrededor de los 4 ejes de la creación de una buena experiencia memorable: la definición del criterio estético, la creación de un buen conjunto de reglas percibidas como justas por parte del usuario/a, una buena y densa historia que contar así como la tecnología más adecuada. Tenemos que equilibrar retos, decisiones con significado, dosis de suerte y destreza, un buén empleo de la cabeza sin olvidar las manos, cooperación y competición así como pequeños castigos y constantes premios. Siempre dirigidos a “innovar desde la creatividad” buscando la más memorable de las experiencias finales.
Gamification is the cool new kid in town but it is nothing new. While gamification uses game design elements in non-game contexts, it is not very playful and tends to think inside the box. Gamification risks being an inadvertent con by overpromising and confusing intrinsic motivation with extrinsic incentives. However, game design can provide useful patterns and methods for researchers, and gamification is promising to designers if implemented thoughtfully. The term "gamification" itself is problematic and alternatives like "gameful design" should be considered.
Empathy Games - playing for a better world by Felipe Barcellos (@elvexkidd)Felipe Barcellos
Empathy Games probably won't save the world but it can surely gives us a hand in the right direction on how we can reach realities and contexts that are alien to us, enhancing our empathy. This can lead us to a better understanding of the different realities we can experience as humans.
Presentation for a seminary on the post-graduation course of Electronic Games Development from Universidade do Estado do Amazonas (Manaus, Brazil).
Author: Felipe Barcellos
www.elvexkidd.com
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
Slides from T.J. Jankun-Kelly's IEEE VisWeek 2012 presentation on visualization for games. Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community
performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. We use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will
potentially have on the design and development of game and visualization technology in the future.
Similar to Alternate Gaming Interfaces, Kieran Nolan, F.R.O.G. 2010 (20)
“All your mediums are belong to us. Augmenting teaching and learning through ...Kieran Nolan
Kieran Nolan presented on his work with Burnstation and Booki, two projects focused on augmenting teaching and learning through digital media. Burnstation was a website launched in 2009 at the Dundalk Institute of Technology to enable students to collaborate beyond classroom walls. Booki, launched in 2010, allowed for 'emotive design' and peer learning through an online platform for collaborative book publishing. Going forward, Nolan aims to further apply experiential and collaborative learning models to both physical and online educational spaces.
A presentation from 2001 for the Interactive Media in Public spaces module for the MA in Interactive Media at the University of Limerick.
https://kierannolan.com
The document discusses hacking toys into tangible interfaces by modifying toys to be used as controllers for computer programs. It provides examples of modifying a toy guitar to be used as a USB controller for music games. It includes step-by-step instructions on opening the guitar, adding wires and switches to trigger keyboard keys, and software to map the custom controller to game controls. It also discusses other student projects that hacked toys for interactive art installations and games.
'The Real Virtual Living', Kieran Nolan, ISEA 2009Kieran Nolan
The document discusses the concept of posthuman creativity and how it has evolved from early science fiction depictions to reality. It explores how humans now view technology as an extension of themselves through augmented reality and digital tools. Examples are given of artists who seamlessly integrate technology into their creative works, from music production to digital art. The document suggests that direct brain-computer interfaces may allow even more immersive forms of posthuman creativity by accessing ideas in the mind.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
4. Player input >
Our message to
the computer
Facilitated by...
5. Feedback >
Audio
Visual
Tactile
A communicative process
6. A Balance of
Aesthetics
Functionality
Playability
The ultimate goal
7. “He watched the kids stand in front of the
machines their bony arms like umbilical cords
joining human and machine. He asked the
kids questions about what made a good game.
Arawaka realized the most successful games
had something that player’s couldn’t articulate.
The words used to describe them were usually
reserved to describe forms of intimacy between
people. It was as if the players and the game
itself had somehow merged.”
Page 83, ‘Game Over – Nintendo’s battle
to dominate videogames’, David Sheff,
1993, Coronet Books)
16. "Kart Duel players will pay for the
experience and not the high tech graphical
content… In other words, what is the point
in providing expensive, state of the art
visuals when people simply want to sit in a
damn kart"
Mike Nevin, Namco Europe (Edge, 2000)
17. “It's not really something only in the future, some
people already have them, chips in their bodies. If for
some that would be a bit too scary, then you could
also do something more simple, like using wristbands
or a pendant. So using devices like these for sensing
would be good I think. I think that for arcades games I
want something that's a bit futuristic."
Yu Suzuki, Sega (Arcade Mania, Brian Ashcraft, 2008)