The document discusses alternate reality games (ARGs) and how they can be enhanced through mobile phones and location-based gameplay. ARGs tell interactive stories that unfold in the real world, often through puzzles and tasks distributed across different media. They aim to make players feel like they are participating in something real. With mobile phones, ARGs can turn the physical world into a game board, using phone sensors and location to integrate puzzles and encounters into a player's surroundings. Collaboration and competition between players are also emphasized as important social elements.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
Pervasive Games - Flux reading at the HKU gamedesign - Arjen de JongArjen de Jong
Flux reading for the HKU game design courses. About pervasive games, giving a framework to look at and learn from them through their core design differences with video-games.
(Note: Slideshare kills my font so text may be difficult to read in some slides.)
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
Pervasive Games - Flux reading at the HKU gamedesign - Arjen de JongArjen de Jong
Flux reading for the HKU game design courses. About pervasive games, giving a framework to look at and learn from them through their core design differences with video-games.
(Note: Slideshare kills my font so text may be difficult to read in some slides.)
Slides on Alternate Reality Games (ARGs) from a guest lecture at the IS Research on Games course. The lecture introduces the concepts behind ARGs, reviews the related history and inspirations, and poses questions about the current state of ARGs.
Pedestrian Play: An Investigation of Public Games for Adultsallisonvleach
For my 3D Interaction class, I went out and investigated the world of game design. From interviews with indoor and outdoor game experts and developers, I harnessed a clear understanding of what design principles and design requirements are meaningful in the creation of an indie folk game.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
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"Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Seri...SeriousGamesAssoc
Bill Guschwan speaks about "Flipped, Agile, Gamiformed Pedagogy for Game Design" at the 2012 Serious Play Conference
ABSTRACT:
I define a serious game methodology that I use at Columbia College to teach introduction to programming and the senior capstone game design class. I define "gamiform" as a method that constrains, facilitates, and motivates user behavior around a goal. Gamiforming as applied to education is a set of serious game techniques using the guiding philosophy that education is a form of life with a goal. One gamiforming technique guides student behaviour by constraining the space around a pedagogical goal. Another gamiform technique facilitates face-to-face contact through in-class quizzes and peer-to-peer discussions. For software teams, Scrum meetings are situated around a fictional campfire in order to increase energy of the team. Another gamiforming technique facilitates creativity by using the McCarthy technology protocols, which emphasize emotional alignment and self-awareness. Gamiform is an appropriation of Ludwig Wittgenstein's "lebensform" and science fiction’s "terraform".
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
"Emotion and games in technology-enhanced learning" presentation at the 2012 Joint European Summer School on Technology Enhanced Learning in Estoril, Portugal
The Core of Gamification: Why games are powerful and how marketers can tap into that power in a meaningful way. By Charles Adam Butler, Assistant Professor at NITH and previous level designer Funcom.
The Marketing Revolution - Caused by you and 3.000.000.000 peopleMediaFront
Why you and 3.000.000.000 people are the cause of the biggest marketing revolution in 50 years - And how empowering people is the Tour De Force in marketing.
FORWARD TO REALITY - PHYSICAL COMPUTING – THE NEXT LEVEL OF WEB INTERACTION MediaFront
For the past few decades we have been so focused on the virtual – on products that are not tangible, products that reside online, that we interact with through our computers, mobile devices and so on. But now it’s time to take a step in a different direction – actually an old familiar direction, it’s time to reach out of our digital boxes, into the real world and make real things but still retain that connection with the virtual world.
It’s time to merge the digital and the physical and create an internet of things.
We believe this to be the next step in web interaction – well it's already happening – we are merely the messengers!
On Brands, Technology and Feelings.
(20)12 Things to think about:
1. CAN WE BET SMALL AND WIN BIG?
2. WHAT WILL BE THE NEXT BIG THING?
3. CAN WE PREDICT THE FUTURE?
4. WHERE DO WE LOOK FOR INSPIRATION?
5. CAN THE BRAND BE THE CURATOR?
6. HOW IMPORTANT IS THE PRODUCT?
7. WHICH CHANNEL IS THE BEST?
8.. WHAT IS HAPPENING IN THE MARKET?
9. WHAT IS A VIRAL?
10. WHAT IS GOOD CONTENT?
11. IS THERE A KEY TO INNOVATION?
12. HOW BIG ARE THE POSSIBILITIES?
(20)11 things to think about for brands and marketers.
What will be the next big thing? Will it be anything like the last big thing? Can we be inspired by what the big things have in common?
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The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
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1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
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Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
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ARG + AR = The physical environment and the reality as a game platform
1. ARG + AR
The physical environment and the reality as a game platform.
MEDIAFRONT A PART OF MCCANN WORLDGROUP by @johannesr - Johannes Rummelhoff, Creative @MediaFront
2. “A game is a problem-solving
activity, approached with a playful
attitude.”
- Jesse Schell
Anything can be a game.
Playing games is all about
solving puzzles in a fun way.
4. ALTERNATE REALITY GAME
(ARG)
An interactive story that unfolds in the real world. The story is shaped by the
players own actions, often through puzzles and riddles that are distributed in
several media channels.
ARG is played on fictitious
websites, blogs, Facebook
profiles, chatrooms (msn etc..).
Some tasks may require you to
move away from your computer
to complete them.
The game is constantly adjusted
and designed based on the
players behavior.
5. THIS IS NOT A GAME
The mantra of ARG games is to
make you feel like you’re taking
part in something happening in
the real world.
6. I Love Bees
An ARG that promoted and told the prequel to Halo 2
The game's plot begins with a spaceship that crashes in an unknown
location. The ship's artificial intelligence, known as the "Operator" or
"Melissa", has been damaged and is not alone. Other AI applications
share the system. In an attempt to contact any surviving allies, Melissa
transfer signals shown as codes hidden within images or text to a
webserver in the San Francisco area.This interferes with the operation
of the website I Love Bees and destroys the content.
The most significant hacker message was a countdown to the "Fully
wide awake and physical" on 24 August 2004.
Tasks
• The first task was a honey jar that was sent out to players from other
ARGs (TheBeast). In the jar the receivers found pieces of paper
shaped as the URL to ilovebees.com. The URL was also flickered onto
on the trailer for Halo 2.
• A main task in the game was to decode a series of GPS coordinates
and resolve their hidden message. The players resolved the task by
finding phone booths near all the coordinates. Then the players had to
answer incoming phone calls to the phone boots.
• Decoding of the fictional programming language Flea + +
8. Achievers Players are engaged by different things:
Richard Bartle's four player types:
Socializers
• Achievers: Wants to maximize their scores and climb the high
score list. These players are driven by their own success.
• Explorers: Wants to understand how the game works, plan optimal
strategies.
Explorers • Socialize: Love to interact with other players and meet new people
through the game.
• Killers: Love to take advantage of other players. These players
steal, kill and exploit.
Killers ARGs mainly attracts Explorers as the game is based on the player
constantly searching for clues and figure out obscure solutions.
Socializers also have their part in the ARGs, but it is less accessible
to them as it is often necessary to be a combination of Explorer and
Socializer to succeed.
Read more: Richard A. Bartle: Players Who Suit Mudshttp://
www.mud.co.uk/richard/hcds.htm
10. The game unfolds in the
physical reality where your
movements and actions affect
the game.
11. I sense something of significance
nearby.
Cancel Show me
The phone is your sixth sense.
12. Explorers
Your mobile phone takes you
on an adventure around the
city. You develop a character
(you) and use your knowledge
and skills to solve puzzles to
progress in the game.
On the map you can see what
is going on near you.
• Friends / foes
• Tasks
• NPCes
• Suspicious areas
13. Achievers
Throughout your journey you will
encounter a variety of puzzles
and tasks you have to resolve.
• Puzzles
• Knowledge Tasks
• Logical
• Physics
The tasks can be resolved using
the phones technology:
• Motion (gyroscope)
Attack Bag Friends Profile More • Audio, voice recognition
• GPS
• Etc..
14. 200 million minutes
played a day
Curiosity:
A puzzle / casual game with
great success, Angry Birds is
played in over 200 million
minutes a day (equivalent to
16 human life spans)
15. Achievers
Attack Bag Friends Profile More
Once you have solved a
puzzle you’re rewarded
accordingly to your
performance.
16. “The consequences of an act
affect the probability of it's
occurring again.”
- B. F. Skinner
When you do one thing that
gives you a positive feedback
there is likely that you repeat
the action again and again.
17. Socializers
Some tasks require
collaboration with other
players, creating new
relationships.
Players at higher levels can
train and teach skills to
players on a lower level.
Attack Bag Friends Profile More Attack Bag Friends Profile More
Players build relationships
and friendships through the
game. The game becomes a
meeting place, a social arena.
puzzle box by flickr user: maderjanet, http://www.flickr.com/photos/janetmaderportfolio/2903161993/
18. “No one knows everything,
everyone knows something”
- Pierre Lévy
ARGs often requires collaboration to solve problems so difficult and
complicated that it is not possible to complete them on your own.
Together the players creates a collective intelligence.
Further reading: Why I Love Bees:
A Case Study in Collective Intelligence Gaming. Utmerket ført i pennen av Jane McGonigal,
19. Achievers
Explorers
Sloss mot monstre
In your surroundings, there
are tons of scary monsters
that give you experience
points and treasure if you
beat them.
20. Socializers
Killers
War between factions: You,
the player must make a
decision early on and choose
which side to join. (However,
one can at any time, switch
sides.)
You have to watch out when
you're out there. You never
know who lurks around the
corner.
21. Killers
Duels are constantly occurring between players from different
factions.
Players from higher levels with better skills and a better sixth
sense are more likely to win battles.
The battles are carried out by using your phone as a sword or a
magic wand and verbally articulate spells that harm the enemy.
22. Explorers
Killers
The faction’s reputation is
determined based on the size
of the territory under their
control. For a segment to
control a territory a given
number of players from the
faction must have been in the
territorial area for a sufficient
time.
Attack Bag Friends Profile More
Factions can claim their
enemy’s territory by "attacking"
it with their presence.
23. Bli en helt!
The Epic Fight!
Work with your faction to kill
the great dragon flying over the
major cities in the world.