This document provides an overview of alternate reality games (ARGs). It defines ARGs as interactive narratives that use the real world as a platform and involve player participation to help shape the story. Examples are described such as The Beast and I Love Bees that had millions of participants working together online to solve puzzles and advance the narrative. The document outlines key ARG elements like puppetmasters, the curtain, rabbitholes and trailheads. It also discusses the history and influences of ARGs as well as challenges facing the genre.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
유나이트 서울 2016에서 발표한
스매싱 더 배틀의 멀티플랫폼 개발에 관한 발표 입니다.
자신이 원하는 게임을 만들고 다양한 플랫폼으로
출시를 하여서 생존을 해보자라는 취지의 발표 입니다.
발표에 대한 문의는
https://twitter.com/Studio_HG
https://www.facebook.com/GameStudioHG
로 부탁드립니다.
This improved stack includes summary results of various demographic information about gamers including some health information that has been produced and published on the Web. It attempts to put some of the best resources and summary results in one place.
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
유나이트 서울 2016에서 발표한
스매싱 더 배틀의 멀티플랫폼 개발에 관한 발표 입니다.
자신이 원하는 게임을 만들고 다양한 플랫폼으로
출시를 하여서 생존을 해보자라는 취지의 발표 입니다.
발표에 대한 문의는
https://twitter.com/Studio_HG
https://www.facebook.com/GameStudioHG
로 부탁드립니다.
This improved stack includes summary results of various demographic information about gamers including some health information that has been produced and published on the Web. It attempts to put some of the best resources and summary results in one place.
Lecture slides from the course Interactive Storytelling (autumn 2012). The aim of the course is to present the key concepts behind interactive storytelling as well as to review the proposed and existing systems.
The course begins with an introduction to storytelling and interactivity. There are two approaches to combine them: In character-centric storytelling, we focus on creating believable and complex characters and the story emerges from their interaction in a given setting. In author-centric storytelling, we focus on creating a plot that controls the character and adapts to changes while keeping the story dramatically compelling. The course ends with a broad review of existing and proposed interactive storytelling systems.
Ohjelmointikielet ja -paradigmat - kalvot 2014Jouni Smed
Kurssilla tarkastellaan ohjelmointikieliä ja paradigmoja teoreettiselta, tekniseltä ja historialliselta kannalta. Aihetta konkretisoidaan tutustumalla eri ohjelmointiparadigmoja edustaviin ohjelmointikieliin. Kurssi luo kokonaiskuvan ohjelmointikielten kehitykseen, minkä jälkeen tarkastellaan lähemmin eri ohjelmointiparadigmoja. Imperatiivisen ohjelmoinnin osalta luodaan kokonaiskuva ohjelmarakenteisiin ja olio-ohjelmoinnin osalta syvennetään ymmärrystä periytymismekanismin ja geneerisyyden toiminnasta. Deklaratiivinen ohjelmoinnin osalta keskitytään erityisesti funktionaaliseen ohjelmointiin ja sen teoreettiseen taustaan (mm. lambda-kalkyyliin) sekä logiikkaohjelmointiin.
Multiplayer Computer Games - lecture slides 2013Jouni Smed
Multiplayer computer games are distributed applications, which require real-time interaction, consistent view on data and secure communication between the participants. This course focuses on realizing these goals in a networked environment. The topics cover among other things communication architectures, area-of-interest management, dead reckoning algorithms, and cheating prevention.
Slides from the course Designing Object Oriented Software (spring 2013). The course focuses on the principles, patterns and practices behind sound software designs.
Algorithms for Computer Games - lecture slides 2009Jouni Smed
The course concentrates on algorithmic problems present in computer games. The aim of the course is to review common solution methods, analyse their usability, and describe possible improvements. The topics cover among other things random numbers, game trees, path finding, terrain generation, and decision-making for synthetic players.
Presentation on Criminal Case, Crime based Hidden Object Games and hidden audiences for Video Games and Literature, Beyond Stereotypes - 21st June 2018 St. Andrews University
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.
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
The Art Museum as a Game Platform. Presented at "Museum Narratives," the 20th Annual Salzburg Conference in English Literature and Culture, November 2009.
Playdius unveils its line-up for the Gamescom 2018.
Featuring:
- Dungeon of Naheulbeuk - Amulet of Chaos
- Edge Of Eternity
- Old School Musicall
- AWAY
- Hover
- Chroniric
- Spitkiss
- STAY
Contact us for Media Meetings Booking.
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Sherry Jones
April 6, 2018 - This presentation was shown at the 2018 eLearning Consortium of Colorado Conference. The presentation addresses the rhetoric and ethics of the game, Fallout Shelter (2015), a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the rhetoric and the ethics of Fallout Shelter using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear War; Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
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/
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
4. A LT E R N AT E R E A L I T Y G A M E ( A R G )
• interactive narrative which uses the real world as a platform
• utilizes often different media and game elements
• intensive player participation
• the story happens in real time
• can change according to the players’ ideas and choices
• game designers create characters that can be controlled
by a human or an AI
5. T H E P L AY E R S
• interact with the game characters
• solve challenges and puzzles related to the plot
• work often as a community to analyse the story and to
co-ordinate events in the real world and in the net
7. TINAG AESTHETICS
• “This is not a game” – TINAG
• the game does not behave as a game
• anything in the game really works (e.g. email
addresses or phone numbers)
• the players are not provided with an over-designed
game environment or a strict set of rules
8. DIFFERENCES TO OTHER GAME FORMS
• computer games: ARG can reside outside of
computers and does not require any game-specific
software
• RPGs and LARP: the players do not assume any role
but are themselves
• MMOGs: no avatars nor specific software required
• viral marketing: does not hide real products but
implicates indirectly its fictitious nature
9. HISTORICAL EXAMPLES AND
I N S P I R AT I O N S I N L I T E R AT U R E
‣ G. K. Chesterton: “The Tremendous Adventures of Major
Brown”, 1905
‣ John Fowles: The Magus, 1966 (revised edition 1977)
‣ Thomas Pyncheon: The Crying of Lot 49, 1966
‣ Robert Shea & Robert Anton Wilson: The Illuminatus!
Trilogy, 1975
‣ Samuel R. Delany: Triton, 1976
10. HISTORICAL EXAMPLES AND
I N S P I R AT I O N S I N O T H E R M E D I A
• movies
‣ The Game, 1997
• urban legends
‣ “Paul is dead” (The Beatles)
• conspiracy theories
• others
‣ Pink Floyd: Publius Enigma
11. E A R LY E X A M P L E S O F A R G S
• 1996: Dreadnot: a web game by the San Francisco
Chronicle
• 1997: Starlight Travel: a web site promoting Douglas
Adams’ computer game Starship Titanic
• 1999: the marketing of The Blair Witch Project
• 1999–2005: Nokia Game
12. THE BEAST & MAJESTIC
• Majestic
‣ produced by Electronic Arts and EA Online
‣ development began 1999; launch 31.7.2001; discontinued 30.4.2002
• The Beast
‣ produced by Microsoft
‣ connected to the Steven Spielberg movie A.I.
‣ lasted 12 weeks in the spring/summer 2001
13. THE BEAST
• a murder mystery
• comprised hundreds of web pages, e-mails, faxes,
fake commercials and voice mails
• gathered over 3 million active participants
• the players formed Cloudmakers community to collect
and co-ordinate the solution efforts
15. THE RABBITHOLE
• Jeanine Salla is a character in the ARG taking place in 2142 (in the
world of the A.I. movie)
• the players could find Jeanine's biography at the website of a fictional
university and personal sites of some of her family members and
friends
• from the material the players could find Jeanine’s phone number and
email address
• contacting Jeanine returns a message revealing that her friend Evan
Chan has died in a boating accident aboard an AI-enhanced vessel
• the players also found evidence that Evan was actually murdered
16. THE GAME
• featured characters like anti-robot activists, rogue AI trackers and robot
sympathizers
• game development happened at the same time as the players explored it
• the developers incorporated many of the players’ actions into the plot
• in the climax, players were invited to Anti-Robot Militia rallies in New York,
Chicago and Los Angeles
• online players co-operated by solving special puzzles (e.g., keywords being
shouted by rally leaders or an email address found on a bathroom mirror)
• at the end, news broke of the passing of legislation that recognized the civil
rights of robots
17. I LOVE BEES
• developed by 42 Entertainment (the creators of The
Beast)
• July–December 2004
• promoted the Halo 2 video game
• trailhead: Video
• rabbithole: http://www.ilovebees.com/
18. I LOVE BEES (CONT’D)
• 5½ hour radio drama divided into one minute
segments that were being sent to public pay phones
• the players had to answer the phone in the right place
at the right time
• the drama was reconstructed from the segments by
the player community
19. OTHER ARGS
• The Art of Heist (2005)
• Last Call Poker (2005)
• World Without Oil (2007)
• Why So Serious (2007)
• Year Zero (2007)
• Traces of Hope (2008)
20. D E C O N S T R U C T E D N A R R AT I V E
• begin with a story with interesting characters and setup
• decompose the story into pieces
• analyse the pieces and create evidence that would
exists had the story happened
• hide the evidence into puzzles
• when the players find a piece and share it with the
community, the community reconstructs the story
21. ARG OR HOAX?
• in-content clues (e.g. takes place in a fictive world or
has unrealistic claims)
• around-content clues (e.g. rabbithole through a fictive
world, registrations, disclaimers)
23. S E A N S T E W A R T: T H R E E I N T E R A C T I O N
S T R AT E G I E S
• how the players can affect the narrative
‣ power without control: give the players the control over the
narrative only in specific situations; give up the power but
not the control
‣ voodoo: let the player to create “raw material” where you
create the story components
‣ jazz: build in enough empty spaces and leave yourself
enough time and resources to go towards the players
24. N O W, W H AT E V E R H A P P E N E D T O A R G S ?
• the reality-TV trap: each new production must outdo its
predecessors?
• not a mass entertainment: more successful as a subculture?
• elitism: ARGs are getting beyond the skills of average players (cf.
Cicada 3301)?
• funding: too costly to create a globally spread game?
• monetization: players willing to pay or to crowdsource for the ARG?
• lack of developers: “traditional” game genres are more interesting
(and lucrative)?