This document discusses how video games can be effective learning environments that are better aligned with how the brain functions compared to traditional classrooms. It provides examples of early video games and how they have become more complex over time to continue engaging the brain. The document suggests video games can teach problem solving, simulate real-world situations, and increase literacy. It then provides various free and paid options for creating one's own video games and recommends several books on game design for teens.
Joe Cutting, digital consultant and developer, on 'telling stories with games' in museums. What is a game? How do you commission a game? How do games work with learning?
The document provides guidance on self-publishing a book, including writing for the right reasons, using Microsoft Word and writing every day, building an online marketing platform, starting with a Kindle ebook, tapping the crowd for feedback, hiring editors and designers, testing the ebook across platforms, and never giving up despite rejections. It also includes examples of past publishing rejections that became successful books.
This is a presentation that I use when I speak about my book, APE: Author, Publisher, Entrepreneur--How to Publish a book.
To learn more about the book, go here:
http://amzn.to/T37r5x
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
Mastery Is the Message: Engaging Young Audiences Through Video GamesMarc Dionne
A presentation in Washington D. C. for the PRSA 2010 International Conference Powering PRogress, October 16 - 19.
Mastery Is the Message: Engaging Young Audiences Through Video Games
Steven Kostant, senior vice president, creative strategy, Fleishman Hillard
Marc Dionne, senior vice president, creative director, Fleishman Hillard
Will McHenry, managing supervisor, digital designer, Fleishman Hillard
Kerry Kennedy Troup, senior vice president, marketing communications, Fleishman-Hillard
For many gamers, the “medium is mastery” as they spend hours destroying a nemesis. However, video games also can teach new skills and provide a platform for social good. “Admongo — Live the ADventure,” is a multimedia communications campaign designed and developed by Fleishman Hillard’s Creative Studio for the Federal Trade Commission (FTC). This campaign uses video game play to educate children ages 8–12 about advertising and marketing so they can become more discerning consumers of information and advertising. Explore the blurring lines between the next wave of public relations practice and our roles as communicators who are skilled in creative strategy, digital design and video game development. Gain insights into games that combine education and entertainment, and practical applications for developing games without a blockbuster budget.
This document discusses how video games can be effective learning environments that are better aligned with how the brain functions compared to traditional classrooms. It provides examples of early video games and how they have become more complex over time to continue engaging the brain. The document suggests video games can teach problem solving, simulate real-world situations, and increase literacy. It then provides various free and paid options for creating one's own video games and recommends several books on game design for teens.
Joe Cutting, digital consultant and developer, on 'telling stories with games' in museums. What is a game? How do you commission a game? How do games work with learning?
The document provides guidance on self-publishing a book, including writing for the right reasons, using Microsoft Word and writing every day, building an online marketing platform, starting with a Kindle ebook, tapping the crowd for feedback, hiring editors and designers, testing the ebook across platforms, and never giving up despite rejections. It also includes examples of past publishing rejections that became successful books.
This is a presentation that I use when I speak about my book, APE: Author, Publisher, Entrepreneur--How to Publish a book.
To learn more about the book, go here:
http://amzn.to/T37r5x
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
Mastery Is the Message: Engaging Young Audiences Through Video GamesMarc Dionne
A presentation in Washington D. C. for the PRSA 2010 International Conference Powering PRogress, October 16 - 19.
Mastery Is the Message: Engaging Young Audiences Through Video Games
Steven Kostant, senior vice president, creative strategy, Fleishman Hillard
Marc Dionne, senior vice president, creative director, Fleishman Hillard
Will McHenry, managing supervisor, digital designer, Fleishman Hillard
Kerry Kennedy Troup, senior vice president, marketing communications, Fleishman-Hillard
For many gamers, the “medium is mastery” as they spend hours destroying a nemesis. However, video games also can teach new skills and provide a platform for social good. “Admongo — Live the ADventure,” is a multimedia communications campaign designed and developed by Fleishman Hillard’s Creative Studio for the Federal Trade Commission (FTC). This campaign uses video game play to educate children ages 8–12 about advertising and marketing so they can become more discerning consumers of information and advertising. Explore the blurring lines between the next wave of public relations practice and our roles as communicators who are skilled in creative strategy, digital design and video game development. Gain insights into games that combine education and entertainment, and practical applications for developing games without a blockbuster budget.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
8 Entrepreneurial Thoughts for an Enchanting 2014ThoughtWorks
This document provides 8 entrepreneurial thoughts for the new year from successful business leaders. Jack Dorsey advises focusing on executing ideas and attracting others to help. Jeff Bezos says to build yourself a great story from your choices. Guy Kawasaki recommends starting organizations to make a positive impact. Drew Houston suggests not worrying about failure as you only need to succeed once.
Stranger than fiction: The power of storytelling in gamesBrightwave Group
Stories can have an amazing impact on us. Vivid descriptions of actions not only stimulate our language centre, they also activate the parts of the brain that deal with movement. Stories resonate with us - affect the way we think and the things we do. But how do we harness their power for learning?
Storytelling in learning is nothing new, but recent learning perspectives and technologies, from immersive video to branching narratives and dynamic scoring have opened the door to new levels of involvement and impact.
At the eLearning Network event held on 14th July 2016 at Avuva HQ in London, Briightwave Group's Sophie Costin shared her latest insight and experiences of working with cutting edge storytelling techniques on high profile projects with a range of global clients, exploring:
• The benefit and effect of storytelling in branching learning games.
• Elements and principles of creating an immersive branching story.
• How to create your characters, generate content and write a story for a branching, decision-based game.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
The document discusses how gaming can change the world by engaging over 500 million gamers worldwide. It outlines how games provide goals, rules, feedback and voluntary participation which focus and empower players, unlike many real world jobs that promote employees to levels of incompetence. Common elements of games establish purpose and creativity while providing motivation through feedback on progress towards goals. The document suggests hard fun games provide positive or 'eustress' rather than negative stress.
This document outlines the development stages of a month-long game jam, including brainstorming ideas, pitching visions, collaborating on content, creating early playable builds, scheduling milestones, and dealing with crunch periods and challenges that were overcome.
Brendon Chung founded Blendo Games in 2008 after being fired from Pandemic. Blendo focuses on small, core PC games. Chung has always wanted to be an independent creator but it wasn't until digital distribution and cheap tools that it seemed possible to make a living this way. The success of Chung's game 30 Flights of Loving proved that short, inexpensive games can be commercially viable. As Blendo has grown, Chung has had to spend more time on business activities like livestreaming rather than development, but tries to find low-effort ways to engage with players. Chung self-funds projects by releasing games for sale and using the profits to fund new games, keeping his approach simple.
The document discusses how games and media aimed at adults can provide inspiration for developing games for children. It provides examples of popular adult-oriented games like Cards Against Humanity and Borderlands 2 that demonstrate social and cooperative gameplay elements. It also discusses design principles for kids' games like cooperative level design, storytelling, and scaffolding. The document warns that directly copying inappropriate content from adult games is not advisable and that games for children need to be designed with kids' skill levels and experiences in mind.
The document discusses some of the benefits of playing video games, including immersing yourself in virtual worlds, interacting with friends, and having mindless fun when bored. It also notes that video games can improve critical thinking and hand-eye coordination skills. Additionally, playing video games can help start conversations with others and be a way to communicate without face-to-face interaction, as most other players are friendly and talkative.
Google Sites allows users to create and edit websites. The document provides instructions on how to log into Google Sites using a provided email and password, find and edit an existing postcard website, add text data from a worksheet in the correct order, insert and size pictures of cities to the postcard. The final instruction is to save any changes made to the postcard website.
The document provides guidance on appropriate online conduct by asking readers to consider how Jesus would use social media and what he would post. It encourages asking whether posts are true, encouraging of others, and if Jesus himself would post them. The document cautions that all online communications reflect on one's character and will be judged accordingly. It aims to promote thoughtful, kind, and honest online interactions.
How to promote a game without spending a dime (almost)Natalia Dołżycka
Your game is about to launch, but you’ve spend it all on stunning graphics and skillful programmers? No problem! This speech will show you that promoting a game can be easy, effective and fun and doesn't have to cost you anything. Learn all the field tested techniques to reach both gamers and press. And yes, there will be real-life examples.
1. Clash of Clans is a popular free-to-play mobile strategy game where players build villages, gather resources, and attack other villages.
2. Though the game is free to play, it makes money through in-app purchases of gems using a freemium model.
3. The game's financial success is based on a three-layer ecosystem where different layers serve different purposes to create scale, commitment, and profit. The first layer reaches a wide audience, the second invites player investment through base-building, and the third offers tools that can be upgraded through optional in-app purchases.
How New Tech is Innovating Gaming ExperiencesStarr Long
There are many trends in videogames and technology today that will influence and even dominate the next ten years. What happens when multiple trends collide to create heretofore-unknown results? For example imagine taking the options created by the explosive proliferation and evolution of interfaces (cameras, wearable tech, screen extenders, haptic touch, etc.) and mashing two or more of these into a completely new experience? Or what if we combined 3D Printing with the Digital Toys like Skylanders? Twenty-year veteran Starr Long selects nine of these trends and explores how they are already changing the way we make and consume games (and interactive content as a whole).
How to prepare a succesful game launch? [Game Industry Conference 2016]Natalia Dołżycka
It is said that there is only one chance to make a good first impression. As for games, launch day is one of the strongest marketing points in the lifetime of the title. So how should you prepare yourself, your title and your team for the premiere? What should you do to increase your chances on the market and minimize the risk of a failure? Learn how to prepare effective strategies to build your audience, gain publicity and nail your next product launch. And yes, there will be real-life examples.
IBM is hosting an Impact Social Happy Hour before a Goo Goo Dolls concert where attendees can meet IBM executives like the GM, VP, and CTO, as well as others from Redmonk and Forbes. Attendees can enjoy appetizers and drinks, network and tweet using the hashtag #IBMImpact to meet the social media star Katie Linendoll and receive special swag.
1) Clash of Clans is a freemium mobile strategy game developed by Supercell and released in 2012 for iOS platforms.
2) The core gameplay involves gathering resources like gold and elixir to build up your village and army to raid other players.
3) The game employs the "free to play" model where players can play for free initially but are encouraged to make in-app purchases like gems to progress faster.
We Are All Community - 9/25/13 #OCTribe Presentation by Matt Fairchildoctribe
This document discusses how companies can use stories to build community. It provides examples of how TinyCo uses stories to make their community team visible, keep insights grounded and relevant, and close the feedback loop with developers. Stories are shared on a "Wonder Wall" to delight players daily and enable random acts of community. Feedback reports are made more engaging by adding player stories and framing feedback positively. Community teams can find stories that build empathy and share short, positive "Moments of Zen" to benefit players and the company. Developing story pipelines allows community insights to regularly influence product teams. By sharing stories, community can change companies.
What Us Game Developers Need To Know About Free To Play In ChinaZhan Ye
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology around peer pressure and showing off to increase monetization. The document also provides examples of controversial monetization strategies used in some F2P games that generate conflicts or public humiliation to trigger emotions and spending.
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaVirtual Goods Summit
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology and emotions to increase monetization through techniques like peer pressure and showing off. The future of F2P games remains uncertain, as over-exploiting players could potentially backfire, but they will likely continue growing in popularity alongside traditional games.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
8 Entrepreneurial Thoughts for an Enchanting 2014ThoughtWorks
This document provides 8 entrepreneurial thoughts for the new year from successful business leaders. Jack Dorsey advises focusing on executing ideas and attracting others to help. Jeff Bezos says to build yourself a great story from your choices. Guy Kawasaki recommends starting organizations to make a positive impact. Drew Houston suggests not worrying about failure as you only need to succeed once.
Stranger than fiction: The power of storytelling in gamesBrightwave Group
Stories can have an amazing impact on us. Vivid descriptions of actions not only stimulate our language centre, they also activate the parts of the brain that deal with movement. Stories resonate with us - affect the way we think and the things we do. But how do we harness their power for learning?
Storytelling in learning is nothing new, but recent learning perspectives and technologies, from immersive video to branching narratives and dynamic scoring have opened the door to new levels of involvement and impact.
At the eLearning Network event held on 14th July 2016 at Avuva HQ in London, Briightwave Group's Sophie Costin shared her latest insight and experiences of working with cutting edge storytelling techniques on high profile projects with a range of global clients, exploring:
• The benefit and effect of storytelling in branching learning games.
• Elements and principles of creating an immersive branching story.
• How to create your characters, generate content and write a story for a branching, decision-based game.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
The document discusses how gaming can change the world by engaging over 500 million gamers worldwide. It outlines how games provide goals, rules, feedback and voluntary participation which focus and empower players, unlike many real world jobs that promote employees to levels of incompetence. Common elements of games establish purpose and creativity while providing motivation through feedback on progress towards goals. The document suggests hard fun games provide positive or 'eustress' rather than negative stress.
This document outlines the development stages of a month-long game jam, including brainstorming ideas, pitching visions, collaborating on content, creating early playable builds, scheduling milestones, and dealing with crunch periods and challenges that were overcome.
Brendon Chung founded Blendo Games in 2008 after being fired from Pandemic. Blendo focuses on small, core PC games. Chung has always wanted to be an independent creator but it wasn't until digital distribution and cheap tools that it seemed possible to make a living this way. The success of Chung's game 30 Flights of Loving proved that short, inexpensive games can be commercially viable. As Blendo has grown, Chung has had to spend more time on business activities like livestreaming rather than development, but tries to find low-effort ways to engage with players. Chung self-funds projects by releasing games for sale and using the profits to fund new games, keeping his approach simple.
The document discusses how games and media aimed at adults can provide inspiration for developing games for children. It provides examples of popular adult-oriented games like Cards Against Humanity and Borderlands 2 that demonstrate social and cooperative gameplay elements. It also discusses design principles for kids' games like cooperative level design, storytelling, and scaffolding. The document warns that directly copying inappropriate content from adult games is not advisable and that games for children need to be designed with kids' skill levels and experiences in mind.
The document discusses some of the benefits of playing video games, including immersing yourself in virtual worlds, interacting with friends, and having mindless fun when bored. It also notes that video games can improve critical thinking and hand-eye coordination skills. Additionally, playing video games can help start conversations with others and be a way to communicate without face-to-face interaction, as most other players are friendly and talkative.
Google Sites allows users to create and edit websites. The document provides instructions on how to log into Google Sites using a provided email and password, find and edit an existing postcard website, add text data from a worksheet in the correct order, insert and size pictures of cities to the postcard. The final instruction is to save any changes made to the postcard website.
The document provides guidance on appropriate online conduct by asking readers to consider how Jesus would use social media and what he would post. It encourages asking whether posts are true, encouraging of others, and if Jesus himself would post them. The document cautions that all online communications reflect on one's character and will be judged accordingly. It aims to promote thoughtful, kind, and honest online interactions.
How to promote a game without spending a dime (almost)Natalia Dołżycka
Your game is about to launch, but you’ve spend it all on stunning graphics and skillful programmers? No problem! This speech will show you that promoting a game can be easy, effective and fun and doesn't have to cost you anything. Learn all the field tested techniques to reach both gamers and press. And yes, there will be real-life examples.
1. Clash of Clans is a popular free-to-play mobile strategy game where players build villages, gather resources, and attack other villages.
2. Though the game is free to play, it makes money through in-app purchases of gems using a freemium model.
3. The game's financial success is based on a three-layer ecosystem where different layers serve different purposes to create scale, commitment, and profit. The first layer reaches a wide audience, the second invites player investment through base-building, and the third offers tools that can be upgraded through optional in-app purchases.
How New Tech is Innovating Gaming ExperiencesStarr Long
There are many trends in videogames and technology today that will influence and even dominate the next ten years. What happens when multiple trends collide to create heretofore-unknown results? For example imagine taking the options created by the explosive proliferation and evolution of interfaces (cameras, wearable tech, screen extenders, haptic touch, etc.) and mashing two or more of these into a completely new experience? Or what if we combined 3D Printing with the Digital Toys like Skylanders? Twenty-year veteran Starr Long selects nine of these trends and explores how they are already changing the way we make and consume games (and interactive content as a whole).
How to prepare a succesful game launch? [Game Industry Conference 2016]Natalia Dołżycka
It is said that there is only one chance to make a good first impression. As for games, launch day is one of the strongest marketing points in the lifetime of the title. So how should you prepare yourself, your title and your team for the premiere? What should you do to increase your chances on the market and minimize the risk of a failure? Learn how to prepare effective strategies to build your audience, gain publicity and nail your next product launch. And yes, there will be real-life examples.
IBM is hosting an Impact Social Happy Hour before a Goo Goo Dolls concert where attendees can meet IBM executives like the GM, VP, and CTO, as well as others from Redmonk and Forbes. Attendees can enjoy appetizers and drinks, network and tweet using the hashtag #IBMImpact to meet the social media star Katie Linendoll and receive special swag.
1) Clash of Clans is a freemium mobile strategy game developed by Supercell and released in 2012 for iOS platforms.
2) The core gameplay involves gathering resources like gold and elixir to build up your village and army to raid other players.
3) The game employs the "free to play" model where players can play for free initially but are encouraged to make in-app purchases like gems to progress faster.
We Are All Community - 9/25/13 #OCTribe Presentation by Matt Fairchildoctribe
This document discusses how companies can use stories to build community. It provides examples of how TinyCo uses stories to make their community team visible, keep insights grounded and relevant, and close the feedback loop with developers. Stories are shared on a "Wonder Wall" to delight players daily and enable random acts of community. Feedback reports are made more engaging by adding player stories and framing feedback positively. Community teams can find stories that build empathy and share short, positive "Moments of Zen" to benefit players and the company. Developing story pipelines allows community insights to regularly influence product teams. By sharing stories, community can change companies.
What Us Game Developers Need To Know About Free To Play In ChinaZhan Ye
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology around peer pressure and showing off to increase monetization. The document also provides examples of controversial monetization strategies used in some F2P games that generate conflicts or public humiliation to trigger emotions and spending.
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaVirtual Goods Summit
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology and emotions to increase monetization through techniques like peer pressure and showing off. The future of F2P games remains uncertain, as over-exploiting players could potentially backfire, but they will likely continue growing in popularity alongside traditional games.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
The document discusses real world social gaming, using examples like Foursquare. It notes that real world social games take place in the actual world, use smartphones as the platform, and layer gameplay on top of existing activities. The document examines how Foursquare uses game elements like badges and mayorships to encourage checking in. It also discusses a photo-based location game called Capture the Flag and challenges of explaining game mechanics and hooking large audiences. Overall, the document expresses excitement about using real world social games to enrich real-life interactions and make mundane activities more engaging.
This document discusses lessons learned about effective gamification in the enterprise. It argues that work already involves games but they are often poorly designed. The key lessons are: 1) Gamification requires a careful design process, not just adding features, 2) Design should focus on intrinsic motivations like meaning, autonomy and mastery, 3) Positive existing behaviors should be amplified through easy and social designs, 4) Changes must be made slowly and carefully to avoid unintended consequences, and 5) Simplicity is important for adoption and impact. Game elements can backfire if not properly implemented based on human behavior in organizational contexts.
Thomas Hartwig, CTO, King - Managing hypergrowth across all dimensionsHow to Web
Check out the story behind the amazing growth of King in the past few years and what it takes to foster and manage it.
More details on: http://2013.howtoweb.co/
1. The document discusses research into gaming habits and social behaviors among 20 people aged 15-22 in several UK cities.
2. Scores and achievements in games convey a sense of performance and status that people compare and communicate with their peer groups.
3. Massively multiplayer online games in particular require collaboration and learning social norms within gaming communities in order to progress through the game. Deviating from these norms can create awkward social situations.
The document summarizes a TED talk about how games reward the brain and ways that gaming principles can be applied elsewhere. It discusses how games use rewards, feedback, and uncertainty to keep players engaged. It argues that the same psychological lessons from gaming could be used to motivate people to spend more time solving real-world problems if the real world was more like an online game.
Last Day of Work is a small independent game studio located between San Francisco and Italy that makes casual video games. They have a virtual office with team members located around the world. Their games, such as Fish Tycoon and Virtual Villagers, are family friendly and aim to be "software toys". They follow a typical development process of alpha, beta, and gold stages. They distribute their games through online publishers and distributors who take a large cut but provide traffic, and market their games through their website, forums, press releases, and video uploads.
Gamification uses game mechanics and elements to engage users and encourage desired behaviors. The gaming industry generates $75 billion annually, with 65% of people playing games. Gamification can motivate people to do things they may not want to do by making them fun through challenges and a points-based system. Anything can be gamified through elements like levels, badges, leaderboards, and social networks. Gamification in language learning involves using points, virtual items, levels and social interactions to motivate students to practice English. Websites like English Attack use gamification to reward student activity and effort through accumulating experience points from completing lessons and playing games.
This document discusses what makes a game and how games can be played through various mediums. It notes that games do not need advanced technology, as games can be played with just pen and paper or through text-based mediums like MUDs, IRC and email games. The document defines a game as one or more people playing in a meaningful way, where there is a goal or measurable outcome to players' actions. It encourages thinking about how the essence of a pen and paper game could be translated to other mediums to reach more people.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
The document provides tips for designing an alternate reality game (ARG) in 10 steps: 1) form a team, 2) brainstorm the theme/story, 3) choose game verbs, 4) make a media plan, 5) design collaboration tools, 6) set a launch/end date, 7) assign roles, 8) make a timeline, 9) create content, and 10) decide who to invite. It also lists 4 secrets to an awesome ARG: make the mission clear, help players showcase skills, encourage social interaction, and highlight player contributions.
Jane McGonigal on the Future of Mobile GamingJane McGonigal
1) Many gamers today perceive reality as broken and find virtual worlds and online games to provide better instructions, feedback, and community than reality.
2) The document discusses two options for the mobile content community: continue helping people escape reality through gaming, or learn from gaming and make reality more engaging.
3) The author forecasts that over the next 3-5 years, there will be an effort to embed the dynamics of networked gaming into everyday life through new immersive, reality-based mobile games.
IGS @ GDC Austin: John Graham - 'Effective Marketing For Indie Game Developers'simoniker
Wolfire's John Graham (Overgrowth)'s talk from Game Developers Conference Austin's Indie Games Summit - September 2009.
A write-up of his talk is here:
http://www.gamasutra.com/php-bin/news_index.php?story=25270
GDC China 2014 Slides: Unlocking World Game Markets From ChinaCharlie Moseley
What makes 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun.
From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Similar to “Branded IP Doesn't Work on Facebook" (And Other Myths) (20)
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
_7 OTT App Builders to Support the Development of Your Video Applications_.pdfMega P
Due to their ability to produce engaging content more quickly, over-the-top (OTT) app builders have made the process of creating video applications more accessible. The invitation to explore these platforms emphasizes how over-the-top (OTT) applications hold the potential to transform digital entertainment.
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
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.
Unveiling Paul Haggis Shaping Cinema Through Diversity. .pdfkenid14983
Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
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/
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
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
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
Four rounds – try to find top answer to survey asked of 100 people. It should be noted this is 100 AMERICANS, so britishisms such as “fag” for cigarette don’t work or “shepherd’s pie” for “Name a delicious snack to eat at a bar.” don’t work.
If you beat average score, move on to fast money.
The really cool thing here is that you know if your friend answered the same as you. You also get to see your friend’s answers; you get a sense of their humor (or lack thereof), their intelligence, how busy they were at the time they answered; a true glimmer of personality In this way, it’s one of the few social game that's actually a bit social and a bit of game
In this case my friends obviously think I either care for pop-business or have the literacy of an 8 year old girl. In reality I’m a contemporary literary fiction kind of guy…
You can however earn more episodes by unlocking prize stages. You can also brag about completing prize sets. Rich system with Trading, gifting, and Win-Only prize support.
2 free every 24 hours. Once you use them up, you must buy more directly or via offers.
With a bit of promotion to kick it off.. But no paid marketing 30% engagement… At 900K DAU Hit 4M yesterday
Our ratings are pretty much split between 5-star folks who just love the Feud and are highly addicted and 1-star people who hate the fact that they can only play two free episodes per day (and thus are also highly addicted!) ----
Been going to conferences and talking to folks and reading blogs and playing a lot and hit social games fall into these 10 commandments… Of course, it could be strongly argued that our model of buying Episodes is still virtual goods, with the episode refresh being a special type of good. But I do view it as more akin to the try before buying model. Or more so, similar to ARCADE model of dropping a quarter in the slot for continued play. Experimenting with pop-ups – they truly do work to drive behavior. But careful to talk to community and gauge response.
the brand really has to work for the mass market – core and casual game powerhouses may not be enough. The “game” behind any brand you choose must be familiar. Ideally, without a single tutorial or walk-through… the way a friend is instantly familiar. 3. and be adaptable to a format that lends itself to truly social gameplay IMO Bejeweled Blitz succeeds primary because of the gameplay, not as much the brand. Also helps if it the brand has a lot of content… If you’re just buying a glossy name to slap on a mediocre game, would expect the same lackluster results mobile, console, and downloadable publishers have seen.
LICENSOR IS PARTNER not mere licensor Not a port. Can’t be help up by long approval processes. If someone with a law degree is involved in your game release process, you’re gonna fail -- Flexibility : Revenue Models, Game Design, You Name It Supportive of Experimentation and Metrics Forecasting is hard, especially if genre is new.. Structure deal with potential upside but also understanding that it can take a while to turn out a hit
Bad news for small startups or shops: Brands will become on of the few paths to win big, as happened on the iPhone But there’s more good news: The rules are just myths! Break them! Experimentation Still Possible! Virtual Goods models are great, but limited to specific genres of games. Core content CAN be gated… if the content is strong enough. Which means deep, true FUN will one day matter again!