M2 Research - Women's Luncheon at Casual Connect 2013Wanda Meloni
Wanda Meloni, Founder of M2 Research, presented data and organized a panel of C-Level executive women from the games industry to give attendees a positive discussion of the importance of diversity - The Women's Luncheon at Casual Connect USA 2013
What is Gameful Design? How does it apply to your application and what can you do to engage your users? The Gameful Design panel hosted by GLIST highlights these questions and provides examples.
Building a Strong Ecosystem for the Games IndustryWanda Meloni
The games industry continues to grow and the developers continue to push the technology and platforms. We need to create a supportive ecosystem that embraces the tools, technology, platforms, publishers and indie developers.
A Deep Dive into Southeast Asia and New Areas of Growth | Jakob Lykkegaard Pe...Jessica Tams
Delivered at Casual Connect Asia 2016
Jakob will dive into the numbers behind the latest growth in the South East Asia mobile game market and see trends, plus talk about how Playlab foresees the next years of growth in both the market and freemium games in general.
M2 Research - Women's Luncheon at Casual Connect 2013Wanda Meloni
Wanda Meloni, Founder of M2 Research, presented data and organized a panel of C-Level executive women from the games industry to give attendees a positive discussion of the importance of diversity - The Women's Luncheon at Casual Connect USA 2013
What is Gameful Design? How does it apply to your application and what can you do to engage your users? The Gameful Design panel hosted by GLIST highlights these questions and provides examples.
Building a Strong Ecosystem for the Games IndustryWanda Meloni
The games industry continues to grow and the developers continue to push the technology and platforms. We need to create a supportive ecosystem that embraces the tools, technology, platforms, publishers and indie developers.
A Deep Dive into Southeast Asia and New Areas of Growth | Jakob Lykkegaard Pe...Jessica Tams
Delivered at Casual Connect Asia 2016
Jakob will dive into the numbers behind the latest growth in the South East Asia mobile game market and see trends, plus talk about how Playlab foresees the next years of growth in both the market and freemium games in general.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
Mandala is a french company which develops and publishes videogames for social networks and mobile platforms.
What drives us?
Our goal is providing to people the best gaming experience based on social interactions with their friends.
How?
By creating the games our players want, supported by elaborate gameplay and high quality visual art.
Our credo?
Games are powered by you!
Follow us on twitter @mandalagames
www.mandalagames.com
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
Operating Games in the Modern Mobile Market | Andy ZhongJessica Tams
Delivered at Casual Connect Asia 2016
As the mobile gaming industry continues to grow, so do demands on developers. Players will not accept low quality games, which means a substantial investment for game makers. Publishers must operate globally to ensure maximum reach and return. To achieve this, publishing partnerships for small companies are no longer an option, but a necessity. Join Andy Zhong, CEO of FunPlus, as he shares how small studios can compete in a market dominated by giants.
A Presentation on Gamification of Learning by Be Learning.
In recent years there has been a huge drive to harness the power of digital gaming in learning. It is a huge subject with games taking many forms and delivered in many ways, from the PC to the mobile, the gameboy to the Kinnect. They have been applied to aid the development of subject knowledge, subject specific skills to learning collaborative skills such as problem solving and team work. In many cases we are already using ‘gaming’ in learning, whether it be board games, quizzes or like one of our recent customer service programs where the facilitator led day was designed as a game with the integration of gaming principles.
What happen-at-change playbusiness-lisbon-july_2011-thesecretreportTheThinkingHotel
A public but secret story of innovation, in Lisbon, Portugal - July 2011, co-designed by The Thinkling Hotel and synergised by Sintese Azul, boosted by MCG - Mind for Metal. 60 business leaders and innovators played a business transformational game to explore the future of their companies. Prof John Boult (Brunel University and Product First Ltd - UK), Nick de Mei (Board of Innovation, Belgium), Zoe Fitzgerald (from all over the world), Susana Branco and Maria Azevedo Coutinho (Cooperativa Creativa - Portugal) and Carlos Cabeleira (COTEC - Portugal) helped teams to discover how they could make a great concept into a real business
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
Mandala is a french company which develops and publishes videogames for social networks and mobile platforms.
What drives us?
Our goal is providing to people the best gaming experience based on social interactions with their friends.
How?
By creating the games our players want, supported by elaborate gameplay and high quality visual art.
Our credo?
Games are powered by you!
Follow us on twitter @mandalagames
www.mandalagames.com
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
Operating Games in the Modern Mobile Market | Andy ZhongJessica Tams
Delivered at Casual Connect Asia 2016
As the mobile gaming industry continues to grow, so do demands on developers. Players will not accept low quality games, which means a substantial investment for game makers. Publishers must operate globally to ensure maximum reach and return. To achieve this, publishing partnerships for small companies are no longer an option, but a necessity. Join Andy Zhong, CEO of FunPlus, as he shares how small studios can compete in a market dominated by giants.
A Presentation on Gamification of Learning by Be Learning.
In recent years there has been a huge drive to harness the power of digital gaming in learning. It is a huge subject with games taking many forms and delivered in many ways, from the PC to the mobile, the gameboy to the Kinnect. They have been applied to aid the development of subject knowledge, subject specific skills to learning collaborative skills such as problem solving and team work. In many cases we are already using ‘gaming’ in learning, whether it be board games, quizzes or like one of our recent customer service programs where the facilitator led day was designed as a game with the integration of gaming principles.
What happen-at-change playbusiness-lisbon-july_2011-thesecretreportTheThinkingHotel
A public but secret story of innovation, in Lisbon, Portugal - July 2011, co-designed by The Thinkling Hotel and synergised by Sintese Azul, boosted by MCG - Mind for Metal. 60 business leaders and innovators played a business transformational game to explore the future of their companies. Prof John Boult (Brunel University and Product First Ltd - UK), Nick de Mei (Board of Innovation, Belgium), Zoe Fitzgerald (from all over the world), Susana Branco and Maria Azevedo Coutinho (Cooperativa Creativa - Portugal) and Carlos Cabeleira (COTEC - Portugal) helped teams to discover how they could make a great concept into a real business
Virtual Reality, Artificial Intelligence, Generation Z, Internet of Things, giffar och millennials. Allt detta och lite till snackades det om under SXSW 2016. Här är spaningar från KAN-teamet.
These are my top takeaways from the 2011 PSFK conference in NYC and what these trends mean for the advertising industry and agencies.
BIG thanks to Vanessa Carney and Avin Narasimhan for sharing notes with me (I lost my notebook after the conference). Without your notes and subsequent blogs posts I definitely wouldn't have remembered half this stuff.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
In this lecture I will show that playing video games is not only for fun, but it is very good for you. People that play video games are just smarter!
Not Another Leaderboard! Or How I Learned to Love GamificationKineoPacific
“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
Archeology & Museums: Engaging visitors with GamificationFabio Viola
Games and Gamification will have a strong impact on the future of archeology and museums. Adding engagement in the visitor flow changes dramatically the engagement and retention curve bringing to the museums the new generations.
Fabio Viola, gamification designer, explains the profound social and technological changes in the last 10 years and several case historyes.
This comprehensive program covers essential aspects of performance marketing, growth strategies, and tactics, such as search engine optimization (SEO), pay-per-click (PPC) advertising, content marketing, social media marketing, and more
Exploring Career Paths in Cybersecurity for Technical CommunicatorsBen Woelk, CISSP, CPTC
Brief overview of career options in cybersecurity for technical communicators. Includes discussion of my career path, certification options, NICE and NIST resources.
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Sources: Celluloid Ceiling, Game Developer Magazine
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Women in the Film Industry
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Women in the Games Industry
We Need More Women
In Films: Women are most likely to work in the documentary, drama, and animated film genres. They are least likely to work in the action, horror and sci-fi genres.
Film Women Men
Directors 9% 91%
Writers 15% 85%
Exec. Producers 17% 83%
Producers 25% 75%
Editors 20% 80%
Cinematographers 2% 98%
Games Women Men
Designers 11% 89%
Artists/Animators 16% 84%
Business/Legal 18% 82%
Producers 23% 77%
Audio Developers 4% 94%
QA Testers 7% 93%
Programmers 4% 96%