Engagement can have different meanings and interpretations. It is important to consider how users or players will perceive and experience engagement. Engagement should not simply be about entertaining users or "leading them into a trap", but rather about respecting their perceptions and facilitating learning through playful experiences with depth. True engagement provides challenges that match growing skills, allows users to perceive complexity, and leads to learning something useful through well-designed mechanics and crafting within a given system or application. The goal of smarter engagement is to facilitate learning while respecting how people experience and evaluate their interactions.
Dwa miesiące po swojej premierze, w październiku 2006 r., wizualna strona startowa iloggo robi „przegląd techniczy" i przygotowuje się do wprowadzenia elementów serwisu społecznościowego, który miałby zapewnić mu większą oglądalność.
Plan para Implementar: La Política Nacional de Desarrollo Rural Integral -PNDRI-PNDRI
La Política Nacional de Desarrollo Rural Integral -PNDRI es el producto de un proceso participativo, desarrollado durante distintos gobiernos y apoyado por diversas organizaciones sociales. Los resultados obtenidos confluyeron en la aprobación de la PNDRI en el año 2009, a través del Acuerdo Gubernativo número 196-2009.
La PNDRI tomó como punto de partida los siguientes aspectos:
1. La significativa importancia que tiene el ámbito de lo rural, tanto por sus problemáticas y rezagos, como por sus potencialidades y por el papel económico y social, en la búsqueda del desarrollo humano, que juegan las poblaciones que lo habitan.
2. El reconocimiento y promoción de la multiculturalidad del país dentro de un esfuerzo de búsqueda de la unidad nacional, en medio de la rica diversidad cultural predominante.
3. Parte de la premisa que el desarrollo rural determina, en gran medida, el desarrollo nacional, por lo que le corresponde al Estado un papel central, promotor de los cambios necesarios para alcanzar ese objetivo.
4. La búsqueda del bien común nace de un mandato Constitucional que lo coloca como el objetivo primordial del Estado. Superar la fatal concurrencia de pobreza generalizada, la profunda desigualdad y la exclusión es parte esencial del bien común y de las aspiraciones y anhelos de la población.
5. Reconocimiento que es en los temas agrario y de desarrollo rural donde residen los principales déficit en el cumplimiento de los Acuerdos de Paz.
6. El proceso participativo a través del cual se elaboró la política tuvo la virtud de tomar en cuenta las propuestas y puntos de vista de sectores históricamente excluidos, que fueron planteados por organizaciones indígenas, campesinas, sindicalistas, cooperativistas, de pequeños productores rurales, ambientalistas, académicas y de la iglesia.
7. La comprensión de la necesidad de lograr acuerdos nacionales en torno a la problemática del desarrollo rural integral.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
Dwa miesiące po swojej premierze, w październiku 2006 r., wizualna strona startowa iloggo robi „przegląd techniczy" i przygotowuje się do wprowadzenia elementów serwisu społecznościowego, który miałby zapewnić mu większą oglądalność.
Plan para Implementar: La Política Nacional de Desarrollo Rural Integral -PNDRI-PNDRI
La Política Nacional de Desarrollo Rural Integral -PNDRI es el producto de un proceso participativo, desarrollado durante distintos gobiernos y apoyado por diversas organizaciones sociales. Los resultados obtenidos confluyeron en la aprobación de la PNDRI en el año 2009, a través del Acuerdo Gubernativo número 196-2009.
La PNDRI tomó como punto de partida los siguientes aspectos:
1. La significativa importancia que tiene el ámbito de lo rural, tanto por sus problemáticas y rezagos, como por sus potencialidades y por el papel económico y social, en la búsqueda del desarrollo humano, que juegan las poblaciones que lo habitan.
2. El reconocimiento y promoción de la multiculturalidad del país dentro de un esfuerzo de búsqueda de la unidad nacional, en medio de la rica diversidad cultural predominante.
3. Parte de la premisa que el desarrollo rural determina, en gran medida, el desarrollo nacional, por lo que le corresponde al Estado un papel central, promotor de los cambios necesarios para alcanzar ese objetivo.
4. La búsqueda del bien común nace de un mandato Constitucional que lo coloca como el objetivo primordial del Estado. Superar la fatal concurrencia de pobreza generalizada, la profunda desigualdad y la exclusión es parte esencial del bien común y de las aspiraciones y anhelos de la población.
5. Reconocimiento que es en los temas agrario y de desarrollo rural donde residen los principales déficit en el cumplimiento de los Acuerdos de Paz.
6. El proceso participativo a través del cual se elaboró la política tuvo la virtud de tomar en cuenta las propuestas y puntos de vista de sectores históricamente excluidos, que fueron planteados por organizaciones indígenas, campesinas, sindicalistas, cooperativistas, de pequeños productores rurales, ambientalistas, académicas y de la iglesia.
7. La comprensión de la necesidad de lograr acuerdos nacionales en torno a la problemática del desarrollo rural integral.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Emerging Learning and Development Models: Part TwoSahil Parikh
In part two of this series on emerging L&D models in gamification, Dr. David Chandross highlights the power of coupled learning through fantasy games.
Check us out at www.gameandtrain.com for more information and great content!
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Alternate Reality Gaming Pecha Kucha Lennart PietersLennart44
A Pecha Kucha style presentation in response to the assignment posed by Bas van Berkestijn from the advertisemint company Woedend! Goal was to create a concept that blends different types of media. Assigment for Trends and Strategies in
the Creative Industries EUR
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Museums and Learning: An open dialogue through digital transformation.
These are the slides of the presentation by Alice Filipponi and Pietro Polsinelli at the Museum Digital Transformation 2018 conference, https://mdt-conference.com/.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
In the context of a #fuckupnight in Florence at Impact HUB, I presented a half serious formula for reconstructing my spectacular crowd funding failure.
Working with a no longer minuscule set of customers on applied games of a really wide spectrum of themes I've noticed in the early phases some misunderstanding that recur. In order to help both parties (game designers and field experts) to reach a common ground, I've set the misunderstandings in extreme and simplified form so you may use them as vaccine :-)
The smartphone game People in Love is presented for the first time: the theme: urban design & happines, the problem about smart cities, and then also some game play screens.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
I present how using very simple HTML5 techniques integrating SVG in the DOM we can have a mobile HTML5 app on "creating moods" with a short production cycle. The I show how to integrate it to Facebook with a pure JavaScript solution.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
4. Engagement
: an agreement to be married : the
act of becoming engaged or the state
of being engaged to be married
: a promise to meet or be present at
a particular place and time
: a job as a performer
4
5. Smart
: clean, tidy, and well dressed.
"you look very smart“
synonyms: well dressed, well
turned out, fashionably dressed,
having or showing a quick-witted
intelligence.
5
11. What you intend by
engagement relies on a
definition of user /
target / player
11
12. 12
The very idea of
“customer engagement”
can be interpreted in
two deeply different ways
13. 13
as using entertainment along a fun path that
leads potential customers
“into the trap”
or
as the result of a research that uses the
learning dimensions (of play) to translate the
genuine content of the topic at hand.
18. 18
I believe instead that people
evaluation of engagement
is *very* refined.
People may not know
*why* they like / dislike
an experience,
but they know they do.
20. 20
We will explore the second meaning via a
few real world examples of playful
applications
in the fields of health, social intervention,
urban planning, art.
25. In this game player is “dropped” inside her / his
current situation, in a town where she can move
about, go to places and meet people. 25
26. The game continually generates new life situations (generally,
problematic) which the player has to respond to, by going places and
meeting people.
50. “After all, Clash Royale is a mix of various well-
known gaming genres.
You’ve got TCG (Trading Card Game) elements that
remind us of Hearthstone, Real-Time Strategy
mechanics, and an MOBA-styled level layout. Well,
that’s a mouthful, isn’t it?
Of course, with a mix like this, you’d expect there to
be a very steep learning curve. Well, there isn’t.”
http://www.deconstructoroffun.com/2016/02/clash-
royale-next-billion-dollar-game.html
55. “Fun is
about
learning in a
context
where there
is no
pressure”
But in school there is, and there has to be, pressure.There is here a dynamic.
http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
56. “A core feature of engaging game design is a well-balanced
difficulty curve, in which players are faced with
challenges whose difficulty matches their growing skill” 56
57. 3. Curiosity is perception of
depth
57
1. Engagement *as* learning
2. Learning can be a flow
experience
Little big palnet. As typical of superficially gamified solutions, the teaching is actually an obstacle in the natural gameplay.
Even more general statement, engaging because its fun.
Center of game design, which probably escapes people coming from business software design, is that games are about fun.
When we stop learning, we don’t have fun any more. It becomes work. We’ll get back to this
What does fun mean? We feel god with games as…
Mastering a problem mentally
Aesthetic appreciation (Sword&Sworcery)
Visceral reactions
Social status manouvres
Learning too is quite ambiguous term.Rote learning != Game learning is a path where you get surprised. (And this is something that games can re-teach to education.)
Engagement is relative to other engaging experiences: that is the problem
engagement is about complexity, because its about people
you making systems that are playing with NP hard problems.
Game mechanics is a field of its own, as is the litterature on engagement. Ho selezionato I riferimenti per qualità, non per popolarità. My friend Sebastian Deterding
In the infoberg give references by theme: fun -> fun bookGamification deterding (again takeaway clearing ambiguities), amyUser models: kahnemanVirtual: lehdonGame mechanics: schell, fun, what
Callois paidia & ludus
I will now introduce some of the most effective categorization I found in my ongoing research.