Game Design Workshop at Naresuan University discusses game design. It explains that designing successful games requires multi-disciplinary teams, including producers, designers, artists, programmers, level designers, sound engineers and testers. Game design is an iterative process involving playtesting, evaluation and revision. The document also discusses key aspects of game systems, including components, dynamics and mechanics. It provides definitions and examples of different types of players, from hardcore to casual gamers. Finally, it explores the concept of evocative objects and how we think with the objects we interact with.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
DAC 300: Chance and Skill in Game DesignLennart Nacke
In this lecture of his course "Introduction to Game Design", Dr. Nacke presents the core elements of adding chance or catering to skill in building games.
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.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Presented at the GDC 2009 Education Summit. It details the game of Bartok and how I use it to illustrate the Mechanics/Dynamics/Aesthetics framework for game design.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
DAC 300: Chance and Skill in Game DesignLennart Nacke
In this lecture of his course "Introduction to Game Design", Dr. Nacke presents the core elements of adding chance or catering to skill in building games.
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.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Presented at the GDC 2009 Education Summit. It details the game of Bartok and how I use it to illustrate the Mechanics/Dynamics/Aesthetics framework for game design.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
41st Semi-Annual SIAA Master Agency/Strategic Partner Business Meeting
April 7-9, 2016
Orlando World Center Marriott
SIAA Business Meetings are designed around creating relationship networking opportunities between our Strategic Partner Company attendees and our Master Agency Principals, Executives and Managers responsible for agency network development.
These meetings foster and reinforce the continuing commitment SIAA holds with its Strategic Partner Companies, Master Agencies and ultimately, its member agencies.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
ELAN (http://www.elannetwork.org/) is a relevant network for us.
In this presentation, we briefly summarize some of our experiences working on diverse projects.
Talk given at Games for Everything meeting, Games4* 2nd ed at University of Vic (http://mon.uvic.cat/international-workshop/events/games-for-everything-meeting-games4-2nd-ed/ )
Presentation given at JTEL2012 (Joint European Summer school on Technology Enhanced Learning)
Event URL: http://www.prolearn-academy.org/Events/summer-school-2012
My contact email: caislas@gmail.com
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
10. How old games are?
“The fact that play and
culture are actually
interwoven with one another
was neither observed nor
expressed, whereas for us the
whole point is to show that
genuine, pure play is one of
the main bases of
civilization.” Huizinga, 1950.
14. Digital Games
Video games (timeline of consoles, video history MMO)
Mobile games ( video snake,
photo - trends)
Location-based games* (e.g. geocatching, visions with AR)
Pervasive games* (IPerG)
ARG (Alternate Reality Games)* (experience of the Lost Ring)
* transmedia
18. System.... (in engineering)
..... is a combination of components that act jointly to
achieve a specific objective.
Ogata, K. (1987) Dynamic Systems.
Page 417
19. System lexicon (engineering)
A component is a particular unit in the function of a
system.
A system can be call dynamic when the output depends
of an input from the past. That means, systems are
changing states or moving constantly to be useful.
Example: vehicles, entertainment equipment (TV, radio),
computers.
A static system is constant. Example: buildings, bridges,
furniture.
23. Game mechanics
Game mechanics are the core of the game.
Taxonomies of game mechanics are incomplete.
Why?
a) involve objective set of rules
b) involve mental models of the players.
24. Taxonomy of Game Mechanics
suggested by Schell.
1. Space
2.Object, attribute and states
3.Actions
4.Rules
5.Skills
6.Chance
25. Game dynamics
Once players are playing the game is possible to
see the game mechanics in movement, so the
game dynamics unveil.
27. IGDA defines
Hardcore Gamer: Gamers who typically play high-action,
extremely competitive games that require a greater degree of
involvement or dexterity in order to progress.
•Core Gamer: Gamers who typically play games with a steeper
learning curve or games that require some level of deeper
involvement or complex tactical challenges.
•Casual Gamer: Gamers who play games for enjoyment and
relaxation rather than games with steep learning curves or
requiring high levels of commitment or involvement.
source here
28. Features of casual games
by Brathwaite and Schreiber
1. Easy to learn
2.Reduced complexity
3.Casual conflicts
4.Short play time
5.Lack of commitment
6.Family friendly
29. Demographics
Classification by Schell
0-3: Infant/Toddler
4-6: Preschooler
7-9: Kids
10-13: Preteen or Tween
13-18: Teen
18-24: Young Adult
25-35: Twenties and Thirties
35-50: Thirty and Forties
50+: Fifties and Up
30. Five things Males like to see in
games according to Schell
Mastery
Competition
Destruction
Spatial Puzzles
Trial and Error
31. Five things Females like to see in
games according to Schell
Emotion
Real World
Nurturing
Dialog and Verbal Puzzles
Learning by Example
37. Claude Levi-Strauss
Material things are goods to think with and good
to think with.
Bricolage as a way of combining and
recombining a closed set of materials to come up
with new ideas